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Everything posted by Jason777
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A little late here, but I decided to look again at this hack. I ended up getting it to compile along with its hook and running on OoT. After looking at these two pages, I figured out that most of the errors were with my makefile. Indeed, I had some pretty impractical and contridictory cflags... Truth is, I had no knowledge on how to construct a makefile and had created one after looking at other people's work and using reasoning skills. http://gcc.gnu.org/onlinedocs/gcc/C-Dialect-Options.html#C-Dialect-Options http://gcc.gnu.org/onlinedocs/gcc/MIPS-Options.html By the way, the hack works somewhat but is far from what I imagined and a little buggy; not every attack with the Biggoron's sword runs the code or has the desired effect. Needless to say, I need to fix up the code ALOT.
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What do you mean by "collision type"? I'm assuming you're referring to what damage effects if gives off when it hits an enemy. The collision part is probably specified within either the player actor, the sword actor, code, or ovl_kaliedo_scope.
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A very interesting clip. It would have been cool to implement breakable shields Also, out of all those areas, the desert with the setting sun seems to stick in memory the most.
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OoT/MM ~ Beta/Alpha/Pre-release/Unused/URA Discoveries
Jason777 replied to Jason777's topic in Modifications
Majora's Mask (1.0 USA) GI Child Zelda Mask? Open up 01DB2000 - 01DB38E0.zobj and go to display list 0x6F8 (or "render all")... someone seems to have "gotten her nose." Picture later... -
OoT/MM ~ Beta/Alpha/Pre-release/Unused/URA Discoveries
Jason777 replied to Jason777's topic in Modifications
OoT (Debug) Beta Blue Fairy Open up object_dy.zobj in Utility of Time and go to Display List 0xD1B0 -
To help people form their own little hacks which revolve around beta content, I think it would be a good idea to have a little database where people can post their beta findings, restorations, and other information. To keep this topic clean, it would be beneficial to make posts in the format of: Game (Version) Topic Post relevant information regarding where and how to find any beta content and then images... Example... OoT (Debug) SM64 Leftover Snowmen Heads or Blue Birds You can use this GS code to replace one of the Kokiri near Mido's hut with a group of the models: 8128D8A4 0135 8128D7B8 0124 Also, I would assume that double posting is allowed as long as it makes updates to previous findings or to reveal new secrets.
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Is the shield part of a texture pack or is it a permanent texture change?
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What do you call a man with three balls?
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PPF-Studio is used to create ppf patches. MinGW, when used with the correct tools, can be used to compile hacks made in C for N64 games.
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Actually, Wareya made a hack which got rid of the 3-day cycle so it plays like a normal game; you can open a chest and it'll still be open on the 4th day... and the 5th day... and the 6th day... etc.
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Sounds pretty awesome. I'll be waiting for a download
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http://wiki.spinout182.com/w/Code_notes Also (don't assume I'm correct because I haven't checked) the display list for Link's tunic and others may have a D7 command somewhere that you can modify.
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Love me some practice! Door.c #include <mips.h> #define LINK_XYZ 0x802245D4 /* Code snippet taken from ZZT and spinout */ void SetTextRGBA(void *, u8, u8, u8, u8); void SetTextXY(void *, u16, u16); void SetTextString(void *, char *, ...); typedef struct { u32 x; u32 y; u32 z; } CoordR; /* End of code snippet */ void _start (void) { asm volatile ("la $gp, _gp"); CoordR *Link = (void*)LINK_XYZ; CoordR Door[]; /* ^^ A variable which holds the XYZ coordinates of the doors; you have to fill it in yourself */ /* An if statement which compares Link's current coordinates with the coordinates of the door */ if ((Link->x <= Door->x) && (Link->y <= Door->y) && (Link->z <= Door->z)) { SetTextRGBA(a0, 0, 0, 0, 255); SetTextXY(a0, 0, 7); SetTextString(a0, "Faggot's Room!n#%02X%02X%02X", 0); } /* Insert some code to make the text go away upon opening the door... possibly an if statement which is based upon pad input or current animation */ asm volatile ("jr $ra"); } Door.x /* ======================================================================== * * n64ld.x * * GNU Linker script for building an image that is set up for the N64 * but still has the data factored into sections. It is not directly * runnable, and it contains the debug info if available. It