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Everything posted by CloudMax
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In the Majora's Mask 3D Iwata Asks Aonuma mentions how when he was asked to redesign dungeons for URA/Master Quest, he began designing completely new dungeons in secret. These are supposedly the dungeons of Majora's Mask. You can read about it here: http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0
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Great. because they just recently showed the game (this thread is super old) playtonicgames.com
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Bought a 2.1 sound system for ~200usd just the other day, so I've been listening to a lot of music with lots of bass. Going from 5-8 (not sure) years old built in TV speakers to this was quite the upgrade.
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I'm going to assume that you mean 256GB SSD. I personally have two 120gb SSDs. (one for windows system, one for ubuntu system. a 2TB HDD for programs & files on windows. a 1TB HDD for throwing trash in on ubuntu, and a 2TB external HDD for backups and some other stuff) Your computer seems to be pretty much on par with mine that I got a few months ago. You have a thing or two that may be better than mine, and a few that are the same, but I also have some that are slightly better (I have a i7-4790 for example). It cost about the same, too! Pretty sweet computer indeed.
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yea. The bracelet is required. You can't push a bunch of stuff as adult without them, so skipping it can get you stuck. edit: never mind. I didn't see page 3. stupid phone
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I've put up stuff here without even knowing that there was a requirement. is it mentioned when uploading? If not, it should be (and if it is, it should be made clearer). otherwise you may end up linking here to people who can't even download, etc.
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Why use wii64 to begin with? IF you have a modded wii, you should be able to just inject the mod into a wad? That has a much greater chance of working. I strongly recall it being possible to inject the debug ROM, but I don't remember which game you have to inject it over. A quick search should give you some results. Anyway, this looks very promising! Though I probably won't try it for a while. Barely play games anymore. Going to hook up my n64 & everdrive and try it out when I finally feel like playing some games though.
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Something I made a while back. ;;;;;;;;;;;;;;;;; ;;A BUTTON ;;;;;;;;;;;;;;;;; .org 0x80110F3C ADDIU T6, R0, 0x0064 ;A Button Red SH T6, 0x0AC0(T5) .org 0x80110F08 ADDIU T7, R0, 0x00C8 ;A Button Green .org 0x80110F1C ADDIU T9, R0, 0x00FF ;A Button Blue ;;;;;;;;;;;;;;;;; ;;B BUTTON ;;;;;;;;;;;;;;;;; .org 0x80110EE8 ADDIU T6, R0, 0x0064 ;B Button Red .org 0x80110EF4 ADDIU V1, R0, 0x00FF ;B Button Green .org 0x80110F10 ADDIU T9, R0, 0x0078 ;B Button Blue SH T9, 0x06EE(T8) ;;;;;;;;;;;;;;;;; ;;C BUTTONS ;;;;;;;;;;;;;;;;; .org 0x801110E8 ADDIU T5, R0, 0x00FF ;C Button Red .org 0x80111494 ADDIU T8, R0, 0x00FF ;C Button Green .org 0x801114B4 ADDIU T6, R0, 0x0000 ;C Button Blue SH T6, 0x07E6(T9) ;;;;;;;;;;;;;;;;; ;;START BUTTON ;;;;;;;;;;;;;;;;; .org 0x80089180 LUI AT, 0x7878 ;START Button Red & Green ORI AT, AT, 0x7800 ;START Button BlueAnd as a gameshark code: 81110F3C 240E 81110F3E 00XX ;XX = A Button Red (0x64 for MM color) 81110F40 A5AE 81110F42 0AC0 81110F08 240F 81110F0A 00XX ;XX = A Button Green (0xC8 for MM color) 81110F1C 2419 81110F1E 00XX ;XX = A Button Blue (0xFF for MM color) 81110EE8 240E 81110EEA 00XX ;XX = B Button Red (0x64 for MM color) 81110EF4 2403 81110EF6 00XX ;XX = B Button Green (0xFF for MM color) 81110F10 2419 81110F12 00XX ;XX = B Button Blue (0x78 for MM color) 81110F14 A719 81110F16 06EE 811110E8 240D 811110EA 00XX ;XX = C Button Red (0xFF for MM color) 81111494 2418 81111496 00XX ;XX = C Button Green (0xFF for MM color) 811114B4 240E 811114B6 00XX ;XX = C Button Blue (0x00 for MM color) 811114B8 A72E 811114BA 07E6 81089180 3C01 81089182 XXYY ;XX = START Button Red (0x78 for MM color) YY = START Button Green (0x78 for MM color) 81089184 3421 81089186 XX00 ;XX = START Button Blue (0x78 for MM color) Edit:Note that the addresses is for RAM as can be seen. But it's built to work as a ROM hack, since it changes that ASM. You'd need to recalculate the addresses. You can do it automatically by using my ROM Patcher, here's the code for it: var,dma,0x12F70 var,code,[{dma}+0x10*28] var,codeRAMtoROM,{code}-0x8001CE60 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Patch ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;A Button Red (0x64) RR {codeRAMtoROM}+0x80110F3C, 240E 0064 A5AE 0AC0 ;A Button Green (0xC8) GG {codeRAMtoROM}+0x80110F08, 240F 00C8 ;A Button Blue (0xFF) BB {codeRAMtoROM}+0x80110F1C, 2419 00FF ;B Button Red (0x64) RR {codeRAMtoROM}+0x80110EE8, 240E 0064 ;B Button Green (0xFF) GG {codeRAMtoROM}+0x80110EF4, 2403 00FF ;B Button Blue (0x78) BB {codeRAMtoROM}+0x80110F10, 2419 0078 A719 06EE ;C Button Red (0xFF) RR {codeRAMtoROM}+0x801110E8, 240D 00FF ;C Button Green (0xFF) GG {codeRAMtoROM}+0x80111494, 2418 00FF ;C Button Blue (0x00) BB {codeRAMtoROM}+0x801114B4, 240E 0000 A72E 07E6 ;S Button RGB (0xFF,0x82,0x3C) RRGG BB {codeRAMtoROM}+0x80089180, 3C01 FF82 3421 3C00 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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Every OoT related page should have been copied over to my Wiki when it was first launched. The MM pages should be on the MM wiki. But like mzx said, we did not touch the Wind Waker or Twilight Princess pages. I do have plans to add a Wind Waker wiki to my site. I figured most people had already moved over to my wiki tbh, as the spinout one wasn't maintained by anyone, while mine is regularly updated with new information, and it has corrected a lot of information that was wrong on spinouts wiki. I may no longer be actively modding myself, but I am still maintaining the website, and have no plans to stop doing so.
