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Jason777

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Everything posted by Jason777

  1. Jani figured out how to do this by modifying a few things in code.zasm.. But from what I understand, the method is flawed. http://spinout182.com/oldforums/index.php?topic=247.0
  2. I'm pretty sure that's almost all of the programs that exist to date besides LACE and maybe a few others. Anyone care to share some more?
  3. Jason777

    Modifying foes

    I'm pretty sure I can find a few documents laying around about some of this stuff... I have ALOT of old documents EDIT: ^^Well there's something.
  4. Making lava isn't impossible. You just have to give it a certain collision type. And animation can be done.but it hasn't been completely figured out.
  5. Hmm this sudden boom in WW (and TP) hacking kinda makes me want to drop OoT...
  6. Jason777

    Modifying foes

    No. OoT's overlays just happen to be ELF binaries. Most other things (e.g. scenes, maps, objects, cutscenes, text, etc) can be modified quite easily without the use of ASM.
  7. Jason777

    Modifying foes

    It's a bit complicated. You can disassemble an actor using ZOVLDis, modify the source, and reassemble the actor/overlay.
  8. http://z64.spinout182.com/index.php?topic=183.0
  9. Try making organic surfaces through triangle manipulation.
  10. Yeah, I still have a few more programs/tools to add, I also need to re-upload a few others which I can't seem to find anymore (most of which are lesser known), and I think adding a library section is a good idea. I'll make some more changes and add stuff to the wiki when I'm done with classes later today.
  11. The only thing is that I don't think many people keep up with the software section on the wiki. I, for one, really only go to the wiki when I need to look up documentation on file formats and/or the RAM map (probably other things, too). I may be speaking only for myself, though.
  12. Reserved because I'm a paranoid parrot...
  13. Seeing as how there are so many different programs for modifying OoT (and some for MM) it can become quite a task remembering about each and every one. I think it would be a good idea to post links to every single program you can find, add a description, the program creator, and the game it's for to create a database or directory for programs. NOTE: I will be constantly modifying this post with new links, updates, and (maybe) source code... Descriptions Later. PROGRAMS MusicXML Importer by messian. Replace M64XML.exe with this. OBJN64 by marshallh and spinout. DL2C by spinout. OBJ2C by spinout. ZIFF by spinout. BGR24 by Twili/Zant. BMP2RBG16 by Twili/Zant. ZOVLDis by ZZT and spinout. ZDUMP by spinout. DLViewer by xDaniel. ZSaten by xDaniel and spinout. Z64Tree by spinout. MMPictograph by arbingordon Z64Anim by spinout. nOVL by ZZT. Use with nOVLins by spinout. SM64toZ64 by xDaniel and spinout. SayakaGL by xDaniel. Navi Color Changer by Sanguinetti. Navi Color Changer (INCOMPLETE) by DeathBasket. ZADP by Sanguinetti. Zelda Multi-Purpose Editor by Sanguinetti. OBJN64Tool by spinout. SharpOcarina by xDaniel and many other contributors. Obj2Area by spinout. Z64 Hierarchy Scanner by spinout. Z64 Animation Scanner by spinout. ZAPPY by spinout. Z64Porter by spinout. Utility of Time by cooliscool. ZAV by JSA (?). Z-Filenew by spinout. MML2M64 by messian. Use with some of these tools. Zelda Sequence Tool by DeathBasket. Collision Fixer with revisions made by MNGoldenEagle, JSA, spinout, xDaniel, and (newest) DeathBasket. OZMAV2 by xDaniel and (?) spinout. ZLE2 by JSA. ZAP2 by JSA. ZAP2MM by JSA. ZTE by JSA. Zelda String Editor is a ZTE revision by snotskie. Symbiosis Combiner Encoder by xDaniel. Z64Viewer by Euler. OoT and MM Flash Actor Hacking Generator by GeekyLink. OoT Text Conversion GS Code Generator by GeekyLink. GZRT by ZZT. ZCode (INCOMPLETE?) by spinout. Z64 Insert SEQ GUI by ZZT. Actor Dump by (?) ZZT. Zelda 64 Function Database by (?) ZZT. ZDEC by ZZT. OZMAV by xDaniel. Zelda Edit by cooliscool.
  14. So I'm guessing that I should OBJN64Tool from now on instead of wotf.py to make custom display lists?
  15. Ahh I thought you were going to play some songs double-handed
  16. I'm bold enough to say that SharpOcarina makes the map look BETTER compared to the original- brighter textures or perhaps normals. Also, can you tell me why I should use this OBJ Exporter instead of the one that comes with Google SketchUp Pro 8? Besides better exports does it do something else (specifically, grouping)?
  17. Jason777

    Pause menu problems

    It could always just be an issue with your computer. I really do recommend you use Nemu64, though.
  18. Jason777

    Pause menu problems

    I quoted myself from glitchkill:
  19. A better version of my (old) tutorial can be found here: http://glitchkill.proboards.com/index.cgi?board=tuts2&action=display&thread=4982
  20. I've used OZMAV2 to dump scenes as OBJ and then used a plugin to import it into SkethcUp. From there I modified it to my pleasure and then imported the map with ye ol' Obj2Area.
  21. To even begin hacking the source code you need to have decent knowledge of MIPS r4300i assembly. This is not just a simple GS code or ROM modification that follows a simple format.
  22. He's basically showing how to make organic surfaces. I'll try to explain in simple steps... 1. Create a square and split it in half diagonally from one vertice to the other. 2. Now make another square in exactly the same way you made the square in step 1. 3. Connect the squares at the vertex points. 4. Repeat steps 1-3 till you have a relatively large area to work with. Sanguinetti shows how to do this using shortcuts through copy+paste magic. 5. Now to form the organic surfaces use the move/stretch tool to pull vertex to give off the desired effect. It's not the exact way he did it but you wind up with the same results in the end.
  23. I immediately think of Zelda's Birthday whenever or wherever I see the usernames JSA, john_smith_account, xzso.. Anyways, welcome
  24. Gazpacho146, your model seems to have quite a few polygon so I'm not sure it'll be able to import or not. The scale seems to be massive and there are bagillion groups within the model as well (too much and too lazy to count how many). With a few tweaks and simplifying it might work in-game..
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