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Everything posted by Twili
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I guess the topic post in "Wind Waker's Alpha Forest" was largely ignored. The bmd file remaining for the alpha forest is not a bmd file at all, but an old Maya file. Open it in notepad or whatever and you will see this: <HeaderInfo> map test_R00_siroroom project projectMapTool generator Maya user DummyUser version 1.31 date 2002/07/19 time 15:20 num_define 2 define_tag GroupDefine define_tag PolygonDefine </HeaderInfo> This is the model:
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Unfortunately, compressing the edited files resulted in them being bigger than the old Yaz0 files, so a decompressed rom is the only option. Here is OoT Link, though. For decompressed US rom.
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You're behind by one trailer that aired on TV three days ago at 1:07 AM EST on the show GT.TV on Spike.
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I should have the OoT Link port completed for you tonight... omg Halloween release. What I said at the end of the video is "I'm doing a Zelda Gaiden restoration project. Unlike Flotonic, I'm going to release this OoT Link port. But not yet, even though you can't tell that there's anything wrong." The mod will be released in small patches instead of one big one. And, a rarity, they will be for the compressed rom.
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I'm now working on the Adult Link Mask icon. Here's the first three stages of development of it:
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Link textures now fixed.
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Will update as soon as I do more. The textures that you see on Link corrupted are gameplay_keep textures that I have not done yet.
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For the Zelda Gaiden project.
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It's most certainly not the actor. I think it's the collision data for the OoT map having different camera settings than MM maps or a result of replacing whatever MM map he did.
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fkualol made a video of the map ported with the actor loaded: This made me realize that the wall texture from this beta MM screenshot may be the same one from the fishing pond:
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No I discovered that it's in all versions. Number 0079. Group/object 0124. Mujura no Kamen is the only one that has a debug message in the actor, though: "HIT FISH %dcm" Actor 012B should also be investigated, with object 015C. It has the text: "FISH COUNT %d" EDIT: Okay, that other actor is Gyorg.
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Yes. And you can see the fisherman through the south wall: If you try to talk to him:
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Repost from Z64. Japanese version only right now. It starts at 0xC77F84. The first entry should be this: 03000000 801BF2CC 801D92E0 Scene has 3 entrances. Only the first byte of the first word is significant. The others are padding. Entrance index is at RAM offset 0x1BF2CC. Scene name is at RAM offset 0x1D92E0. If reading this table is to be implemented in a program, it needs a "hackish" way to follow the RAM pointers. Add 0xAB7960. Let's check out the scene name. 0x1D92E0 + 0xAB7960 = 0xC90C40. Following 0xC90C40 in the ROM, this scene's name is Z2_SONCHONOIE. For the record, this is NOT Southern Swamp, as mislabeled by the old documentation on the wiki. This is actually the Mayor's Residence. æ‘長ã®家 (soncho no ie) translates as "mayor's house". Now let's look at the entrance index. 0x1BF2CC + 0xAB7960 = 0xC76C2C. Following 0xC76C2C in the ROM, this is the entrance index: 801BF2C0 801BF2C4 801BF2C8 More RAM pointers! You know what to do. And finally, here's the entrances themselves pointed to by those offsets: 12 00 41 02 12 01 41 02 12 02 41 02 The format now is the same as OoT. First byte is the scene number. Second byte is the entrance number. Third byte is the fade-in value. Fourth byte is the fade-out value. Were you to look at scene 0x12, you would discover that it is indeed the Mayor's Residence. Note that there can be more than one entry per entrance, unlike the example here. The entrance index does not always count by 4. In the case of multiple entries for each entrance, I would assume that it has something to do with the different Link forms, but I don't know what to make of them yet. Some entrances also use peculiar scene numbers such as 0xF5, which is clearly higher than the total amount. That's another mystery at the moment. But there you go. Something I forgot to mention. I don't see any clear correlation between the exit values in scene files from MM and entries in the exit table yet...
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That's my voice with the pitch increased. Epic R rolling is epic? Here is a download link to the original recording of it.
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I downloaded that prototype of Dezaemon DD. It's exactly 64,458,560 bytes (61.47 MB) in size, which is the space taken up by the 4,292 usable LBA's. Now I'm confused, though, because the F-Zero Expansion Kit is 67,108,864 bytes (64 MB) in size. I located the precise offsets of two textures in the F-Zero disk for fun: 0x1B120 0xA9E830
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I read some interesting(?) stuff recently. This is to do with the structure of a 64DD disk. Data is stored on both sides, or "heads," head 0 and head 1. The heads are divided into 8 "zones," 0-7 on head 0 (top) and 1-8 on head 1 (bottom). The zones are then divided into tracks (one complete circle around the disk). Half of a track is an LBA (Logical Block Address). LBA's have a fixed length in bytes depending on the zone: Zone 0: 19,720 Zone 1: 18,360 Zone 2: 17,680 Zone 3: 16,320 Zone 4: 14,960 Zone 5: 13,600 Zone 6: 12,240 Zone 7: 10,880 Zone 8: 9,520 The total capacity of a zone is its LBA size times the number of tracks times two. Here's the number of tracks on head 0 in each zone: Zone 0: 134 Zone 1: 146 Zone 2: 137 Zone 3: 137 Zone 4: 137 Zone 5: 137 Zone 6: 137 Zone 7: 102 And head 1: Zone 1: 146 Zone 2: 146 Zone 3: 137 Zone 4: 137 Zone 5: 137 Zone 6: 137 Zone 7: 137 Zone 8: 102 There are 2,146 usable tracks (4,292 LBA's), but also 25 LBA's containing system information, making the actual total 4,317. These LBA's distinguish a retail disk (gray) from a development disk (blue). Credit to Kammedo on the 25 extra LBA's. I memorized all of this and may add in additional information (examples on the calculations) later.
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The 2005 GameCube E3 demo of Twilight Princess. It should be the one that has been ripped, not the 2006 Wii one. That one has nothing good. There is a beta Forest Temple room at 4:57.
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LACE was used to edit the animation.
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There is model data, but not for the forest, and not in BMD format. Explained in the topic post. The only notes I have on the collision (.dzb file) are (with the alpha forest's as an example): 0x0: 00 00 0D 31 : Collision vertex count. 0x4: 00 00 00 34 : Offset to vertices. 0x8: 00 00 15 3D : Collision triangle count. 0xC: 00 00 9E 80 : offset to triangle definitions. Collision vertices (0x34): C4 EE 56 BB C4 1F 3C A7 45 11 FE EB Each vertex is 0xC bytes in length, three single precision floats. Collision triangle definitions (0x9E80): 01 CD 00 C2 01 CE 00 00 00 02 Each definition is 0xA bytes in length, first three shorts represent three indexed vertices for the triangle. I don't know what the last four bytes are. The header is 0x34 bytes in length (last four are a null terminator), and I only covered the first 0x10. Only what I needed to get the collision mesh. I converted the collision vertices to a bare bones F3DZEX model file to view them in UoT.
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These two textures are shared between /res/Stage/sea/Room23.arc (Greatfish Isle) and Room33.arc (Private Oasis): Txq_besso_iemae Txq_hune_a You can't see the path texture in the Greatfish Isle image, but it's there on another chunk of the remains. Also, you see this when you play the Ballad of Gales... The cave for Jabun is also not present in the E3 model of Outset Island: Final: Conclusion: Greatfish Island is one of the cut places.
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GC-Tool lets you replace any file I think. http://wiki.gbatemp.net/w/images/a/a0/Gctool12b.zip