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Everything posted by Jason777
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Jason777 replied to Airikita's topic in Modifications
Nice -- it's pretty convenient that you won't have to be making significant changes to damage tables either. -
Cool stuff. What trainer did you use to find these things?
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To expand upon that post, I had documented a bit of that myself when helping out HeavyZ with his mod. You can find some notes that also contain information on counter highlighting (i.e. when you have max ammo, the ammo count is green). http://www.cs.utexas.edu/~jason777/OoT_Rebirth/Arrow_Rupee_Decrement/ Old video of the hack that builds upon that documentation:
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Porting to MM is something that has always been trouble. It probably has to do with how MM makes much use of animated textures and sets up RAM segments -- a lot of things were probably simplified from a programmer's standpoint for MM and so these things are probably achieved in a subtley different way.
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The Market is made up of multiple JFIF backgrounds. You can see this clearly in the documentation you linked.
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With PJ64 you would have to reinput all the ROM settings.
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I recommend talking to xDaniel because he apparently got the patch working. He probably has the correct ROM to use.
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From what I understand, the BPS patch is what actually patches game code to implement the hack. The Python script is just for inserting modified tables that are to be used with the hack. If you need help patching your ROM, I would recommend asking xDaniel. Also, check your private messages.
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I am sure you already tried this, but have you applied the BPS patch? Also, it may be a typo but you should be using ZELOOTMA.Z64
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What errors are you getting exactly? I've never used the actual hack but you must be referring the python script for inserting updated tables. The actual hack itself was written in C and compiled with Galatea's branch of GCC (which targets the MIPS architecture).
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The Sheikah's Apprentice [UPDATE:7/18/15]
Jason777 replied to sairugoth's topic in Community Projects
You've given us plenty of updates and screenies to keep us happy I'm liking the model you have for Link's replacement. You just need to group limbs in order to make the replacements via Hylian Toolbox. Knowing that these are beta pics makes me all the more excited to see "new" models! -
Sounds like an awesome course. I bet it's pretty expensive considering they give you an Alienware
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http://www.cs.utexas.edu/~jason777/Izou_Zelda/Misc/Misc_NOTES.txt Contains relevant information.
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The Sheikah's Apprentice [UPDATE:7/18/15]
Jason777 replied to sairugoth's topic in Community Projects
That looks flipping sweet. Great job with all the maps I've seen far and your texture mapping is quite precise. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Jason777 replied to Airikita's topic in Modifications
I made that exact same hack about 2 years ago when teaching Sanguinetti how to reassemble actor files and called them "Deku Bombs" haha. -
The Sheikah's Apprentice [UPDATE:7/18/15]
Jason777 replied to sairugoth's topic in Community Projects
Columns are awesome. Needs more columns. -
Unfortunate to hear, xdaniel. Your tools have made modding so much easier in the recent years. I also want to thank you for leaving your source code behind as there is much I can learn from it.
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Spinout developed something similar awhile back (mips2c.py) when he was hosting the TBT forums but there was a problem with looping, I think. Anyway, nice find!
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Hiya! I wasn't a part of ZSO but I'm sure I've seen your username around
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https://www.the-gcn.com/topic/2352-how-to-create-custom-sound-effects-for-oot/?do=findComment&comment=37032 That should teach you what you need to know.
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Sweet. I love it when things like this get posted. I'm pretty sure I've downloaded every data archive pertaining to OoT that was uploaded publically since late 2009.
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CloudMax, if I could have that information I could find the collision relatively easy!
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Collision is still largely unknown but I have few ideas on how to crack it. Think about what an actor (enemy instance) does when getting struck... It might turn red If it was killed, it'll flash white It might play a sound It loses some health It may produce sparks if wearing armor (i.e. Iron Knuckle) So, keeping this in mind, it would make sense to place BPX on one of the function responsible for doing this. Unfortunately, the function responsible for playing SFX is used all throughout the game so you'll have a lot of noise when trying to uncover what you're looking for. You can combat this by silencing all other sounds in the game that interfere (trace back function calls by looking at register $ra). It might be easier to place BPX (breakpoint execute) on the functions that handle health reduction, turning red, hit sparks, or death flashes mainly cause they're specifically related to weapon collision. Anyways, here are function addresses for OoT Debug: 0x8002F828 = extern void playSound(RAMActor* a, u16 sfx_id); 0x80035628 = extern u8 decrementHealth(RAMActor* a); And these are for OoT 1.0... Although it shouldn't be any trouble to find them in OoT Debug: 0x80025B4C = extern void deathFlash(void* gameBase, RAMActor* target); 0x80027090 = extern void highlightActor(RAMActor* target, u32 colour, u32 duration, u32 unk1, u32 unk2); 0x8001D7A8 = extern void hitSpark(void* gameBase, u8 sparkType, CoordU* loc);
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If you look at the source code for the hack, you can see that he wrote collision detection for damage. He surrounded an NPC instance with a collision sphere, cylinder, or box and wrote code to see whether or not something came within or touched the box. I don't think he fully managed to understand collision of actors so he wrote it himself.
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Copy the display list and do search in the ROM to see if comes up anywhere else. I feel like I've seen the spikes somewhere...