will need * a 'loader' to perform the final stage of transformation to produce * a raw image. * * Copyright (c) 1999 Ground Zero Development, All rights reserved. * Developed by Frank Somers <frank@g0dev.com> * Modifications by hcs (halleyscometsoftware@hotmail.com) * * $Header: /cvsroot/n64dev/n64dev/lib/alt-libn64/n64ld.x,v 1.2 2006/08/11 15:54:11 halleyscometsw Exp $ * * ======================================================================== */ OUTPUT_FORMAT ("elf32-bigmips", "elf32-bigmips", "elf32-littlemips") OUTPUT_ARCH (mips) EXTERN (_start) ENTRY (_start) SECTIONS { /* Start address of code is 1K up in uncached, unmapped RAM. We have * to be at least this far up in order to not interfere with the cart * boot code which is copying it down from the cart */ . = 0x80600000 ; /* Door.c */ SetTextRGBA = 0x800FB3AC; /* Set RGB routine */ SetTextXY = 0x800FB41C; /* Set XY routine */ SetTextString = 0x800FBCB4; /* Text draw routine */ /* The text section carries the app code and its relocation addr is * the first byte of the cart domain in cached, unmapped memory */ .text : { FILL (0) __text_start = . ; *(.init) *(.text) *(.ctors) *(.dtors) *(.rodata) *(.fini) __text_end = . ; } /* Data section has relocation address at start of RAM in cached, * unmapped memory, but is loaded just at the end of the text segment, * and must be copied to the correct location at startup */ .data : { /* Gather all initialised data together. The memory layout * will place the global initialised data at the lowest addrs. * The lit8, lit4, sdata and sbss sections have to be placed * together in that order from low to high addrs with the _gp symbol * positioned (aligned) at the start of the sdata section. * We then finish off with the standard bss section */ FILL (0xaa) __data_start = . ; *(.data) *(.lit8) *(.lit4) ; /* _gp = ALIGN(16) + 0x7ff0 ;*/ /* _gp = . + 0x7ff0; */ . = ALIGN(16); _gp = . ; *(.sdata) __data_end = . ; /* __bss_start = . ; *(.scommon) *(.sbss) *(COMMON) *(.bss) /* XXX Force 8-byte end alignment and update startup code */ __bss_end = . ; */ } .bss (NOLOAD) : { __bss_start = . ; *(.scommon) *(.sbss) *(COMMON) *(.bss) __bss_end = . ; end = . ; } } I made this probably a lot more complicated than it has to be, but I can't think of any other way. For a hook, you can change the JR RA at the end of the osWriteBackDCacheAll to a J 0x80600000. Anybody who can fix up my code, please do so because I'm still learning, too, and would like to increase my knowledge. Also, that code won't compile the way it is right now; you'll have to finish it up yourself but I'm pretty sure you get the basic idea. EDIT: I just realized that the above hack wouldn't work because I'm only making comparisons with one set of XYZ coordinates when, really, boundries are made up of more than one point or set of XYZ coordinates.
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Sorry for a triple post. Forget the readme, I realize that most of the stuff within the project folder wouldn't make sense no matter how much detail I put into it... Anyways, here you go: http://www.mediafire...k5mv22u2kcxlofq Things you should know about the "modified" areas: every area was only modified to the point so that the Adult trading sequence for the Biggoron's Sword was cut out. The same thing goes for the text modifications. I realize that me releasing these files means that I can no longer influence the project in the way that I want so I didn't bother including dungeon plans and room/level descriptions and purposes. I wish I could have finished this modification for you guys... Enjoy, I guess.
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The project files will be made open source. You can look to download an 7-Zip archive of all the files later (awhile later) tonight-- I have a readme to construct. "Yes" was clearly the winner of this poll.
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And again, nevermind... I've figured out a somewhat useful process to get OBJ dumps from OZMAV2 working with TIG's OBJ Importer for SketchUp. The imports are not flawless, though, there are quite a few texture errors but either program could be to blame. Anyways, after about an hour of research about the processes of TIG's importer and the format of OBJ and MTL files in general here's how I found a workaround: Simply replace all instances of map_Ka in the MTL file produced by OZMAV2 with map_Kd. It turns out that TIG really likes parsing and creating OBJ and MTL files in a certain way, the usage of map_Kd being one of the commands (not really sure what to call it) he's most suited to.
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Just wondering, are there any methods/plugins to import an OBJ with its MTL? I understand that importing just the OBJ is possible, but I really don't want to have to go through the trouble of texturing the model again. EDIT: Nevermind, I think I found a solution: TIG's OBJ Importer. EDIT2: Again, nevermind. I can't seem to import the model with its textures applied... perhaps it's how OZMAV2 dumps OBJs?
