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Everything posted by CloudMax
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Okey, I looked it up: Also changed the Press Start text, because I can. However, I set the color after it had faded in, making my method completelly useless. I am currently working out the calculations used for the fading. It is annoyingly complicated because it consists of 2 separate flames. And the different colors have their own functions used for the fading. (for example, the Red color on the first flame fades 2 times, while the Green and Blue only fade once) Edit: Okay, this was a much bigger pain than I thought it'd be. It would be much easier if the fire color fading was just removed altogether. It would still fade in with the alpha, but it wouldn't fade to white like the original. Or you could just remove the fire. But I guess that you don't want that.
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I earlier mentioned that once I port my Pause Menu editor to OoT, I were willing to look into adding specific features that this project may require. This is still the case. If the developers of this project have any requests in mind that involves almost anything at all related to the games interface, I'm willing to look into it. This includes Pause Menues, Game Over screen, File Select, or just the User Interface in general. I suspect that you already have a guy for things like this, but I want to help out in whatever way I can. Here's an example of something I put together quickly yesterday in the debug rom: https://dl.dropboxusercontent.com/u/6440063/MM/ASM/ootdebuglanguageselect.png Basically it's just a minor ASM hack combined with texture replacement and a few options screen texture table changes & rezising. I changed the ASM so that after the 3rd option it goes back to the 1st, and the other way around. Then set the size of the 4th option to the lowest possible size so it isn't visible. I then changed all the ASM locations that pointed to the sound option byte to the language option byte instead. I made a few modifications to the Texture table used by the Options panel so that the Sound setting title would have 3 unique textures for each language instead of just 2, and made it so that the 3 sound options always pointed to the same texture for all the 3 languages. And lastly I replaced the textures used by the sound options with language textures. So yeah, I'm willing to look into anything interface related.
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The Official Post Your Ugly (or Not-so Ugly) Mug Topic
CloudMax replied to Shadow Fire's topic in The Central Hub
Me ~10months ago (extremelly close up, but this is pretty much the only picture I had of me that isn't the size of an avatar. I believe I took it so that the next time I cut my hair I could just say "I want it like this") Haven't cut my hair ever since, so it's much longer now. The main reason for that is because I'm lazy and haven't gotten around to it yet. -
Everyone has so clean desktops D': My desktop waaay before updating to windows 8: (Note that I had 4 separate desktops on this computer, so what you see is not even close to everything) My current desktop: (I have dual monitor, I (hopefully) moved all private & secret stuff there before taking the screenshot, so it's cut off )
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Mighty No. 9 Kickstarter by comcept USA (creator of Megaman)
CloudMax replied to DarthDub's topic in General Gaming
Same here. Watched the entire live stream. I did expect it to reach 3.8m the last day. But I never did believe that it'd actually reach 4m in time. It did reach 4m when it only was about 15-20min left though, so it was a close call. And I managed to guess the top 3 call designs. F, E, H. (Basically that was my own top 3 list) I am very happy to see that design F won the contest. I don't understand all the "roll ripoff" nonsense, they do not even look similar, at all. It's like I'd go around saying, "hey, it's such a Kirino ripoff from Oreimo", because in my eyes, they are more similar, but perhaps that's just me. I ended up changing my pledge to 99$, with 20$ international shipping, reaching a total of 119$. -
Mighty No. 9 Kickstarter by comcept USA (creator of Megaman)
CloudMax replied to DarthDub's topic in General Gaming
It's reached the $3.1 million goal now. It may actually make it to the next-gen console stretch goal, which is way beyond what I initially expected. I'll probably get it for either Wii U or PC though. And they finally decided to add a stretch goal that I wanted, a stage for Call. Sad part is that it's at the $3.7million mark, which I doubt it'll reach in time. Edit: Actually, I take back what I said. The stream will probably increase the pledge amount by a lot, and the speed is already increasing as it gets closer to the deadline. Wouldn't surprise me at all if it reaches $3,8m -
Well, I've made it so that that editor supports choosing the texture path for each panel background so that if you were to change the texture, you could use it within the editor for positioning, but the editor does not actually import these textures to the game, it's just a visual helper, you'd have to replace the actual textures someplace else. Main reason is because I know pretty much nothing about textures, it'd probably be a lot of work, and there is already methods out there to achieve this goal (I assume). Anyhow, I just finalized the new UI design (at least for now) The two sides now have tabs for objects/cursors. The Cursor tabs will obviously not be available when editing OoT. I added some spacing inbetween the side & center panels to prevent the tab bars from merging wih each other. Edit: It was brought to my attention that the editor was broken in Firefox. (Thanks Airikita!) The reason for this was because when the browser auto-saved the last loaded/saved file to the browser, a specific property was removed from the object for whatever reason. It was the property containing the file length to be exact. This caused the editor to load 0 bytes of the file when you reloaded the page, resulting in the editor not knowing which game it is supposed to load, which in turn caused the editors code to crash. I've written a function that re-calculates the length when the file is loaded now, so this crash will no longer occur. When I were in the process of looking into this issue I also noticed that the drag & drop file load feature is broken in firefox. I'll look into this issue and I'll try to resolve it as fast as possible. Edit2: The menu textures are now stored after their tint color has been generated so that each color only has to be loaded once, this reduces the loading time significantly. Changing menu could take 3-6seconds in IE and Firefox because it had to generated the gradient background 15 times every time you changed tab, now it takes about half a second. I've fixed an issue that caused the editor to stop working in Internet Explorer 9 & 10 on initialization if didn't run the browser as admin, or protected mode was enabled. The editor would stop working because of an access issue when attempting to use the localstorage (it's what is used to auto load the .zdata). Now it will skip the auto-load entirely if it doesn't have access permission. I've added multi-selection. I'm still working out all the kinks though. (especially for the Majora's Mask section which also has cursor objects) At the moment the selected object with the lowest ID is the one that's displayed in the Selected Object tab. When you change the position of this object (by dragging, changing it manaully in the selected object tab, or by using hotkeys), it will move all the other selected objects the same distance. so if X is increased by 5 for the first object, all others will also be increased by 5. So everything selected will move as a group. You can multi-select by dragging (holding shift allows you to add new objects to the current selection), you can shift+leftclick to add a specific object to the group. Drag selecting or leftclicking without shift will remove the previous selection. Pressing Esc or left-clicking at an empty location will clear your selection.
