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Jack Walker

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Everything posted by Jack Walker

  1. I have been able to extract the in-game graphics and modify them. Tools will be released soon.
  2. I wouldn't say the project is canceled. I have been very busy and haven't been able to work on the project. The project is open source, so anyone can work on it anyways.
  3. Showcasing combat-oriented z-targeting, basic rupee system, and switchable tunics. The model for the rupees is a placeholder.
  4. OoT runs at 20fps, while the Unity game runs at 60. That's why the animation looks unnatural.
  5. That's correct. I got the sound effects from http://noproblo.dayjo.org/ZeldaSounds/.
  6. Here's the progress on the pause menu so far. The item system was done by Cloudmax, while sound effects and the cursor were done by myself.
  7. This looks nice. I'm interested in contributing to this. What tools were used to dump player and map models?
  8. I used IDA for disassembly and Cheat Engine for finding and manipulating variables.
  9. For the past few days, I have been working on hacking the PC version of Megaman X5. Here are some interesting things I have found. Functions: int PlayBGM(u_int8_t bgmNumber) - 0x49A7C0 int SetupCharacterStart(int* UnknownStructPtr) - 0x464F60 Sets up the player's lives and health, as well as some other variables. This function is called when the player starts a new game or selects the tutorial level. int CharacterSelectScreenInit(int UnknownArgument) - 0x48A030 Called when the player goes to the character select screen. Variables: Current Character - 0x7929C4 0 for X, 1 for Zero. Do not change this variable while in a stage. Doing so will crash the game when you die. Player Lives - 0x7929C5 HUD Enable Flag - 0x79299F Player Health - 0x79D97C Stage Number - 0x79298C BG Layer 0 Flag - 0x7B2943 BG Layer 1 Flag - 0x7B2997 BG Layer 2 Flag - 0x7B29EB
  10. I tested both alternative combinations and unfortunately they did not work.
  11. I've tested this code and it also does not work, which seems odd. I may be wrong, but its possible the game has to have a certain flag enabled for the crash debugger to work, like how it has to have certain controllers plugged in for certain debug features to be enabled.
  12. I think that is purely coincidental. Until just recently, the virus would only show up when I check private messages. It never showed up on the "Zeth's Official Removal" topic. Now, it shows up on the index like other people have been reporting.
  13. You can always resize the ROM to create more free space.
  14. This is strange. I have AVG as well and I'm not getting any kind of virus warnings from the shoutbox.
  15. Actually it has crashed on the warp to Phantom Ganon. The 64drive I ran the hack on at the time was defective, so I thought it was just the 64drive that was causing the issue.
  16. I have tried Zelda's Birthday, Deathbasket's boss rush hack and the demo map that comes with Sharp Ocarina. Zelda's Birthday crashes whenever I try to load up a map with the exception of the title screen cutscene. Deathbasket's boss rush works without issues. Sharp Ocarina's demo map works, but I get weird drawing issues when using the map.
  17. In theory, this should be possible. As far as I'm aware, all N64 games use VADPCM audio. However, I have not tested this and you probably will have to modify the pointer to the sound data since the voice overs in SF64 are probably bigger than most sound effects in OOT. I'll take a look at SF64 to confirm this.
  18. If that's what you're doing, you won't need to do any conversions. All you need to do is find the sound effect in Majora's Mask and save it as a 16-bit raw. then find the sound effect in OOT you want to replace and where it is located in the ROM and copy and paste the sound data from the 16-bit raw into the ROM.
  19. I don't think Audacity supports VADPCM audio. If you want to convert a sound effect from a game, click the save button to the right of the play button to save the audio to a .wav.