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Just so you guys know, other members from the Glitchkill forums are also participating in this poll. Another thing, one of them asked me what was left to do... so I gave him this list: Fix the warp from Chamber of Sages to Triforce Area and fix the warp from Triforce Area to credits. Get the hack I made in C to actually compile (along with its hook), thoroughly bugtest it, and make any necessary changes. Fill both the Light Temple and Trial of Sages with enemies and puzzles. Create three area textures which load up when you enter a scene which are for the Light Temple, Trial of Sages (area where the Sword of Sages in held), and the Sky's Keep (area where the Triforce is held). Create an item icon texture for the Sword of Sages that replaces the Biggoron's Sword Make necessary changes to the Exit Table to connect all the maps. Make necessary changes to the Scene Table to load up the new area textures. And here are things that I don't have to do but would be pretty interesting: Perhaps try to make a custom boss. I doubt it, though. Modify the title screen to replace "Master Quest" with "The Legendary Light." Insert some custom music for the Trial of Sages and the Light Temple. ^^ Don't get me wrong, though; I have a dungeon design thoroughly planned out, written on paper, and scanned for both maps.
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Awesome job, fkualol! Might I ask exactly what byte you changed and at what RAM address?
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It would be interesting to see if the map would look any better if imported with SharpOcarina... Anyways, the votes seem to be headed towards "Yes." NOTE: I will be heading out of town on Saturday Morning so the poll will conclude on Friday afternoon and you will probably see all the files for download that same night.
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What it looks like to me... I'm pretty sure most of those posts were editted probably by a moderator, but I'm not trying to blame anyone... cause I'm pretty sure that most of those were happy smilies last time I saw this topic. Why? Probably because every single BRP, regardless whether it's OoT or MM, is destined to fail so people give these topics an "oh yeah, sure" attitude. That's just what I think is happening here.
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Yeah, I see where you're coming from with the whole "MOD" capitalization; I guess I've just had that title for so long (year and a half) that it's kind of become a habit only with that title. And I have had the files organized amd changes documented since I started the project because I've always planned to release all the files regardless of whether it was finished or not. Also, a sidenote to everyone: if released, the two map models can only be imported with Obj2Area (I use r2 still); SharpOcarina has caused the map to crash, at least for me.
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The poll will go on till Christmas, then I will make a decision.
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It's obvious that I'm getting nowhere with my Light Temple project... so it's being scrapped. The question is, should I make it open source as well as releasing a text document with all my ideas I had planned? Creation of the project: CLICK ME Pictures: Early Stages: http://i53.tinypic.com/2uyq2a0.jpg http://i55.tinypic.com/2czzjmp.jpg http://i55.tinypic.com/2ymsxnb.jpg Middle Stages: http://i55.tinypic.com/r0a1ac.jpg http://i55.tinypic.com/qpmelz.jpg http://i52.tinypic.com/2a0nrqb.jpg http://i54.tinypic.com/dg2zkp.jpg Project Resurrection: http://i55.tinypic.com/24d4j5u.jpg http://i55.tinypic.com/i6cj0n.jpg http://i54.tinypic.com/2jeek40.jpg http://i56.tinypic.com/2z8xqp3.jpg http://i55.tinypic.com/ehcfph.jpg http://i52.tinypic.com/2jbv9lj.jpg Near-Present Stage: http://i55.tinypic.com/21cyz3p.jpg http://i55.tinypic.com/2ry3goy.jpg http://i54.tinypic.com/281ekp2.jpg http://i52.tinypic.com/6f835s.jpg http://i53.tinypic.com/2ajdrag.jpg http://i51.tinypic.com/2hntgf9.jpg http://i56.tinypic.com/9lki90.jpg http://i54.tinypic.com/5z31hi.jpg http://i56.tinypic.com/29q1d37.jpg http://i52.tinypic.com/ziojv6.jpg http://i55.tinypic.com/2le5eae.jpg http://i54.tinypic.com/i5xgsl.jpg http://i55.tinypic.com/15z4n4n.jpg http://i51.tinypic.com/2myxlde.jpg October 2011: http://img88.imagesh...endofdebug4.jpg http://img593.images...endofdebug6.jpg http://img146.images...7/snap0000z.png November 2011: http://img827.images...ttempleplan.jpg December 23, 2011 EDIT: The poll is over-- the project and all its files are now open to the public: http://www.mediafire...k5mv22u2kcxlofq