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Working on the next major release, this time it features improvements to the editor UI. The right hand side panel no longer hosts the Selected Cursor, it will now hold a list of all the objects. You can hide each object individually, and select objects that previously wasn't in view. (Now you can't permantently loose objects by dragging them up or to the left!) The list icons will be updated along with the objects, this includes both texture & tint color. It will barely have any effect on performance since the object & list icons are generated in the same function. I'm still working on the layout design for Majora's Mask. I haven't fully decided on what I want to do with the Selected Cursor panel. I'm thinking of either adding tabs to the left hand side panel, or removing the selected cursor panel altogether and making it so you only can have 1 type of object selected at any time so that objects & cursors can share the same space. Or I could just put the selected cursor data below selected object and have you scroll.. but that looks ugly. I've noticed that browsers such as Internet Explorer 10 has a big performance issue with generating the tinted pictures. This can easily be seen by changing menu, since it has to regenerate all 15 tinted textures for the menu background. I'll look into making it so that it only has to generate 1 picture for each menu texure, reducing the amount of generated images to just 4 in MM and 5 in OoT. I've added the ability to set background color gradient in OoT now. Here's a preview: (the reason why the picture says 2.1 is because the current version actually is supposed to be 2.0.1, but I was dumb and set it to 1.1.1 instead)
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Well, the editor is no longer just a Majora's Mask editor (which was the point from the beginning, it's called z64editor because it's supposed to be for OoT & MM, and edit all sorts of things, not just the menues) Here's a quick test I did (the only ingame test I did actually): So, the editor now support the Ocarina of Time Debug Rom. Note that this was done in just a day, so there may be some issues I haven't found yet. I also implemented a new feature in the editor which saves the .zdata to the browser when you load/save a .zdata file so the next time you load the editor the file will be automatically loaded for you. The Save/Load to Browser [Local Storage] feature is untested in this version of the editor. I plan to remove this feature altogether and rely entirely on saving the .zdata files. This will make the save future-proof as it won't rely on the current format used by the editor. Some things I want to make clear about the OoT version: OoT does not have separate tables for cursors, so there is no need for cursor objects in the OoT editor. The direction IDs has been moved to the selected object panel while in OoT mode, and the selected cursor panel is empty. Object sizes does not have separate tables for Width & Height, they share value. However, since the song texture isn't quadratic the game must handle this object differently. I've rescaled the song texture temporarily in the editor to have proper width. I haven't found where the game sets the Y Position of the song notes so you can only change their X position (the Y position won't affect the ingame result). The background color format appears to be different and I haven't been able to figure it out yet, so you can't change the color for now. The R Button direction ID was hardcoded to use the R0 register so an extremelly small ASM hack is applied to allow setting it. I added the Save Panel and its textures. However, I still haven't added the gameover panel or the textures for it. Here's an editor preview: Just realised that I forgot to update the text in the Save & Load tab, going to fix that in a moment.
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The beta version of the new editor is now released! http://cloudmodding.com/zelda/z64editor/ If you find ANY issues, please tell me, and also specify which browser you were using, because browser compatability may not be that good for old browsers. Ingame preview:
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Ah, well, guess I misunderstood the situation then, not that it really matters.
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Mighty No. 9 Kickstarter by comcept USA (creator of Megaman)
CloudMax replied to DarthDub's topic in General Gaming
Oh, wasn't aware of this thread. I am supporting this kickstarter myself, pledged 60$. Also backed A Hat in Time with 92$ which looks like it's going to be an amazing game. Kickstarter is bringing back the classic gameplay and genres that is pretty much non-existent today, which is just amazing. -
So, I figured I'd give an introduction thread a go. I've actually been around for several years, lurking the site. I ended up here was when zeths forum got hacked a long time ago. (I followed the URA project since pretty much the beginning) Anyhow, I mostly mod games. I began programming and modding at the age of ~8 when I first found out about the World Editor in WarCraft III. This was before I understood english, so I used the GUI script editor, and had my brother teach me what different sentences did and memorize it. This is how I got hooked, I've been programming ever since. Though the only wc3 mod that was actually released was one named "Diablo 3 WarCraft" which I developed with 2 online friends of mine. I later moved on to StarCraft II modding when the beta of that game came out, I am now the secondary admin on a StarCraft II modding community called http://udmod.com/. A few months back I were working on a FPS totel conversion in the sc2 engine (http://cloudmodding.com/JAS), but I quit working on it after I finished school, and instead moved on to learning ASM and modding OoT/MM. Besides modding I have this huge thing for webdesign & webdevelopment. I can spend weeks developing a website without even realising it because of how much I enjoy doing it. I enjoy writing websites that looks like native applications, OS the most. My webside is located at http://cloudmodding.com/ and everything zelda related is at http://cloudmodding.com/zelda. And I also enjoy searching for glitches in games (aswell as beta testing & debugging them), mainly for Zelda titles (which can be seen on my youtube channel http://www.youtube.com/cloudmnintendo, or on the OoT3D/Skyward Sword section of http://zeldaspeedruns.com/). The reason for that is because I am quite a big fan of the zelda titles. I own (almost) every zelda game (Don't have the gameboy titles), reason for that is because my brother and I have our separate collections, together we'd have all games excluding CD-i, with most of the games for multiple regions and versions. That's pretty much all there is to know about me, at least when it comes to the the technical side, which is pretty much all there is anyway.
