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Everything posted by SanguinettiMods
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This program was built in .NET (Don't yell at me) to create .bat files that automate the process of Messiaen's zelda_sequence_insert.exe and rn64crc.exe. MMMusic2OoT Replace the old MMMusic2OoT.exe with this one. Source Files New Source Files Credits Armos - Inspiring me to build this. DeathBasket - Providing Documentation. Messiaen/Frauber - Writing zelda_sequence_insert and zelda_sequence_rip. haddockd - Fixing multiple problems this had for the sake of convenience. All of this can be read in the Readme, but these are some limitations. Directories cannot have spaces in them. I tried to fix this, but I couldn't find a means. Not all MM Music will sound correct or complete when ported over to OoT. This can be fixed with DeathBasket's InstEd, if you know how. When typing a Hex number, for example, 4A, The letter must be capital. haddockd's Contributions You no longer have to worry about caps for Hex, the app does that for you You should no longer have to worry about paths with spaces I did some verbose error catching so if you do something silly, the app tells you what you did generally speaking. Such as no file chosen, no offset given, bad offset, path is not writable, etc It tells you when it is finished successfully so you know no errors happened The bottom button is disabled until the process completes. Prevents a host of issues So really, all I'm releasing here is a GUI "mask" that make it so newbies don't have to get their hands dirty with the command prompt.
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Mael Radec. Photoshop or GIMP?
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[TUTORIAL]Extracting Music from PS2 DVDs/ISOs
SanguinettiModsreplied toConker's topic in The Central HubTekken Tag Tournament needs a little...opening up. You know. To see what's inside. Gosh. -
cidantfipk 9731840255 byoduisits 7637890764 hitmeasriv 3884904328 mileisinbis 6253227609 nilkoilwis 2038876543 Nitpick, you tyrant. Bio-Biscuits Hit me, give me a rouse. Mile's Inn Business Milk from Nolwin. Sure, I'm wrong, but I just wrote the first thing that each of those made me think of.
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A file inserter it is, then!
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Maybe make something to port actors from MM to OoT? I'm pretty confident that you have more than enough knowledge to do something like that. Otherwise you could make a file inserter of sorts. The user would define the file to be inserted and where it would be placed. The program would add it to the necessary table and add an entry to the filename table as well. I don't know; This is just an idea I came up with on the spot.
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Umbrellas are clunky. A hood. Rain or Snow?
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N64/Zelda hacking tools (DList conversion etc)
SanguinettiModsreplied to xdaniel's topic in Community ProjectsI don't think there is any documentation on the map system at all; I was visualizing the map textures being loaded into the program and being placed on a grid. Depending on the room being viewed would decide which map part is highlighted. Then again, now that I think about it, it might be too much work to be worth it. -
Actor code, animation and matrices, RAM segments...
SanguinettiModsreplied to xdaniel's question in Q & ARight, since this is just a proof of concept; it's going to be implemented into SorataVSE, right? As far as the loading Majora's Mask stuff, I probably did it wrong. I never got an error, I just never made it past the "load object filename" dialog box. :3 -
N64/Zelda hacking tools (DList conversion etc)
SanguinettiModsreplied to xdaniel's topic in Community ProjectsI really like the idea of a "Translated" file list. It even looks pretty clean. The room names; I can't really think of a way that you could title them to really let the user know what the room is, however, perhaps you could implement a hidden window containing a map like on the Map Subscreen in OoT? That's the only thing I could really think of; Floor and then a highlighted room. -
Actor code, animation and matrices, RAM segments...
SanguinettiModsreplied to xdaniel's question in Q & AI don't really know where else to report problems if I find any, so I guess I'll do it here. Another one I just found is object_ru2 and ovl_En_Ru2. The only display list that is rendered is her head but everything else is apparently invisible. I don't know if this is a problem with the file or if it is you program, especially because object_ru1/En_Ru1 works perfectly fine. :3 -
Haha, yeah, you can call me "Sang", "Mods", or even Nick. As far as the Save and Screenshots folder, that may be a problem with your directory settings ehich you can check out in the Settings submenu. I can't really help you there if it isn't being that I mainly save everything to my desktop and I use the "Alt + Printscreen" combination to take my screenshots rather than the F3 Key. Menu glitch? I don't think I know what you're saying there. Perhaps if you could provide a screenshot I could further aid you.
