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SanguinettiMods

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Everything posted by SanguinettiMods

  1. Shiek will be getting her harp. Unless It doesn't work out. Then you guys will have to deal with the Ocarina.
  2. Use HxD. Extract the FIles between offsets. List of offsets: https://sites.google.com/site/flotonic65/modding/n64zeldadoc/debugzobjdoc/
  3. I might consider it in the future. DA commands are a mess. It's possible, though.
  4. There doesn't have to be a child counterpart. Possibly, but it depends on if I can find it, and if they're fitting.
  5. Not sure what you mean. It depends on which version you are using, but I'm assuming you're using the newest one. FIle>Open Individual Change scene files to zobj files.
  6. I'm not going to Zelda. I might consider Conker. And yes, I will be suing their voice clips, although, since most of them are laughs, I might raise Link's voice pitch.
  7. Not any specific order. The one that wins will happen after MM Link, and then the other ones I will do whenever I feel like it. Unless it's an EXTREMELY close tie between two of them.
  8. With Zora Link, I'm planning to port one or two of his animations, but He'll be using the sword, overall.
  9. I'm planning to do some things after I finish Play As Majora's Mask Link in OoT. I need you guys to help me decide what I should work on next. Please let me know if there is something up there that you might want to see. I'll tell you what I think and I might consider it. I'll leave this up for 20 days.
  10. It sounds right to me if you change the sample rate. Either 16000 or 20000 is what works.
  11. Thanks, but unfortunately, this is only for GoldenEye 007. Perhaps someone might be able to edit the source code.
  12. http://www.mediafire.com/?q34sk7ip6z0mbwb - ZLE2 Make sure to configure it correctly.
  13. Not at all. ZLE2 is Zelda Level Editor 2. Which is what you need, ZAP2 is Zelda Actor Placement 2 which is what you would need if you wanted to use it to re-arrange actors.
  14. Basically, if you open the program zobj_texture_export.exe, you can enter Two offsets. A start and an End offset. Those textures will be dumped into the "Textures" folder included in ZLE2. In the Textures folder there will be two file types with the same name. .PNG and .RAW. Edit the PNG equivalent to your liking and save it. Back in the main ZLE2 folder, run png2raw.exe (or bmp2raw if it was a .bmp you edited) After it is finished, run texture_import.exe, then go back into your textures folder and run import.bat. This is all you have to do.
  15. For things like Instruments from sets and Link's voice, it sounds like 20000 Is correct. Other sound like 16000 is correct. EDIT: You wouldn't happen to have a wav 2 vADPCM tool, would you? I don't see anything that can convert a new .wav.
  16. Thanks for finding this. Although Does it do much more than export .wav files? Also, the .wav files are -really- high pitched.
  17. Like Megaman's boss gauntlets. With exits to the boss rooms. Not in the room itself.
  18. Perhaps it could've been used as a boss gauntlet, for a boss rush of sorts.
  19. Does anyone have any information on this format whatsoever and could help me with editing it? I've hypothesized that it's some variation of the .wav file, but I can't be for certain. The only reason I don't think it's a MIDI is because I think it'd be slightly hard to make a MIDI scream. Either way, does anyone know any sort of format or documentation/information that would be helpful for me?
  20. What you're supposed to do is open it in a Hex Editor and extract the files. What are you trying to do?
  21. I decompressed it on Windows 7. Are you sure you're making the .bat file correctly? Anywho, you can find the Decompressed MM ROM, Here.
  22. ZLE2, as far as I know. I've never done it with ZLE2 before, so I don't know how it works, but I've made Hi Resolution tetxures to load with a video plugin before, so yeah.
  23. Extract them from the MM Decompressed ROM yourself. https://sites.google.com/site/flotonic65/modding/n64zeldadoc/mmzobjdoc
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