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I've made some more progress. You can toggle displaying the bottom panel now so that smaller displays have more space to work with. (you toggle it with the double arrow button attached to the right of it) You can have even lower height, you'll get scrollbars on the side panels. I added toggle checkboxes for displaying objects & cursors. I've added AppCache support to the website, so it'll be available even when you don't have an internet connection given that you're using a modern browser, and have cached the site by visiting it. (It's about 1.2mb uncompressed at the moment) All the objects & cursors that are seen in that screenshot is read directly from the zdata file, it is now possible to import an existing zdata file and edit it. Saving to & Loading from browser is completely done, everything is saved without any issues whatsoever. Edit: SoulofDeity mentioned adding the ability to set menu color, so I decided to do just that. However I went a step further and finally decided to learn some basic html5 canvas, allowing me to actually generate tinted images in the editor so that you'll see the tint color you've applied. Had to do some annoying changes to the global update function because of it though D: Had to add checks to make the editor generate a new image and apply it whenever the color in the settings aren't equal to the ones of the object (if it is applied constantly, the browser itself will go down to like 1-4fps), and I had to make sure that the image used by the object was fully loaded before manipulating the colors because the script would crash otherwise.
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I know rite? ----------------- Great work on the UI Another cool think to add would be letting the user change the menu color. Would love to have a tool like this for OoT as well, gold is so much sexier than blue/red/green/yellow rock I will allow users to change the menu color, if I can figure out where the game sets this value. I'll look into it tomorrow.And the editor is reading directly from the zdata file now, so people will be able to import their menues and make changes to it instead of having to start over every time.When you reset an object or cursor, it will reset to the state it was in when you loaded the file.You can also save to the browser (Local Storage). Plan to allow saving as text so that people can share menues that then can be directly pasted back into the editor.And I've added touch screen support, this includes multitouch in both internet explorer and chrome. (They use different touch standards) With multitouch you're able to drag multiple objects/cursors at once.And I've added the ability to toggle display objects & cursors.I also plan to make an ASM Hack extension to the editor that will change how the game handle object icons, so that you'll be able to pick icon for every object available on the menu.By default icons are hardcoded. Remains for example must be 4 item IDs in a sequence, same with sword & shield. Enabling the ASM extension should theoretically allow you to set up every object individually.I plan to build on to this to allow as much customization as possible, as there are quite a few limitations by default. IE 8 supposedly supports CSS3, so it SHOULD work. The problem lies within the HTML5 features I'm using, the ones related to loading files locally to be precise.There could very well be a bunch of other features that aren't supported either, I'm not really sure. Hard to keep track of all the compatability.And I've made some changes to the update speed of the website. It is no longer set to 20ms. It is now set to ~21fps (24fps is optimal, but because of all the calculations that are made, it lose about 3 frames), and if the device/browser can't handle that much, it will decrease the FPS instead of causing the browser to freeze or slow down.
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That one line on moddb confuses me a lot. Everything indicates that it is being developed in the OoT engine. Screenshots, and the fact that it is categorized as an OoT Mod.As I don't really know which one it is, I figured that I may just as well ask.As some of you may be aware, I am developing a Majora's Mask Editor at the moment. If you want, I may be able to throw in a hand and try to implement some features that you may want for this project.If you're not using MM NTSC-U, or even Majora's Mask for that matter, I could look into porting it to the specific ROM that is being used for this project once I've released v2 of my editor.I'd really like to help out in any way that I can as I am very interested in it, and it already seems quite promising.
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This is actually being written in Javascript, so it is a website, but it will look like an application. (I have this hobby of making websites that looks like something from an OS, like my main website for example http://cloudmodding.com/ all written in javascript & CSS3)The reason behind this is because it will make it cross-platform which I find very important, and it is a programming language I am very familiar with. Note that this site may not work for people that uses browsers like Internet Explorer 8 or lower. In theory my website should by compatible with IE9, but I only have IE10, so couldn't test it. However, if you are using Chrome, Firefox, Opera, Safari and keep the browser updated (atleast a version from this year), you should have no trouble at all. I am actually using the color scheme of Adobe Photoshop CS6 as reference. I really like the idea of using different shades of grey with black outlines. (Just like with my avatar) And here's a preview of what the texture editor now looks like: It has it's own separate location for changing the textures so you don't need to keep track of all the various hotkeys that are being used to perfrom different actions on the workspace. The website is also being developed with smaller displays in mind, you should be able to zoom out to 67% size and still be able to use everything properly. Zzooming out will make the GUI smaller and workspace bigger. And note the Texture Path above the Masks Texture Grid, you can now provide a custom path so that you can use your own textures within the editor. Note that the song color is part of the left column now. I will keep all data that is relevant to a single object this way from now on.
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Lots of progress has been made. As you can see down at the bottom, the editor does support direct editing through browser consoles as I've put all data into a javascript object, allowing direct access & editing. (also allows me to easier develop the site, as it dynamically creates & removes objects and cursors if it notices that it doesn't exist on the workspace, or if the object has been removed, and I don't have to perform any function calls to update anything) Made Cursors into circles instead of squares. The selected cursor is blue to separate it from the others. You can now move objects & cursors with WASD and Arrow keys. I'm basically rewriting everything. haven't even looked at the source of the old editor since I started writing this one. Edit: forgot to mention. the Editor actually works now. Spent the last ~16 hours working on it. It still can't save though, which isn't exactly ideal.
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I personally prefer to work with the regular NTSC ROM for OoT, but we all know that it is way more popular to work with the Debug ROM, so I may very well attempt to make it compatible with both.Here's yet another preview of the new editor design: I plan to change how I handle song colors so that the color picker becomes part of the Selected Object section instead of being completely separate. I may also make the Z & R button (along with the Z & R cursor) into objects/cursor boxes so that you'll be able to easily modify them this time around. I plan to add multiple selection modes as well. So that you can for example make it so that you only can click on a cursor box, or only on an object, will be useful now that you drag objects instead of double-clicking to move them. And I'll add a visual cue to the currently selected object & cursor box, I noticed when setting up direction IDs that there wasn't an easy way to instantly locate the selected cursor.
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Yeah, I thought of that before but decided to put it on hold to focus on getting the first build out.I am currently rewriting the site for the ground up, and will most likely rewrite major parts of the code as well.Here's a preview of what it currently looks like:https://dl.dropboxusercontent.com/u/6440063/MM/ASM/editorv2preview2.pngIt supports zooming, and dragging objects so far. And is way more organized.The next major release should have the ability to use custom backgrounds by providing a url to a complete 240x160 image. (the editor will automatically split the picture into a 3x5 grid so that the tile editor can be used for custom textures as well)Some other nice features I plan to add is Cursor sizes, Z & R Button object & cursor position, among other things.
