This is great. Did you learn this by ear, or by reading sheet music? I had learned the DFD, DFD, EFEFECA by ear, although I can't play both parts at the same time. I have a hard time doing two separate things with both hands.
That is what I do. And one last question: If I remove the garbage bytes at the end of the ROM, somehow, would I be able to compress the ROM into a size small enough for a Wii Wad?
So does this mean I can extend files to whatever size I want without problems? (i.e. If Link's file gets too large in the normal game, problems occur with collision and actors and a lot of other things after pausing and unpausing or going through an exit.) If this is true, would I still have to move the files that I enlarge and repoint them? And say I wanted to make custom maps which were previously only "fixed" with JSA's DMA Table fix. Would I no longer need to apply that?
Though, from what I can see, the LZO Hack compresses the Debug ROM, whereas the Filesystem Manager would make it easier to insert new and larger files. if you ask me, both of them complete each other rather than one canceling the other out.
Take two of the same file, edit one in UoT. Edit the vertexes that you are wanting to remove, then do an Analysis> File Compare in the Hex Editor HxD, and null (That means, select, Right Click, Fill Selection with 00 bytes) the differences.
I used the debug camera, I did some trickery to make the camera play my cutscene without loading all of the features. I also used a No HUD code. But yeah, my friend, he's linked to in the first video's description, made a tutorial.
Are your plans for this going to be more than the previous Sayaka GL? As far as last time, the only thing that ever seemed to be editable, at least for me, were the actors, and usually that caused them to not load for whatever reason.