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in the sounce zip of my mod, there's a psd in the texture folder called "item name" or something that I made for my mod. It looks almost identical to the textures ingame. It will probably tell you that the font is missing, but it should tell you the name of it so that you can look it.
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Majora's Mask Coming to 3DS in Spring 2015
CloudMax replied to Shadow Fire's topic in Gaming News Network
I wouldn't be surprised at all if they had OoT saving. The game is easily able to use that, there is no specific issues preventing it. The one reason I can see that would prevent them from doing that is simply them not wanting to do it. They could still make it so that you must exit game while saving, and then remove that save when resuming (replacing with one at ye first day). I believe they made it like that in one of the new super Mario bros. games go prevent people from reloading the save when failing. at the very least SoT don't seem to save, which indicates a change. -
Majora's Mask Coming to 3DS in Spring 2015
CloudMax replied to Shadow Fire's topic in Gaming News Network
I should note that there is a whole bunch of known differences in Majora's Mask 3D already. It is not even close to just a simple model & texture update. They're literally re-modeling areas, and most likely rewamping the saving, as in the trailer they do not mention saving when going back to the first day. http://forums.zeldaspeedruns.com/index.php?topic=1722 It really feels like they're taking their time to polish the game this time around. Time that they didn't have the first time around with their extremelly short development period. -
Plane. Because I get seasick very easy, almost to the point of vomiting. Alpha or Beta?
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You could also try using my Texture Explorer. It also includes a profile for the decompressed animal crossing ROM with a bunch of textures already documented. From what I've gathered, it's basically like the Tile Molester, but better. (at least for n64. I wouldn't really know, never used the tile molester). Also note that it really isn't a "raw format". That could be many different formats. like ia4, i4, ia8, i8, rgb5a1, ci4, ci8 and whatnot. The key is them having the correct dimensions so that the pixels appear correctly when viewed in hex. That picture looks to be i4, ia4 or ci4. Looks like each pixel is only 4 bit given the mirroring of it, and how the values or placed.
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http://cloudmodding.com/applications/z64editor/resources/data/documentation.txt old documentation of mine from when I worked on the z64editor. (which originally was developed for MM, but then moved over to OoT debug ROM because people didn't give a shit about MM ) Go down to the "MAJORA'S MASK NTSC-U" section. everything below that is for majora's mask. it contains a whole lot of information about the MM interface, some of which may not be documented elsewhere. It's all RAM though, but it should be easy to convert.
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Oh, I've seen quite a few series in the past few months, totally forgot about this thread. Magi: The Kingdom of Magic, Seitokai Yakuindomo* The Comic Artist and His Assistants Hunter x Hunter The irregular at magic high school Inugami-san to Nekoyama-san Seirei Tsukai no Blade Dance Nanana's Buried Treasure I recently picked up Akame ga Kill!, Sword art Online II and Naruto Shippuden (I began watching it because I was in serious need of a time waster, saw 41 episodes in one day last sunday, which is about 12 hours of anime, since each episode is about 18 minutes of content and 5min recap/intro/outro) I'd probably recommend all these series, except maybe Naruto. Only reason I'm watching it is to waste time, but in general it is below average in my opinion. If I had 300-400 episodes lying around of other better series, I'd watch that instead. I also saw the first episode of Hellsing Ultimate, but I didn't really like it, so I put that on hold, but will probably just stop watching it altogether. And right now, I am going to start watching the 2nd season of log horizon
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The real issue is that people don't seem to understand that this is a open source thing. Unless people actually help out and contribute, this project will die for sure. This is being made by the community, for the community. It was made open source so that others could carry on with it and work on it, even when people like SoD isn't actively working on it anymore. A lot of people seem to be very interested in the project, and really want it to succeed, but almost none has gone as far as to actually try to contribute, even though they probably are capable of it, which I find a bit sad. I myself had no experience at all with unity before this. Better doing a little than nothing at all. Doesn't hurt to at least try. I never did finish the dialog system I was working on, and due to other things taking priority, I most likely wont finish it, at least not in the foreseeable future. I'll put it up as-is within the next few weeks though, so that someone else can pick it up and work on it.