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Beta 3.0.0 Preview has been released, you can use it online or download it here This is being developed for the OoT MQ Debug ROM only now. Download Beta 2.2.0 here for MM support. You can also download the latest version for offline use here. If you find any issues, please tell me, and specify which browser & version you're using. The editor currently supports pause menu editing, mainly the Quest Status menu. It is also possible to preview, export and import textures. 3.1 will allow you to edit various things in the File Select screen among other things. The editor requires you to provide either the entire OoT MQ Debug ROM, or specific files from it. You can use programs such as zdec or GZRT to get the required files. When you save, you'll download the modified files, and not the entire ROM. You'll either have to recombine the files yourself (a text document is included with the download, it tells you all the file offsets), or use a program which does it for you.
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I'm aware that this is a triple post, but I figured that this is something that people may find useful. Scene item group & song restriction RAM address 0x801D8BF3 to 0x801D8BFD is used as flags to disable item groups and songs in different scenes. Item group restriction uses 0x1 to set the flags Song restriction uses 0x3 to set the flags 0x801D8BF3 disables the B Button when set (The game uses the B button itself instead of restricting swords) 0x801D8BF4 Unused? 0x801D8BF5 Bottles 0x801D8BF6 Trade Items 0x801D8BF7 disables Hookshot & Longshot when set (The global flag has priority over this one) 0x801D8BF8 Ocarina 0x801D8BF9 Warp Songs (A dialog appears telling you that you can't warp away) 0x801D8BFA Sun's Song (Nothing happens when you play the song) 0x801D8BFB Farore's Wind (The global flag has priority over this one) 0x801D8BFC Din's Fire & Nayru's Love (The global flag has priority over this one) 0x801D8BFD Global (This is used to disable all remaining items) These flags are set when entering a scene. The game uses a item restriction scene table located at 0x800F7350 in the RAM to set these flags. (the table is ordered the same way the zelda level select is) Table Format: Each scene is 1 word longIDXXYYZZID = Scene IDXX = Restriction Flags 0x01, 0x02, 0x03 Bottles 0x04, 0x08, 0x0C Unused? 0x10, 0x20, 0x30 B Button 0x40, 0x80, 0xC0 Unused?YY = Restriction Flags 0x01, 0x02, 0x03 Warp Songs 0x04, 0x08, 0x0C Ocarina 0x10, 0x20, 0x30 Hookshot & Longshot 0x40, 0x80, 0xC0 Trade ItemsZZ = Restriction Flags 0x01, 0x02, 0x03 Global 0x04, 0x08, 0x0C Din's Fire & Nayru's Love 0x10, 0x20, 0x30 Farore's Wind 0x40, 0x80, 0xC0 Sun's SongYou may notice a pattern in the format that's being used. This is because you can choose to set each flag to a value from 0 to 3. Song Flags seem to always use value 3, while item restrictions always seem to use value 1. Item restricted appears to work when set to any number. Song restriction appears to only work when set to 3. ID1157D5 will disable everything, just like IDFFFFFF would. I've also picked up my Item Restriction Engine again. The goal is to allow people to choose exactly which items that can be used in different scenes as well as different situations. The idea is that you set up your own item restriction groups, and apply them to scenes. So you could have an item group with ID 1 that disables dekustick & deku nuts, then you apply item group 1 to the scene, and it'll disable all the items in the group. It will also feature slightly more "advanced" restrictions, like being able to use item while in water, or while standing under water. (this is the only part that has been implemented so far, I want to make sure that I set everything up in a good way) And here's some RAM notes for hookshot & longshot: 0x8038BDA4 is the location in the RAM that branches when you attempt to use hookshot & longshot in midair. Remove the branch to allow hookshot/longshot to be used in midair. 0x8021FB44 Hookshot range (measured in time) 0x8021FB54 Longshot range (measured in time) Also, here's some stuff about fishes: I looked into it because we didn't seem to havbe proper documentation on where they're stored in savefiles, etc. 0x8011B490 (word): This is the location in the RAM where they store data related to fishing. The size of the biggest fish you've turned in is stored as a 32bit fixed point (rounded down), with a maximum value of 0x7F (127), 7 bits. This is stored in the last byte of the word. A fish with the size of 0x7F fills the entire fish bowl. I didn't look much into the first 3 bytes of the word, but I did notice one of them changing when I got the golden scale, may be used as flags in the fishing pond for rewards & unlocking sinking lure? 0x801F2950 (word): This is where the game stores the size of the fish you are currently holding, it is a floating point stored as a word. It is converted to a 32bit fixed point (rounded down) when you turn it in. Skulltula Token Flags: Located at 0x8011B46C in RAM (0xE9C in a save file) and are grouped into bytes based on Dungeon/World Map location. This is the order they're displayed in: Deku Tree Dodongo's Cavern Jabu Jabu's Belly Forest Temple Fire Temple Water Temple Spirit Temple Shadow Temple Well or Ice Cavern Well or Ice Cavern Hyrule Field Lon Lon Ranch Kokiri Forest Lost Woods Market Death Mountain Kakariko Village Zora's Domain Lake Hylia Gerudo Valley Gerudo Fortress Haunted Wasteland Unused Unused This data is affected by endianness, so you have to reverse the order within each group. So the 1st byte is for Forest Temple, the 5th for Shadow Temple, etc. 0x8039F194 is the RAM address for the Golden Skulltula Requirement Table. This table uses the order mentioned above, but the order is NOT reversed within each group. So the first byte which is 0x0F (4 bitflags) is used for Deku Tree, and the 5th is for Fire Temple. When