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Everything posted by Jason777
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That's pretty awesome Twili! So the Mario model in the IPL4ROM uses the same format as object_human ("Aria")? Then would it also be safe to assume that all or some N64DD games/expansion packs use the old animation format?
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This looks pretty damn awesome. Too bad I wouldn't be much help to a project like this since my knowledge in programming is extremely low /:
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I love Nemu... But I use PJ64 alot more because I've known how to set it up and use it alot longer. I guess it's something that has to do with me being in a more familiar and comfortable environment.
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Looking good so far I can't wait to see the finished product!
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Transition Actors Scene Header Command: 0E XX 00 00 02 YY YY YY XX = Number of transition actors YY YY YY = Start of transition actors Transition Actors Data Format: AA BB CC DD EE EE XX XX YY YY ZZ ZZ RR RR VV VV AA = Map to load when triggered from the front BB = Front trigger camera setting CC = Map to load when triggered from the rear DD = Rear trigger camera setting EE EE = Overlay (actor) number XX XX = X placement YY YY = Y placement ZZ ZZ = Z placement RR RR = Rotation VV VV = Initialization variable --For BB and DD 0x00 and 0xFF can be used--
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What part of it did not work?
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Hex editor of your preference
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Just delete my above post because it is meaningless considering that I took a closer look at the OP. Here is what you must do to be able to use the boomerang as and adult: •Go to 0xBF9B18 in the ROM •Change the byte located at that offset to "00" That makes the item usable as ONLY adult link. To make it ONLY usable as child link, change the byte to "01". If you want to use the item as both child and adult link, change the byte to "09" Now, we need to make the item highlighted when selecting it: •Go to 0xBF9B42 in the ROM •Change the byte located there to "00" The same rules apply to both the item usability and highlight. Next, we need to make the model show up in adult Link's hand: Now I haven't tried this out for myself (yet) but, hey, it's all I got... Hope, that helps!
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The Shin Megami Tensei games are pretty good and dark... I love dark Anyways, I believe that it would be worth checking out
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Yes, I'll give you specific instructions for the item that you wish to use. Which item(s)?
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The Legend of Zelda: Shadows of Hyrule
Jason777 replied to Destroyer4292's topic in Community Projects
Your mod interests me. I'll be keeping an eye on this -
I have a question about one of your programs concerning this topic. Could your other (old) program, Symbiosis Combiner Encoder, be used to accomplish the exact same tasks as SayakaGL combiner? Which do you believe is better? I'm trying to make transparent textures in a custom map. Also, concerning transparency, how are we supposed to know where the SetOtherMode_L is located if it as not right after the SetCombine?
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What do you mean by change music? •Custom songs •Assigning scenes different music You can create custom textures with ZLE2
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A few questions concerning porting stuff from MM to OOT
Jason777 replied to Zeth Ryder's question in Q & A
I believe Playtendo has been looking into instrument set porting. You could message him on YouTube (fkualol) or I think he has an account on here. -
This is looking great, xdaniel! I havn't had much time to use Sayaka but is there a feature to be able to edit different object sets of maps? For those of you who don't know, object sets are what are behind the difference in loaded actors and objects between Child and Adult versions of levels.
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16, brah
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I really like what you're doing here It makes me think back to my attempt at making the light temple... *opens map up on Google SketchUp* If you need help with this, I would be happy to lend you a hand!
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^^ I don't know why, Salvage, but that reply made me LOL so fucking hard at its short simplicity. Am I an idiot for finding such random things funny? Maybe so, but it sure makes my life a hell of a lot brighter at times. As for cutscene data creation, xdaniel, you said it saves the created cutscene to the savefile? Isn't there documentation on savedata pertaining to mempacks on the wiki?
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"Fall Out Boy- This Ain't a Scene its a Godd*mn Arms Race" Other than that line I posted above, I don't feel I can say much more than I agree with everything even though I've only been around for a 1 and 1/2 years.
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I want to make a hack in which you can have items assigned to the C-buttons AND the D-pad. But after hearing what you just had to say, spinout, it seems to be a difficult process.
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Okay, since I can't really think of way of explaining what I am looking for, I'll just give another example: You are using bombs. Then you press whatever button bombchus are assigned to and somehow the game knows what you want to use. Yes, Zeth, how the game identifies which items are equipped to the C-buttons is along the lines of what I'm trying to say.
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What I am trying to say is that I am looking for whatever RAM address the game uses to differentiate between which item you are using on the C-buttons. For example, I would like to find out how the game knows when you go from using the ocarina to using the hero's bow. It's kind of hard for me to explain.
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Does anybody know if this is an actual routine? If so, can I have the RAM address for it? I really I have no idea as to how I would search for this routine in the first place other than search for actor #'s. But I have tried everything and am at a loss. Zeth, you created the Magic Armor Effect ASM hack and that had a way of identifying which tunic you were using so maybe you can understand what I'm trying to say. Thanks in advance
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Mmm looks yummy. Source code?
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I am getting tired of using hex editors... In other words: I am REALLY looking foward to this program's release