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SanguinettiMods

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Everything posted by SanguinettiMods

  1. I'm just going to say right there that he wasn't trying to "attack" you. Blinx has a serious personality with his games. The Star Fox series being among his favorites, you seem to be stating your opinions as if they are fact. I don't mean to de-rail this topic, but you're definitely welcome into this community as a gamer. I know I'm pretty much speaking for him, but I trust what I'm saying is true.
  2. Not permitted to post a download link here, but you can find one in the description. Enjoy!
  3. If that's the case, that limits people on the ability to use programs like RPG Maker XP and Gamemaker and such. You're basically suggesting that they use a language like Python or C to create a game, and there aren't a whole lot of people that I know of that can do that easily. Especially within 72 hours. Maybe if the contest was a little better thought out, sure.
  4. It works the opposite way, too. You can place the Magic Spells over the Medallions on the Quest Subscreen, however, the reason they look glitchy is because of the difference in size. 24 x 24, being the Medallions vs. 32 x 32, being the other icons. I'm unsure about how to go about trying to find a fix for that, so who knows.
  5. This is actually really interesting stuff! Based off of your information, Three_Pendants, I was able to do this: It doesn't look like much, but those are actually the Medallion Icons. I found at 0xB9E410, the icon pointer for Din's Fire on the subscreen as 08 00 50 00. Because it just doesn't make sense to put a value pointer right in the middle of four bytes, I decided to look at it like BB OO OO OO, where BB = "Bank" and OO = the Offset of the image. It turns out to be true as 0x5000 is the start of the Din's Fire icon in item_icon_static.zdata and so on for the others. After this block of data, I noticed that at 0xB9E594 has 0x09 as the "bank" and 0x000900 as the pointer, and upon further investigation, I found this to be the pointer to the Fire Medallion in item_icon_24_static.zdata. The same stays true for the rest of the 0x09 bank'd pointers. I will continue to look into this myself.
  6. Jason, you should post video examples of how this could be used, I am really interested, and this is too much information for my mind to handle at once.
  7. It wasn't that so much as the fact that this is a relatively new video.
  8. Just another question, is there an chance of making custom instrument samples any time soon? Like AIFF (The sound sample format that Nintendo used) to VADPCM, or something like that? I think it would be really neat to have an 8-bit soundtrack or something like that.
  9. I was born into the dying age of the N64 and then I finally got into that around 4 or 5 years old when y older siboings were arond to help me understand it. As I first started playing the N64 , everbody else was getting a Wii because that was the new thing. And then somewhere down along the line, I know people who don't even know what an N64 is because of the lack of Modern Warfare, or whatever it is. Afterwards, I was introduced to the older consoles that my brothers still had, like the NES and SNES. Rather than gameplay value, for me, it s more the nostalgic experience of playing them with my family. I wish I could do that again sometime...
  10. This is a story about Harry Pickle. Once he went into a town and named it Harry Pickle. The townsfolk got angry at him for days, and eventually they hung him by his Hairy Pickle.
  11. I feel a bit silly now, it turns out that it was just simply being a huge file. Thanks.
  12. Basically, I go to insert the sample (about 30 KB, apparently) and the program starts to "Not Respond" at "Moving Audiobank". I'm using instrument set 0x17 from Majora's Mask and have tries instruments 00, 01, and 02. They have all done the same thing. Set 23, In decimal, because that's what your program uses for input.
  13. Alright, I tried following this today. I want to insert samples from Majora's Mask into Ocarina of Time, but every time I try and insert a sample, the program crashes. They ripped just fine, too. If you could greater describe it, or make a video tutorial, this would be helpful.
  14. The funny thing is, textures with partial translucency, I found out by accident, actually have your geometry appear ghostly in-game. But yeah, an alpha channel.
  15. Yeah, Naxy, UoT would be able to dump the textures, the old version anyway, but the textures that he wanted to be recolored on the torso were controlled by a 0xFA command, or G_SETPRIMCOLOR, and can be recgonized in the newer version of UoT.
  16. Like I mentioned in the shoutbox, textures with a transparent background don't seem to be working at all. Weather it be Airikita's Apple Leaf, or something else I was working on. I even tried importing the same model through SharpOcarina and the texture worked just fine, so am I supposed to mess with "Combine Mux" with my material?
  17. Hrm. Thirteen. Will be Fourteen next year in July. Hard to believe it's been that long.
  18. Other than getting to spend time with my older brothers, two materialistic desires of mine would be, one, a 64Drive N64 Flash Cartridge, and two, the more unrealistc one, this this this and so much this.
  19. That's never happened to me before, Airikita. Good job with fixing it. xDan's program didn't really produced it "mixed up", in Ocarina of Time, most Display Lists start with an E7 command.
  20. Ninja'd, but here. http://sanguinettimo...eld_Blender.obj I for one use Blender a lot and would love to have it's output read.
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