the byte in the Save Data is equal to the one in the Table, the skulltula token will appear on the Pause Screen Map. Maximum Skulltula amount is hardcoded, the instruction at RAM address 0x8038AD8C is used to decide Maximum Skulltula Amount (or rather this is the number that turns the text red) If you have any questions, suggestions or requests, feel free to tell me and I'll see what I can do. Edit: I just noticed that I had forgot to post one of the most interesting things I've found so far. The Menu State Byte, located at 0x801D8DD5 This byte allows you to open up various menu screens by setting it to different values. Some states are used in combination with the Selected Menu Option flag located at 0x801D8E60 I've ordered them by their uses, and not value. Open Pause Menu:0x01 Open Pause Menu (Only run when a menu isn't open) The menu won't finish opening unless you apply the 0x06 state manually0x02 Open Pause Menu (Only run when a menu is open) The menu won't finish opening unless you apply the 0x06 state manually0x01 to 0x05 is used for the Opening process of the Pause Menu0x06 Finish Opening Pause Menu (Only run when a menu is open) This is the state applied when in the menu, stops the menu opening statePause Menu Save Panel:0x07 Open Pause Menu Save Panel (Only run when pause menu is open) The game will crash if the pause menu isn't open, as this screen is a part of the pause menuClose Pause Menu:0x12 Close Menu (Only run when pause menu is open) This will close the Pause Menu. If the menu isn't available, the game will crash.0x13 is used for the Closing process of the Pause Menu, after the menu has been closed. The game will crash if this is set when a menu is still open.Open Game Over Panel:0x08 Open Game Over Panel (Only run when a menu isn't open) This will spawn the menu and open the Game Over Panel, preventing a crash0x09 Open Game Over Panel (Only run when a menu is open) This will open the Game Over Panel, causing a crash if the menu isn't already available0x08 to 0x0D is used for the Opening process of the Game Over Panel0x0E Finish Opening GO Panel (Only run when Game Over Panel is open) This will instantly open up the Game Over Save Panel, causing a crash if the menu isn't already available.Game Over Panel:0x0F Saved (Only run when a menu is open) Applied after saving in game over panel, brings up "Game Saved." screen. Will crash if a menu isn't available.0x10 Open Continue / Quit Panel (Only run when a menu is open) This will open the Continue / Quit Panel, but doesn't load the menu, causing a crash if it isn't open.0x11 Run Continue / Quit (Does not require a menu) Uses Selected Menu Option Flag. 0x0 = Continue, 0x4 = Quit. Same effect as when normally applied.You may notice a pattern in the opening sequences. The first value will initialize it, loading the menu. So if a menu is already loaded, you can just use the second value. CloudMax's Text Color Engine v2 (GameShark) This will allow you to have up to 0xA3 (163) text colors. This engine will overwrite the entire Text Color Function used by the game, which is why the limit is 0xA1, that's all the space I had to work with. Preview: https://dl.dropboxusercontent.com/u/6440063/OoT/ASM/custom%20colors.png Nemu64: CheatName17=CloudMax's Text Color Engine v2CheatName17Count=42CheatName17Code0=810D90E0 2621CheatName17Code1=810D90E2 7FFFCheatName17Code2=810D90E4 3C04CheatName17Code3=810D90E6 800DCheatName17Code4=810D90F0 0005CheatName17Code5=810D90F2 1080CheatName17Code6=810D6BA8 0082CheatName17Code7=810D6BAA 2025CheatName17Code8=810D6BAC 8082CheatName17Code9=810D6BAE 6BD0CheatName17Code10=810D6BB0 A022CheatName17Code11=810D6BB2 63DECheatName17Code12=810D6BB4 8082CheatName17Code13=810D6BB6 6BD1CheatName17Code14=810D6BB8 A022CheatName17Code15=810D6BBA 63E0CheatName17Code16=810D6BBC 8082CheatName17Code17=810D6BBE 6BD2CheatName17Code18=810D6BC0 A022CheatName17Code19=810D6BC2 63E2CheatName17Code20=810D6BC4 8082CheatName17Code21=810D6BC6 6BD3CheatName17Code22=810D6BC8 03E0CheatName17Code23=810D6BCA 0008CheatName17Code24=810D6BCC A022CheatName17Code25=810D6BCE 63E4CheatName17Code26=810D6CD0 FFFFCheatName17Code27=810D6CD2 FFFFCheatName17Code28=810D6CD4 FF3CCheatName17Code29=810D6CD6 3CFFCheatName17Code30=810D6CD8 46FFCheatName17Code31=810D6CDA 50FFCheatName17Code32=810D6CDC 506ECheatName17Code33=810D6CDE FFFFCheatName17Code34=810D6CE0 64B4CheatName17Code35=810D6CE2 FFFFCheatName17Code36=810D6CE4 D264CheatName17Code37=810D6CE6 FFFFCheatName17Code38=810D6CE8 E1FFCheatName17Code39=810D6CEA 32FFCheatName17Code40=810D6CEC 0000CheatName17Code41=810D6CEE 00FFClean: 810D90E0 2621810D90E2 7FFF810D90E4 3C04810D90E6 800D810D90F0 0005810D90F2 1080810D6BA8 0082810D6BAA 2025810D6BAC 8082810D6BAE 6BD0810D6BB0 A022810D6BB2 63DE810D6BB4 8082810D6BB6 6BD1810D6BB8 A022810D6BBA 63E0810D6BBC 8082810D6BBE 6BD2810D6BC0 A022810D6BC2 63E2810D6BC4 8082810D6BC6 6BD3810D6BC8 03E0810D6BCA 0008810D6BCC A022810D6BCE 63E4810D6CD0 FFFF810D6CD2 FFFF810D6CD4 FF3C810D6CD6 3CFF810D6CD8 46FF810D6CDA 50FF810D6CDC 506E810D6CDE FFFF810D6CE0 64B4810D6CE2 FFFF810D6CE4 D264810D6CE6 FFFF810D6CE8 E1FF810D6CEA 32FF810D6CEC 0000810D6CEE 00FFText Color Table RAM Address: 0x800D6BD0 - 0x800D6E5C Table Entry Format: RRGGBBAA To use a color you use the regular 05 XX command with XX being the ID of the text color table entry, ranging from 0x00 to 0xA2. The default text colors (0x40 to 0x47) has been added to the table so that the engine can be implemented smoothly. CloudMax's Text Color Engine v3 (ROM Patch) This patch is for the decompressed NTSC 1.0 ROM The ROM Patch is superior to the RAM Hack as it contains a total of 0x92 (146) preset colors. The 8 default ones from OoT, and the rest from the X11 Color Table http://en.wikipedia.org/wiki/Web_colors#X11_color_names Here's the Color Table with IDs included: http://pastebin.com/br9i2BXu Preview: https://dl.dropboxusercontent.com/u/6440063/OoT/ASM/163_Colors_ROM_Patch.png Download: http://cloudmodding.com/oot/releases/cloudmaxs_163_colors_engine.ppf Download (Mirror): https://dl.dropboxusercontent.com/u/6440063/OoT/ASM/Patches/cloudmaxs_163_colors_engine.ppf Text Color Table ROM Address: 0x00B4CB30 - 0x00B4CDBB To use a color you use the regular 05 XX command with XX being the ID of the text color table entry, ranging from 0x00 to 0xA2. The 4th Wallet (GameShark & ROM Patch available) This Hack will add an additional wallet to the game. You receive the wallet by getting a second Giant's Wallet in the game. By default the wallet will fit 999 rupees. For that GameShark code you can change this by modifying the last line in the code. For the ROM Patch you can change it at ROM Address 0x00B6EC52 You can get the code from here: http://cloudmodding.com/oot/
