Jump to content

Jason777

Member
  • Posts

    908
  • Joined

  • Last visited

  • Days Won

    26

Everything posted by Jason777

  1. It would actually be better if this wasn't picked up again... I had donated this to another mod and I doubt they want exclusive content to not be so exclusive anymore. Also, do you mind removing the link to the patch I gave you? I don't mind if you keep the files for the project source up though-- that was released a long time ago and anybody who can use google can find it right away.
  2. I'm loving all the tweaks you've made to the engine! Also, for starting at the last exit: http://www.cs.utexas.edu/~jason777/Izou%20Zelda%20Research/Misc/Hacking%20Notes/Starting_Exit_800A854C_800A860C.txt
  3. Find out how to spawn arrows and make them fire (needed for sword hack). Fix ladders and exits in Light Temple. Fill Trial of Power (last room of 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 which replaces the Biggoron's Sword. Make necessary changes to the exit table to connect all the maps and warps where needed. The patch I linked you to only has the Light Temple, nothing else.
  4. REMOVED THIS LINK. Apply this patch and then head to the Temple of Time as an Adult (there should be a warp in the back). It's still largely incomplete but whatever.
  5. The graphical user interface in general needs to be done by Thursday in time for the spring career fair
  6. You must have done something wrong. Try using ZAO-ADD, the modifications it makes work perfectly well with SceneNavi.
  7. URA was to be a ROM modification, not a game programmed from scratch. Let's start with this: what do you currently know about game design?
  8. Here we are: http://www.cs.utexas.edu/~jason777/ Feel free to have a look around, though there isn't much to look at... EDIT: If you're looking at actor disassemblies, just do a search for "//" or "/*" and you'll find places that I commented on.
  9. Sure thing, I'll put it on my college webspace soon. Also, we really need to start documenting how we find functions and/or values; it would help future hackers find related things.
  10. I remember finding 0x800F738C when I was hacking the audio debugger in an effort to disable Navi's SFX for the Izou Zelda project (which ended up working). Here's the function call in Audio Debug: 800F2C78: JAL 0x800F738C ; Master PlaySound (no wrapper involved) I also have more notes on it here: http://www.mediafire.com/view/n43odlu3cmlahgv/Audio_Debug_PlaySound_800F2C34_800F2CA8.txt Also, here are some other actor functions I found or have collected when hacking actors for the Izou project: external_func_8002CE00 - Used by various bosses to print the boss title texture on the screen external_func_800A51A0 - Controls various attributes of animations (speed) external_func_80078068 - Gets Y rotation to face Link external_func_80032458 - A wrapper for spawning actors external_func_8002F828 - A wrapper for playing sounds external_func_8002D570 - Delete actor instance external_func_800635D0 - Gets the amount of damage that the actor has recieved external_func_8006C360 - The return value is text ID (has to do with NPCs talking and current text) external_func_8007869C - Rotation speed (increase rotation by specified increments until facing Link) There are buttload of other functions that I can't think of at the moment... In fact, just have access to all the notes regarding actor modifications made for Izou: https://www.mediafire.com/folder/rmgre4vqw5r6n/Izou_Zelda
  11. Pushing and popping of a stack would be good to use for an undo system.
  12. There is no telling how long this'll take me to complete since I usually pick something up for a couple weeks, put it down, and then come back to it months later
  13. I've been working on something on-and-off recently: a patcher for all gameshark codes. The program would be geared towards OoT debug, but in theory it should work for all N64 games. I say this because I plan to include an "advanced" option where the user can specify free RAM space and areas where sections of the ROM are always loaded into the same area. The neat thing about this tool is that it'll be able to handle conditional codes (D0, D1, D2, D3). Another thing is that it'll be able to patch practically all codes that one may throw at it (with the exception of 50 type codes... unless I add support) . This is all possible through an assembly routine I have made that reads a list of GS codes that directly follow it. Codes that fall into an area of RAM that is always in the same space, that has no conditional code types, and can be converted easily to a ROM offset will be patched normally via simple modifications of bytes. Anything else uses the assembly routine I had mentioned above. Another feature I plan to add to the program is the ability to show and modify (add, remove, edit) a list of "active" codes that are to be used by the assembly routine. A preview: Credits: The program is based off the concepts used in gameshark code patcher for SM64: http://jul.rustedlogic.net/thread.php?id=16157 It was made by ShenoxVII, Tamkis, and Kazeshin.
  14. Jason777

    Cutscene Actors?

    Airikita, chill out.
  15. Editting animations takes quite awhile but I would be up for finding speed and health values.
  16. So, unlike Rice's, this tool will not work for hi resolution images in order to stay hardware compatible?
  17. Jason777

    Decompressing ROMs?

    I .n64 is little-endian. You'll need to run it through a byte-swapper first.
  18. Use different injection offsets than the default one in SharpOcarina and that should fix things.
  19. Your scene table is messed up... There are probably overlapping offsets (resulting in overlapping files). I imagine that it is because you have a custom map within the ROM that was imported via SharpOcarina.
  20. Apparently real hardware is picky with how assembly hacks are written, so it'll be interesting to see the results of these tests.
  21. What exactly is the "correct" way to order display lists? Forgive me, I really don't know much about model data in the N64 other than the usual 0xE7, 0xDE, 0xFD, 0xFA, 0x01, 0xDA commands.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.