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NoName (OoT Mod) [Cancelled, source available]
CloudMax replied to CloudMax's topic in Modifications
As a matter of fact, I am starting a new project, not related to modding. about two weeks ago an art designer showcased a game concept for me in person, I accepted the offer so I'm going to be the programmer. This is the main reason I no longer have the time to mod (because all of us work on it on our freetime). its a mobile/Facebook game developed in unity. maybe it'll fail, maybe it won't. you guys will probably find out in half a year or so. -
NoName (OoT Mod) [Cancelled, source available]
CloudMax replied to CloudMax's topic in Modifications
The source can now be downloaded at http://cloudmodding.com/zelda/mod/noname it contains a readme explaining pretty much everything you need to know. -
NoName (OoT Mod) [Cancelled, source available]
CloudMax replied to CloudMax's topic in Modifications
This is long overdue, but it is finally time for me to realise that this project won't get any further. It is officially cancelled, I don't want people to live with false hope of something that just won't happen. I am going to keep my promise of releasing the source of the modification. It will pretty much be released as-is, which I'm not sure is a good thing anymore. Reason being that I cancelled the project during a transition between renegade64 and galatea. This means that the latest code must be compiled with galatea, and *PARTS* of the original code must be compiled with galatea, since when I were updating code, I used galatea, but old parts still use renegade64. My kokiri district sketchup file, menu textures, etc. will be available, and anyone may use it. Well, pretty much everything (which really isn't that much) will be available. Just make sure to credit me if using stuff in your own project. All my documentation and notes will also be available, I am sure that there's a lot of previously undocumented stuff scattered all over the place. And some notes that I'll mention now, because I'll probably forget about it later: The new equipment system is not fully functional. I never got around to rewriting the receieve item functions for sword and the like. If anyone uses my equipment system they'll have to write that part themselves, though it should be very easy to do this. You'd just have to change which flag is set when you receive swords / shields / tunics, etc. The ammo display function was rewritten along with the equipment system rewrite, however, if I recall correctly, I never did finish that either. I believe it should display ammo correctly on C-Buttons, with the green text for limits, etc., but I don't think the capacity limit is correctly set in the inventory screen, meaning that the ammo is green at incorrect times. This should also be relatively easy to fix, just look at the rewrite for the c-button ammo. The Custom Action Engine should be fully functional and is properly documented, people should be able to use it with ease as long as they know ASM. The File Select is *almost* complete. In specific situations (I believe when you confirm deleting a file for example), the 2 buttons do not appear at the correct Y Position. Not a big deal, should be easy to fix. I am not sure if I ever did fix the hero mode issue I had. When creating hero mode files the game would freeze on console, I believe it was somehow related to me using the Disk Drive flag for hero mode. This may or may not be fixed. The project used my texture packer & rom patcher available at http://cloudmodding.com/n64 to build the project. A few minor ASM hacks are written directly into the rom patcher txt files. I think that's most of the important stuff. I'll be cleaning up the folder before releasing it, removing ROM files and old outdated backups, etc. I'll try to put it up within the next few weeks (hopefully sometime this month) -
The entire thing is open source. whenever we commit our changes, anyone can just download it and see our latest progress for themselves. I'll probably put up the dialog system during the weekend next week, or the week after that. It is still missing quite a bit of stuff.
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That does look much more like a walking animation than running animation. that'd obviously look weird when running. I don't see that being a running animation, even with proper speed and stuff. unless the FPS is messing it up a lot.
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Yes, it is all ripped from the ROM. Textures were ripped using a progam I wrote called Texture Explorer (can be found here: http://cloudmodding.com/n64) The Models were ripped using a script written by SoD, specifically made for this project from what I know. I don't know how the sounds were ripped, I'm sure the others can fill you in on that.
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Some progress on the dialog system: https://dl.dropboxusercontent.com/u/6440063/unityZelda/dialog_preview_1.gif The colors, positioning and size is by no means accurate. Just wanted to show the progress of the system itself.
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https://dl.dropboxusercontent.com/u/6440063/unityZelda/signs.png Began writing code for "signs". Initially I just wrote it to practice stuff like interacting with objects and adding input fields to components. It is still super simple though. I Press F when intersecting the sign objects collider to open the textbox. Press F again to close it. Can still move around and all that. Want to expand on the script to make it into a global textbox script for showing all dialog, rather that just interacting with objects. Edit: Added "interaction angle". You can set the angle from which you're able to interact with the object. 180f from any direction. 90f and you must stand in front of it, etc.