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Okey, here it is. This is far from done though, and do not expect it to be perfectly stable, the location I inject the code at holds other functions while in menues, so there may very well be crashes in menues and such, I haven't experienced any crashes related to the ASM Hack yet though. The ideal way would be to make the hook (or the entire code) into a ROM patch instead. #CloudMax's Custom Action Engine Alpha v1.0#You do not have to touch anything above the functions section.#I've prepared 2 example actions:#1 for Iron & Hover Boots (Action ID 43 & 44)#This function will equip the specified boots, unless you already have them equipped, if that's the case, you will unequip them. It costs 2 magic to use.#1 for Quiver, Bullet Bag & Bomb Bag (Action ID 45 to 4D)#This function will turn the items into portable bags with ammo for the 3 different items that when used will give you the amount that specific quiver/bag can carry. It will cost 5 rupees to use.##A basic Action would look something like this:#customaction1: # #Setup Start (Setup is optional, if item doesn't have any requirements, just skip it)# ADDIU T1, R0, 0x0001 #Magic Required: 0x1 (You need at least 1 magic to use the item)# ADDIU T2, R0, 0x0001 #Magic Cost: 0x1 (Using the item will cost you 1 magic)# ADDIU T3, R0, 0x0001 #Ammo Cost: 0x1 (I've not yet implemented this, since actions aren't actually linked to items)# ADDIU T4, R0, 0x0001 #Health Required: 0x1 (You need at least 1 health to use the item)# ADDIU T5, R0, 0x0001 #Rupee Cost: 0x1 (It'll cost you 1 rupee to use the item)# JALR AT, V0 #Run the setup# NOP# #Setup End# ...# ASM Code for the specified Action# ... # J end #Function is over, jump to end# ADDIU A0, R0, 0x0835 #Set sound to play to 0x0835 (Pull out Item)#.org 0x8038CCAC J start NOP mask: LBU T0, 0x014F(A3) #T0 = Current Mask ADDIU T1, A2, 0xFFC7 #T1 = Mask you're Equipping BNEL T0, T1, 0x8038CCC8 #If Current Mask != Mask you're Equipping Execute Delay Slot and Branch to JAL SB T1, 0x014F(A3) #Then Equip Mask SB R0, 0x014F(A3) #Otherwise, Unequip Mask JAL 0x80389284 #Return.org 0x80600300start: SLTI T0, A2, 0x43 #Set T0 if A2 is less than 0x43 BEQ T0, R0, setup #Branch if action is NOT less than 0x43 NOP J mask #Jump to the Mask function NOPend: JAL 0x800646F0 #Play sound NOP J 0x8038CE9C # LW RA, 0x0014(SP) #unusable: J end #Jump to End ADDIU A0, R0, 0x4806 #Set sound to play to Unusable Itemsetup: #V1 = 0x8011A5D0 (SRAM Address) #A2 = Action ID #RA = Default Return Address, do not change unless you know what you're doing LI RA, end #Set RA to end so that it can be used at the end of a function. ADDU T1, R0, R0 #Clear T1 for function setups ADDU T2, R0, R0 #Clear T2 for function setups ADDU T3, R0, R0 #Clear T3 for function setups ADDU T4, R0, R0 #Clear T4 for function setups ADDU T5, R0, R0 #Clear T5 for function setups LI V0, verify #Prepare V0 for function setup verification B functions #Jump to functions NOPverify: #AT = Return Address Address to return to after verifying the item. #T1 = Magic Required You need atleast this much magic to use it. #T2 = Magic Cost This is the amount of magic it'll cost when using it. This'll be the required amount if it is higher than T1. #T3 = Ammo Cost (Not added)The amount of Ammo you need to use the item, you'll also loose the same amount. (ONLY WORKS FOR ITEMS WITH AMMO) #T4 = Health Required The amount of health you need to use the item. #T5 = Rupee Cost The amount of rupees it'll cost to use the item. #T8 Used for verification #T9 Used for verification #V1 = 0x8011A5D0 SRAM Address #Check health LH T8, 0x0030(V1) #T8 = Current Health SLT T9, T8, T4 #If (Current Health < Health Required) {T9 = 0x1} Else {T9 = 0x0} BNE T9, R0, unusable #Branch to unusable if you do not have enough health NOP #Check Magic LB T8, 0x0033(V1) #T8 = Current Magic SLT T9, T8, T1 #If (Current Magic < Magic Required) {T9 = 0x1} Else {T9 = 0x0} BNE T9, R0, unusable #Branch to unusable if you do not have enough magic NOP SUB T8, T8, T2 #T8 = T8 - T2 (New Magic) BLTZ T8, unusable #Branch to unusable if you do not have enough magic NOP #Check Rupees LH T9, 0x0034(V1) #T9 = Current Rupees SUB T9, T9, T5 #T9 = T9 - T5 (New Rupees) BLTZ T9, unusable #Branch to unusable if you do not have rupees NOP #Update SB T8, 0x0033(V1) #Current Magic = T8 JAL 0x800721CC #Rupee Modifier Function SUB A0, R0, T5 #Rupees to decrease by LI RA, end #Set RA to end so that it can be used at the end of a function. JR AT #Jump Back NOPfunctions: SLTI T0, A2, 0x45 #Set T0 if A2 is less than 0x45 BNE T0, R0, boots #Branch to boots if action is less than 0x45 NOP SLTI T0, A2, 0x4E #Set T0 if A2 is less than 0x4E BNE T0, R0, refill #Branch to refill if action is less than 0x4E NOP B end #Branch to end if action doesn't exist NOPboots: #Setup Start JALR AT, V0 #Verify that you can use the item ADDIU T2, R0, 0x0002 #Magic Cost: 0x2 #Setup End ADDIU T0, A2, 0xFFBE #T0 = A2 - 0x42 = New Boots LUI T1, 0x801E #Boot Type Address (Upper Bytes) LB A1, 0xAB6F(T1) #A1 = Current Boots BEQL A1, R0, updatespeed #Execute Delay Slot and Branch if you don't have any boots equipped SB T0, 