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Everything posted by Jason777
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I like how Ganon sounds like such a wimpy antagonist.
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Oh shoot. I had a derp moment. Must've been half asleep or something.. Changed my posts accordingly.
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Alpha trees in Hyrule Castle Grounds: 81241CF2 83F0 81241CFA 0000
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I know it's older software but have you tried importing with Obj2Area or (relatively new) OBJN64Tool? I've also noticed that if you increase the scaling of the texture, there are less chances for errors. The same goes with grouping individual textures.
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The great sea looks... pitiful. Still, pretty damn massive if you ask me.
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So I'm looking into getting into N64 ASM, would like some advice
Jason777 replied to The Tjalian's question in Q & A
This article on wikipedia gives details on register usage and specifies alot of pseudo opcodes: http://en.m.wikipedia.org/wiki/MIPS_architecture -
So I'm looking into getting into N64 ASM, would like some advice
Jason777 replied to The Tjalian's question in Q & A
First, take a look at usage for all the different registers; floating point, temporaries, return address, stack pointer, etc. Then, I would look into how the N64 CPU handles all it's machine code (MIPS Architecture). Finally just read up on opcodes and how to use each one effectively and/or find examples on how they are used. I'll probably be back to edit the post or reply with a couple of documents... EDIT: Actually, scratch out what I said about the N64 CPU. I doubt you would need that knowledge. Also, here are a few links I've had book marked for quite awhile: http://patater.com/gbaguy/n64asm.htm http://doc.kodewerx.org/hacking_n64.html#hack_asm http://viper.shadowflareindustries.com/files/hax0r/renegade64.html http://www.orbitaldecay.com/N64/index.html http://viper.shadowflareindustries.com/index.php?doc=n64asm http://wareya.64.vg/etc/mips/ http://64.vg/dr/node/72 -
I personally wouldn't know how to approach this myself, Sanguinetti, but you should try looking at the RAM map; there many references to the global context there: http://wiki.spinout182.com/w/Debug_ROM:_RAM_Map
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http://wiki.spinout182.com/w/Code_notes#Link_stuff We have yet to find the display list pointers for the Deku Stick, Goron Bracelet, Hookshot, and Bow. This is one of the reasons there have not been hacks making these items usable by both young and adult Link.
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SharpOcarina - Zelda OoT Scene Development System
Jason777 replied to xdaniel's topic in Community Projects
Awesome! I'll be testing this for the next few days -
I also have another thing to ask: spinout, would I be able to use the bomb arrows hack, too? Of course, I would have to modify and add a little bit of my own code so that way not all arrows would be bomb arrows for it to work properly.
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That looks really good! Quick question, will source code be available to download?
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Makes me think of the ring.
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SharpOcarina - Zelda OoT Scene Development System
Jason777 replied to xdaniel's topic in Community Projects
Here is a video of the problem I was talking about, xdaniel. I show how to fix, too, but having to do that all the time would be very inconvenient: I doubt you care about it anymore, seeing as how you plan to rewrite SharpOcarina. By the way, sorry for the long video -
We each have our own opinions. Agree to disagree. Yada yada yada. Etc. Guys, I'm really just asking for permission to use the files. People who were not members of the groups mentioned earlier (Team Beta Triforce, Forbidden Legends, Z64 Bros.), please do not post as this really has nothing to do with you. Besides that, I don't wanna this to start up drama. I feel like I shouldn't have to say this, but don't take this reply the wrong way. So far, I only have permission from spinout and maybe Zeth- he seems to have hinted at it.
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I know about those. They make up a very small bit of the archive. Indeed, they are pretty terrible. However, no use in throwing old work away, I suppose. I've gotten a few remodelled and completed, though.
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I was thinking of PM'ing each and every one of the ex-members personally, but I figured it would take too long. Anyways, the point of this thread was to ask permission from the group to use, modify, and refurbish old maps from the archaic BRP projects. The thing is that I have an old archive of 40 or so BRP maps (SketchUp created or ZMAP/ZSCENE modifications), maybe 20 savestates, a bunch of pictures, and about 7 models which I have had since about summer 2010. Yes, I know it was very wrong for me to retrieve or download these files, but what can I say? I was extremely curious. As I was saying, I would like your permission to be able to modify (most maps/models are incomplete or in need of a makeover) and use these files in what may become a future project of mine: A Speculative Beta Restoration. Chances are that the project will fail like so many others before it. Either way, I would still need to ask this question sooner or later. P.S. I could upload the archive and PM ex-members a link to the files to show the content to which I am referring to. Granted, you should make a request.
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I had this problem too, Zeth. Here's the fix I found and posted earlier (look a few posts up) in this same thread:
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SharpOcarina - Zelda OoT Scene Development System
Jason777 replied to xdaniel's topic in Community Projects
I found something wrong with SharpOcarina release v0.5: The scene file points to the wrong offests for the maps, and the scene file writes over some of the map file space in the process. To be more specific, I believe that the automatic injection offsets calculator is the problem. This is was why SharpOcarina would cause my imports to crash/fail to load... thankfully, I know how to fix it. I'll provide an example (maybe a video) a little later. -
Not exactly, Mr. Teej. Seperate your models into different component's or groups for every different polygon type. After you add a mesh map(s) in the "Rooms" tab, scroll down to the listings of groups or components. Select the specific group or component of the model you wish to edit, go to the "Collision & Exits" tab, click the "Add Polygon Type" button, and copy and paste this into the "Raw Data" input box: 2C00000200005FC4 As stated by xdaniel above, apparantly manual editting is broken in SO for the moment. If you do not get the desired effect, it would be beneficial to look at these two pages to fix the polygon types: http://wiki.spinout1...ollision_Format http://wiki.spinout1...Maps_and_Scenes Actually, you're gonna have to import the polygon data manually; SharpOcarina does automatic changes to the values because it doesn't recognize that particular variable.
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I haven't been able to find the letters in any texture dumps and have been wondering about this as well.
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I believe it's an actor or collision type. If not, there's probably a routine which checks if link is positioned above a waterbox. If yes, play the diving animation; if not, play the normal jumping animation. EDIT: I went and looked at the map and scene files and found two things which most likely hold the answer. One of them is the Zora Diving Actor game, though I'm pretty sure that it is only the Zora NPC model and the actual game itself, not the diving platform: Actor -0124 Object- 00FE Variable- FFFF The other thing which you should check out would be the collision type of the two particular polygons closest to the jump point. This is most likely causes Link to dive and there is strong evidence to prove this: the two polygons leading to the diving spot have completely different polygon types (or collision flags) than the other surrounding polygons of the same texture. Here are the collision flags for usage with Utility of Time: Flag 1: 2C00 Flag 2: 0002 Flag 3: 0000 Flag 4: 5FC Walked on Sound: 4 The Wiki's information on polygon types has no documentation on these particular values so I won't be able to break these bytes (or their bits) down to give you an accurate description of what it all means, sorry. The only way to see they work is to try them out yourself; I unfortunately, am running low on time for the moment. EDIT2: I just realized that I was looking at Zora's Domain.
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I'm interested in how you would be able to change/modify SFX, Sanguinetti I have yet to learn how to do this and am eager to find out.
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Nice textures It's looking good already.
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Like Zeth, I tend to stare at a screen with all the lights off until my eyes begin to feel tired (example: blinking alot because the light from the screen makes your eyes water up), usually my iPod. Because of this, I generally tend to fall asleep at 11:45 every night.