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I haven't ever used an android device, and I can't really say I like either, but typing this on an iPad 2, I'll go with iOS. Wide-Ruled or College-Ruled notebook paper?
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Good job. HD. Staff NotePlease provide your options to allow the game to continue.
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Actor code, animation and matrices, RAM segments...
SanguinettiModsreplied to xdaniel's question in Q & AI did try to preview Dark Link and I ended up getting an error like the one in Twili's video above, however, I think this is because Dark Link requires extra files like link himself, and for example, He uses the file link_animetion for his animations. I just thought that might be something worth looking into. -
I've played Ocarina of Time all the way through exactly one hundred and one times. I've played Twilight Princess all the way through once. That was the Wii Version. I have to honestly say, Twilight Princess is a beautiful game. I prefer the soundtrack over Ocarina of Time's extremely. One of the reasons is because, when you hear the OoT Hyrule Field theme that many times, it makes you want to mute the TV and turn on some Techno, well maybe not you, but myself definitely. Ocarina of Time as far as a story is really wonderful. If it was a chapter book, I'd read it many many times. As a game, though, while definitely fun to mod, it doesn't really go bad, but it just gets....stale, if you know what I'm saying. Twilight Princess, the Wii Version, was really fun because I was able to discover the things on my own again. I didn't use an Internet guide at all. It would really tickle my fancy to mod that, and I probably will if I can ever get Riivolution working. My opinion agrees with Blinx here.
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Uh, yeah. Just rename the folder to something other than "THE LEGEND OF ZELDA" or "The Legend of Zelda" and use the previously stated name for the one you want to use.
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Actor code, animation and matrices, RAM segments...
SanguinettiModsreplied to xdaniel's question in Q & AI just played around with it a little bit, testing switching between Hierarchies and playing Animations. This works great! It didn't even lag for me. -
Remember when I said I'd do the cinnamon challenge?
SanguinettiModsreplied toConker's topic in RandomnessI'm the only one who's seen it. It might stay that way, too. Huehuehue -
Actor code, animation and matrices, RAM segments...
SanguinettiModsreplied to xdaniel's question in Q & AXDAN, XDAN, XDAN, YOU DID IT! -
When your accent is so thick that you can hear it through a text message.
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I think it should be noted that on a few occasions you (seemed to) contradict yourself. Not to mention, having opinions on facts is just...too contradictory in itself. My word for the wise here is: Opinions are a dangerous thing. It's all right to have one, but there's no telling where it will get you.
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Actor code, animation and matrices, RAM segments...
SanguinettiModsreplied to xdaniel's question in Q & AI know that the Stalfos doesn't contain matrices. If you were to null the DA (And D8?) Commands in Link's Hierarchy Display Lists, you would see in-game that his joints would not be connected. I don't think I'm really providing an answer to your problem, but if I'm understanding it correctly, actors are built soley on their Hierarchy and rely on animations to rotate the limbs. Matrices, at least, the ones that "fill" in joints don't position the display lists themselves. There are matrices, however, that do position certain display lists. An example of such can be found in MM Link's file, to rotate the Hero's Shield 180 degrees to use on his back, rather than a whole new display list. I think I was told once that the matrix data was stored inside the actor's file; To be used later, but I haven't had much luck finding relative to where. -
N64/Zelda hacking tools (DList conversion etc)
SanguinettiModsreplied to xdaniel's topic in Community ProjectsYou were spot on--Ten minutes. It works great. Obviously I can't really say much; but it's really a great viewer. Was the texture rendering library updated? I wanted to make an outlandish suggestion. Because it already looks so much like it does in-game, what are the chances of rendering textures being animated? Like water and such. I just think that would look really neat! And is this going to render actors in maps like OZMAV does? (By their hierarchy, and having them rendered in the map.)