0xAB6F(T1) #Current Boots = T0 SB R0, 0xAB6F(T1) #Current Boots = None updatespeed: LI A1, 0x801DAA30 #Required Argument JAL 0x80079200 #Movement Speed Update Function NOP J end #Function is over, jump to end ADDIU A0, R0, 0x0835 #Set sound to play to Pull out Itemrefill: #Setup Start JALR AT, V0 #Verify that you can use the item ADDIU T5, R0, 0x0005 #Rupee Cost: 0x5 #Setup End ADDIU T0, A2, 0xFFBC #T0 = A2 - 0x44 = Type (1 to 9) ADDIU A1, R0, 0x0002 #A1 = 0x2 MULTU T0, A1 #LO = T0 * 0x2 MFLO T1 #T1 = LO (Offset used to get upgrade size) LUI A1, 0x8010 #A1 = 0x800F0000 (Capacity Offset Upper Byte) OR A1, A1, T1 #A1 = Capacity Global Offset SLTIU T1, T0, 0x0004 #If T0 < 0x4 Then T1 = 1 Else T1 = 0 BEQL T1, R0, quiver #Branch Likely if T0 isn't below 0x4 SLTIU T1, T0, 0x0007 #If T0 < 0x7 Then T1 = 1 Else T1 = 0 ADDIU A0, R0, 0x0006 #Slingshot J setammo LH A1, 0x8CF4(A1) #A1 = Bullet Bag Capacity Amount quiver: BEQ T1, R0, bombbag #Branch Likely if T0 isn't below 0x7 ADDIU A0, R0, 0x0003 #Bow J setammo LH A1, 0x8CCC(A1) #A1 = Quiver Capacity Amount bombbag: ADDIU A0, R0, 0x0002 #Bomb LH A1, 0x8CD4(A1) #A1 = Bomb Bag Capacity Amount setammo: JAL 0x800721F4 #Jump to set Item Amount NOP J end #Function is over, jump to end ADDIU A0, R0, 0x0835 #Set sound to play to Pull out ItemThe ASM Hack above will only create custom actions, we still need to set items to use these specified actions. Which Action each item will use is located at 0x803AA6FC in the RAM. So if you want to set Iron Boots to use Action 0x43 you'd write 0x43 over address 0x803AA6FC + 0x44 (iron boots ID) For the sake of the example actions I provided, here's a code with all the proper actions set: CheatName8=Set Item Action IDsCheatName8Count=11CheatName8Code0=803AA741 0043CheatName8Code1=803AA742 0044CheatName8Code2=803AA743 0045CheatName8Code3=803AA744 0046CheatName8Code4=803AA745 0047CheatName8Code5=803AA746 0048CheatName8Code6=803AA747 0049CheatName8Code7=803AA748 004ACheatName8Code8=803AA749 004BCheatName8Code9=803AA74A 004CCheatName8Code10=803AA74B 004DAnd here's the item IDs so that you can test them out: Iron Boots 45Hover Boots 46Bullet Bag (Holds 30) 47Bullet Bag (Holds 40) 48Bullet Bag (Holds 50) 49Quiver (Holds 30) 4AQuiver (Holds 40) 4BQuiver (Holds 50) 4CBomb Bag (Holds 20) 4DBomb Bag (Holds 30) 4EBomb Bag (Holds 40) 4FCurrently working on limiting where items can be used. (midair & while standing for now), this will only affect the action itself though, not if the item button is disabled. After that I'll start working on Ammo support for items. Edit 1: Okay, I've added the option to disable items from being used while in midair, and while on the ground. I accomplished this by checking for the same flag that using hookshot & longshot under water does. (It checks if link is on a surface while using them under water) If you attempt to use an item in the air that can't be used in midair, it won't play the error sound. I set it up like this because that is the way attempting to use cutscene items in midair does. However, if there is something else preventing the item from being use (like not enough magic for example), it'll still play the error sound. that has priority. Edit 2: I've added features that interact with the item being used now. (I get the last used item button index, then look up what item slot the button is linked with) And with that I've added Ammo requirement to the verification, and the V0reg will be set to the item slot index after the verification for easy access. As we all know, only the first 14 item slots in the game support item amount, so I've added in a check in the code to prevent actions that requires ammo from being used if the item is in a slot that doesn't have ammunition, ultimatelly preventing people from manipulating the RAM located directly after the Ammo. I also changed which registries are used in the verification. It previously reserved T8 and T9 for calculations, now it doesn't reserve any reg (it only uses V0, which was already used for the jump), so I'll be able to add in 2 additional conditions using T8 & T9. Edit 3: I've taken a pause from the code for the time being, and decided to start patching various glitches. Patch ISG (Regular method): Set RAM 0x80079718 to 0xA0800833 (Can be injected at all time) This will overwrite a NOP used in a function that is called in numerous situations (changing item, unpausing, putting away ocarina, dialogs, etc.) to unset the Is Attacking flag. Patch being able to open chests under water after using hookshot to land at bottom of water: Set RAM 0x803A73B0 to 0x2401FFFF (Do not inject while in the file select, this address is used by other functions at that time) This will make it so that using hookshot/longshot doesn't remove the flag that prevents you from opening chests under water. There may very well be a reason as to why they remove the flag when using hookshot/longshot in the first palce, so I do not know if there's any side-effects of this. Patch Bottle Dupe & Ocarina Items (Jump Methods): Set RAM 0x8038CA88 to 0xA0E0069D (Do not inject while in a menu, this address is used by other functions at that time) The reason why Bottle Dupe & Ocarina Item work is because there's a flag telling you to use an action when you land. This flag is not cleared when using other items afterwards while still in the air. If you use another item while in the air and land, the game will still want to perform an action, and the result is the ocarina action. If you press on an item that can't be used, the game will simply change the index of the last used button, and as a result you'll empty the bottle over that button index instead when landing. The code I provided will remove the flag mentioned earlier whenever you use an item in midair and it runs the main item action function. Patch Golden Scale Early: Set RAM 0x80022BE8 to 0x3C010038 The glitch works because of collection delay. When you climb up on a ledge from water with Z-Targeting, there's a flag that i temporarily set while climbing. However, if you exit water on a shore (a perfect transition from water to ground) while Z-Targeting, this flag is not unset after exiting water. This is one of the flags that aren't allowed to be set while collecting an item, causing the game to delay the collection. Now, the programmers of the game really messed up and made it so that when you delay the reward in the fishing pond, the game always store Golden Scale, and not the item you're actually supposed to get. So I simply fixed Golden Scale early by making it so that the flag in question doesn't cause collection delay, you're allowed to pick up items even when it is set. I've also tried to fix the Pause and Shield Swipe method of Bottle Dupe, but haven't succeeded yet.