  20. This tutorial is designed for the Debug ROM in particular. However, it can be used with other versions of Zelda as well as most N64 games. Things you need: N64 Sound Tools A hex editor TableDesign and Adpcmenc Audacity 1. Extract Adpcmenc and TableDesign to somewhere. It is recommended that you keep these two files together, along with the sound effect you wish to convert. 2. Open up N64 Sound Tools and select File->Open Known Game->Ken Griffy's...-> Legend of Zelda Ocarina of Time Debug ROM. Navigate to your ROM file and open it. 3. Find the sound effect you want to replace by selecting an "Instrument" and clicking play. 4. Once you have found the desired sound effect to replace, click on the button labeled "16-bit Raw" in the bottom right of the window and save the file to somewhere. We will be using this later. 5. Your sound effect needs to be converted into the aiff format. Open up audacity and open the sound effect. Go to File->Export and save your file as an aiff. 6. We will need to create a "codebook" to convert our sound. Open up command prompt and navigate to the directory with the conversion tools and the sound effect. Run the program tabledesign with the following syntax: "tabledesign mysoundeffect.aiff > codebookname.txt". 7. Now you can convert your sound effect to a format the N64 understands with the program adpcmenc. Using the command prompt, run the program with the following syntax: "adpcmenc -c codebookname.txt mysoundeffect.aiff mynewsoundeffect.aifc". 8. Now you need to find the location of the sound effect inside OOT's ROM. Open up the sound effect we extracted earlier in a hex editor and the ROM and search for the first 5 bytes or so of the sound effect in the ROM. If you find multiple results, add more bytes from the sound effect to the search. 9. Finally we need to copy the sound data to the ROM. Find the string "SSND" inside the sound effect and copy everything one line below it. Then, paste the data into the ROM from where the sound effect is located. 10. If all goes well, the sound effect should be playable in the game. One important thing to note is that if the sound effect is smaller than the one you are replacing, then part of the original sound effect may play in addition to the one you replaced. One way to fix this is to write zeros over the leftover data in the ROM. Another problem is that if the sound effect is bigger than the original, it will overwrite other sound effects and may not play properly. The solution to this is to change the pointer that dictates where the sound is located in the ROM. I will update my tutorial with information on how to do this. Below is a video demonstrating custom sound effects. If you have any ideas for improving this tutorial, feedback is appreciated.
  21. In the debug build of OOT, the crash debugger button sequence is different from other versions of the game. Is there any way to figure out the button sequence?
  22. Non sequenced music in TP uses the .ast format while all music in SS uses the .brstm format. Twilight Princess: Note: The file you want to convert must be in .wav format. 1. Download the conversion program here. 2. Place your .wav file in the same folder as the conversion program. 3. Click and drag your .wav onto the converter program (astsharp.exe). If the program crashes then import your .wav into a program such as Audiacity and export it. 4. Insert your converted song using a program such as Wii Scrubber. An example of a successful conversion can be found . Skyward Sword: 1. Download the conversion program here. 2. Open up BCSM-GUI.exe. 3. Click "Add" then "Add to Quene" and specify the file you want to convert. 4. Press the "Convert to BRSTM" button. 5. Insert your converted song using a program such as Wii Scrubber. An example of a successful conversion can be found . Credits: Kamimatt - AST Conversion Program (Originally obtained from here) Dantarion/BionicSonic - BRSTM Conversion Program (Originally obtained from here)
  23. I don't think anyone has posted a tutorial on how to make videos compatable with the Gamecube and Wii zelda games so here goes. Wind Waker, Twilight Princess, and Skyward Sword use the .thp format for video files. It is possible to convert video in the .avi format into the .thp format using a converter. The converter can be obtained here. To convert a video: 1.Open up the program WiiflowTHPVideoConverter.exe. 2. Next select the avi file you want to convert and specify size, start time, end time, and volume. 3. Press the "Convert Video" button. After you have converted your video, you can test it using a program available here. You can insert the video into your game using a program such as WiiScrubber. One interesting thing to note is that for some reason in Twilight Princess has problems playing the video. An example of this is in this . Credits: THP Converter GUI - Mgrimmenator THP Viewer - Available at amnoid.de If there are any problems please let me know.
  24. Is it okay to post stuff on Twilight Princess hacking here since TP and WW use similar engines? I've discovered some interesting things with TP that I would like to share. Edit: Thanks for the help Sakura. I'll make a thread for TP hacking.
  25. Does the cart say "Not for resale" on it? If it does then it's what people are looking for.
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