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Everything posted by Jason777
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I'm thinking about updating this guide with a few more things. Any suggestions?
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Nemu might have relative pathing issues.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Jason777 replied to Airikita's topic in Modifications
Sounds like you're having a bad weekend. -
WIN: http://www.ddotomen.com/?s=Breaking+Bad+season+5
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Does anybody know where to stream Season 5 part 2?
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Post any screenshot of Zelda models, dungeons or mods you´ve done.
Jason777 replied to pkjoan's topic in Randomness
Light Temple... wut. -
I love all the random people who just happen to stop by this site and turn out to be these awesome programming deities.
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Honestly, when I was around to see what all was being done... it was quite awesome. Ironically, I left because I felt bad that I wasn't contributing at all and that I was going to be busy with college. Anyways, the ideas you guys come up with and the story for the game is enough to keep anybody around even if progress came to a stop. The only problem the team has is actually finishing the content. For example, you get the maps and models done (Bobbo's are incredible), but it doesn't get far enough to where the map is imported and actors have been placed. Another example would be that some music is made, but nobody goes to the trouble of importing it. Another problem is that there is a difference between what is "possible" and what is "realistic". You guys would come up with some pretty nifty ideas for ASM or C hacks for new items, an experienced hacker (i.e. sakura) would say that it was "possible" to make... and then it was settled that it would be done. Unfortunately, the hacks that you guys wanted to be made often ended up being very difficult and revolved around looking it vast unexplored territory. Then again, it could just be that it was beyond my capabilities. If there was an FTP to where people could upload files for the project then I would imagine it would help with progress. Seriously, though, you guys were doing a great job as far as I could tell, but you just need to get things finished.
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The Official Post Your Ugly (or Not-so Ugly) Mug Topic
Jason777 replied to Shadow Fire's topic in The Central Hub
Just happened to be awake in the dorm working on some Java homework. Behold the classic college freshman! -
(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
Giadrosich had that same issue awhile ago and had to work around it. Unfortunately, it is an issue with ZAP2, not ZAO-ADD. JSA had explained the error somewhere, but I have forgotten what causes it... Also, try placing your ROM in a directory where you don't have to use quotations to write its path. -
Post any screenshot of Zelda models, dungeons or mods you´ve done.
Jason777 replied to pkjoan's topic in Randomness
The texture precision is pretty impressive... I'm surprised I don't see any UV errors! -
I may be wrong when I say this, but the "display list" at 0x16A48 looks like a hierarchy header. It consists of 0x0E bones and... 0 display lists? That's strange because the hierarchy happens to use one display list (it can be seen in the last limb entry at 0x16A04...), 0x04015658. It might use an older version of the hierarchy like the Stalfos. http://wiki.spinout182.com/w/Animation_Format#Hierarchy Also, the one of the "DE commands" that reference segment 0x08 or higher might be for animating the fairy wings.
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(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
It could just be an error in my coding to allow files with spaces in them. I don't think I ever really tested it out... Try renaming your ROM to "Zelda_Rebirth.Z64" -
Your 3D modelling skills are absolutely phenomenal. It's not too detailed as to look out of place... everything looks as if it belongs in OoT. Seriously, great job with what you have done so far.
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That's a pretty kickass title screen you got going on.
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This is some impressive content! Do you take requests?
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Uh oh... vg64tools and z64 googlecode pages are in danger. Those are the pages I visit most often.
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Wow, that's quite a bit of text! I'll make sure to give it a read when I'm done tutoring today
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The Sheikah's Apprentice [UPDATE:7/18/15]
Jason777 replied to sairugoth's topic in Community Projects
Ohh, you can go well beyond 3,000 faces. It really depends on how much the player can see on the screen that decides how much the game slows down. It's generally just a good idea to keep the collision simple. However, you can be pretty liberal with how detailed you are when it comes to mesh. Of course, don't go too over the top though. The largest face count I have ever had was somewhere near 9000 triangles. -
The Sheikah's Apprentice [UPDATE:7/18/15]
Jason777 replied to sairugoth's topic in Community Projects
I'm interested in the dungeon. You don't see many people create dungeons and get too far with it -
This is awesome stuff. Thanks for posting this.
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Heavy, my program finds map headers. You'll only be able to find 0x15 commands in scene headers.
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I said this a little eariler before, but... the less custom things we include, the less we have to explain. I was leaning more towards obtaining a Triforce (using the actor from the goddess cutscene), blank text box comes up, Triforce added to status screen (between medallions), and freezing the game when the cursor moves over or tries to select it.