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I've put the Item Restriction Engine mentioned in the previous post on hold for now. Instead I've started working more on the Custom Item Action Engine, I'm adding examples to show it off before releasing it. So far I've made it so that the Hover & Iron Boots can be used as items. The Bullet Bags, Quivers & Bomb Bags can also be used as items, they read how much they're able to store from the RAM, and give you that amount, then the item is removed. Example: You have 7 bullets and can hold a total of 30 bullets. You use the Bullet Bag on C-Right. It'll give you 30 bullets, but since you can't hold more than 30, it'll stay at 30. (I call the Set Item Amount Function so it does all the calculations manually, I just pass the Item ID & Amount Arguments to it) After that, the Bullet Bag on C-Right is removed, and the Inventory Slot is cleared. The next thing I'm going to do is add the possibility to set Magic Requirement for actions. (Or at least try too) Another thing I want to do (Which is low priority right now), is the ability to change what sound plays when using an item. At the moment it always play the standard sound from when you pull out an item (or a mask to be exact, but it's the same sound) Note that unlike the previous ASM Hacks I wrote, I'm attempting to write a small Custom Action Framework this time around to allow people to easily create their own actions with proper documentation, assuming they know ASM. Edit 1: I've added Minimum Magic Requirement & Magic Cost now. If you do not have enough, it properly plays the error sound and exits the function like any other item. Edit 2: Added a function in the initial post for playing sound effects, I'll be using it to play the error sound when an item can't be used, as well as allowing you to set what sound'll play when using a specific item. Edit 3: Added yet another function in the initial post. This time it's the one that'll update the amount of rupees you're gaining/loosing by the amount specified in A0, it'll be used for Rupee requirements on items. I am almost ready to release an alpha version of the code.
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Not at the moment, no. I am currently looking into the function that runs when using items, attempting to add new item functionalities. (Making Iron Boots into an item to be precise) Maybe later on, or if the request is something I'd find interesting. Edit: I've made some progress. http://wiki.spinout182.com/w/Zelda_64:_OoT_Action_Parameters That is a list (which isn't perfectly accurate, but it is good enough) with all the existing Actions. 0x803AA6FC is the location of the Item Action table. So I changed the byte used by Iron Boots (0x803AA6FC + 0x45) to 0x43 as that is the first unused Action ID. Basically what I did was I added a new Action (43, as it is the first unused one). After that I found an injection point in the function that runs the Actions and made it so that it jumps to my own function when the Action ID is higher than 42. In there I check if the Action ID is 43, if it is, I change the equipped boots byte and jump to the end of my custom function which properly returns you into the action function. Edit 2: Managed to solve all remaining issues that I had with the code. Link no longer put away the sword when using a custom action. (Made a minor change to the Jump that takes you back, it not set a register properly so that the code knows that it is done) There's still one issue though (not related to my code). Iron Boots can't be used under water, the C-Button is greyed out. I'll made a hack for that too while I'm at it. The function I'm injecting in isn't located in the static RAM either, so I'll have to make it only inject while not pausing, which is a pain... Unless it makes a jump to the static section somewhere in the function, if it does, I could easily fix it. Edit 3: Found parts of the code that makes Hookshot & Longshot usable under water. (it is hardcoded). I made it so that Iron Boots also should be usable under water, but clicking on them while under water doesn't even seem to trigger the function for using items, so there must be a code somewhere else that checks for hookshot and longshot again. Edit 4: I found the location where the game checks which action you're attempting to perform while standing under water. So I can now equip boots while standing under water. Still need to enable them while swimming in water. I already know where it checks if you're standing in water or swimming in water, so I should be able to enable specific items when swimming. Edit 5: Things are working. However, since parts of the code is in the Temporary RAM I'm having some trouble. I attempted to simply edit those functions by storing bytes over the function locations, but that didn't seem to work. I had to do a break in nemu to get it to update, and sometimes even that didn't work. I have no idea why this is the case, or how to solve it, so I'm stuck. The only other issue I'm still having is the C-Button Opacity, it isn't updated properly for items that are enabled when standing under water.