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Everything posted by Rinku
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Thank you very much Airikita, I knew about that topic of yours about spike traps, but it would have taken some time for me to find the topic. I will put it on z64 wiki tomorrow... maybe... I have not enough free time at the moment. Maybe mzxrules will be faster, if he has any time left to work on the actor list. By the way, what do you think of his method of representing variables? As I see, you used the same as me and as on the old actor list (like xyzz).
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Well, this bitpacked notation of variables confuses me a bit (I am able to understand it, but not directly when I look at it, so it's not intuitive for me). Maybe it's because I'm not used to it... As for the "unused" parameter, I have tested and changed it many times but I saw no difference.
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XZSO-> Thank you for your advice. MNGoldenEagle's actor list is sort of an older version of the z64 wiki actor list, but Despair's actor list could prove useful for comparing object numbers, as there are some mistakes in the z64 wiki actor list. Thank you; when I begin to document an actor's variable, I always look at the examples provided by Nintendo, so I can sometimes find strange things. xdaniel-> xdaniel, mzxrules seems to have the very same issue as me. Thank you for the link. I hope this problem will be solved someday.
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Thank you for your support! I added full documentation of variables of actors 0015, 0111 and 0125 today.
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Hello, I have a quick question: Is it intented that Special Objects and Soundtracks can't be saved yet? Sorry if this has been asked before. Thank you for reading!
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XZSO -> Well, as you say, none of your entries covers the actor variables, and I provided new information for each actor I posted. It is indeed true that the rolling boulder is documented in some lists, but its variable is not at all. So you can consider that I want to document the variables of each actor, now that their actor number is seemingly documented on some lists (minus the one that you say isn't discovered yet). Airikita -> I personally think that it is the best for me to post my updates to the actor list in this topic, simply because I want to put them on z64 wiki later (when it can finally be edited...). I understand your point of too many places of actor information, and this topic is sort of a reminder for me of information that I want to put on the z64 wiki actor list; meanwhile, people can read or use it. It's true I could post it in another actor topic, but I would hate to search for it and decide which topic to take, and I want everything to be here in the same post so that I can easily put it on the wiki afterwards... But it is my opinion that z64 wiki SHOULD be updated, and that's my goal. I don't want people to have to search in many topics to find information, I would like to "centralize" information on the z64 wiki. Indeed, I just created a new topic, but I would not have done it if I could directly update the z64 wiki actor list.
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Yes, I did, and I read the actor list on z64 wiki too. If you would too, you could see that the actors I'm listing here are either not documented at all (actor 0130) or not completely documented/figured out. Just try it, compare e.g. actor 016E that I listed here with the one in the actor list on z64 wiki (or the one that comes with ZAP2, if you like...). You will see that the one on z64 wiki has no documentation about path settings in its variable, while mine has. To make it clear, I research about actors from the actor list that are not documented, or actors whose variables are not completely (or not at all) documented. This is new information, at least for the actor list.
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---Update 27/04/2014: Added full documentation about actor 0015, 0111, 0125 variables.--- Hello there, As it is not possible yet to edit the actor list on z64 wiki, I will post my changes to it here so that other people can use it for their hacks. I may also include information from others and give credit. I will try to update my post when I make new findings. 0008 0001 Great Fairy's Flames - 000E = Light blue flame - 000F = Lighter blue flame 0015 0001 Collectibles xxyy xx = Collectible flag yy = Item - 00 = Green Rupee - 01 = Blue rupee - 02 = Red rupee - 03 = Heart (needs Object 00B7 to be visible, but works otherwise) - 04 = Collectible Bomb (5) - 05 = Collectible little arrow (1) - 06 = Heart Piece - 07 = Heart container (Alpha!) - 08 = Collectible arrow (5) - 09 = Double collectible arrow (10) - 0A = Triple collectible arrow (30) - 0B = Collectible Bomb (5) - 0C = Collectible Deku nut - 0D = Collectible Deku stick - 0E = Collectible Large Magic jar - 0F = Collectible Magic jar - 10 = Collectible Deku seeds (5) - 11 = Collectible Small Key - 12 = Invisible item with fairy effect - 13 = Giant orange rupee - 14 = Large purple rupee - 15-18 = Nothing - 19 = Collectible Bomb (0) - 1A+ = Invisible item? 0040 002C Megaton Statue xxyy xx = Switch flag yy = Part - 0000 = Lower Part (Flame decal) - 0001+ = Top Part (Face decal) 004B 0030 Moblins xxyy xx determines the path the moblin follows (only for yy = 01+): xx = Path number yy is the moblin type: - 00 = Ground-Pounder - 01+ = Spear-Poker 0111 012C Breakable pot xxyy xx = (Collectible flag * 2) yy = Item - 00 = Green rupee - 01 = Blue rupee - 02 = Red rupee - 03 = Green rupee when at full energy, heart otherwise - 04 = Bomb (5) - 05 = Little arrow (1) - 06 = Heart Piece - 07 = Alpha heart container - 08 = Deku seeds (5) / Arrow (5) - 09 = Deku seeds (5) / Double arrow (10) - 0A = Deku seeds (5) / Triple arrow (30) - 0B = Bomb (5) - 0C = Deku nut - 0D = Deu stick - 0E = Large Magic jar - 0F = Magic jar - 10 = Deku seeds (5) - 11 = Small Key - 12 = Small fairy - 13 = Giant orange rupee - 14 = Large purple rupee - 15-18 = Empty - 19 = Bomb (0) - 1A+ = Empty 0125 0000 Liftable & cuttable bush / grass clump xxyz xx = Unused setting Nintendo uses 02 for shrubs and FF for gras. y = Bug flag - 0 = No bugs inside - 1 = 3 bugs inside Continues with this pattern. z = Type - 0 = Normal shrub. Random drops. Needs Object 0002. - 1 = Cuttable, regrowing gras. Drops: Green rupee, Deku seeds. Needs Object 012B. - 2 = Cuttable gras. Drops: Blue rupee, hearts. Needs Object 012B. - 3 = Nothing Continues with this pattern. Note: 0201 is used by Nintendo by error in Hylia Lake: the gras doesn't appear, as Object 012B is not loaded. 0127 0163 Brown boulder xxyy xx = Behavior - 0000 = Normal - 8000+ = Makes puzzle solved sound when destroyed yy = Switch flag 0130 011F Boulder xxyy xx are the movement settings: - 00 = Follows the path, dissappears, then reappears at first waypoint (dissappears-in-a-hole setting) - 01 = Follows the path, then breaks into pieces and reappears at first waypoint (Death Mountain setting) - 02 = Follows the path, then tries to roll back to the first waypoint with an natural angle (circular movements) - 03 = Follows the path, halts, then rolls back the path in the opposite direction (linear movements) Repeats in this pattern. yy determines the path the boulder follows: yy = path number 016E 0000 Market NPCs 00xx + 0yy0 xx controls the NPC's appearance (each value needs its own object): - 00 = Fat woman in light blue. Object: 0105 - 01 = Fat woman in white, blue & yellow. Object: 018C - 02 = Bearded man in white & green. Object: 0107 - 03 = Jogging man (Sakon). Object: 0111 - 04 = Staunch man in black & green. Object: 0107 - 05 = Begging man. Object: 0111 - 06 = Old woman in white. Object: 010D - 07 = Old man in blue. Object: 010C - 08 = Thin woman in lilac. Object: 0108 - 09 = Laughing man in red & white. Object: 0111 - 0A = Explaining man in blue & white. Object: 0111 - 0B = Thin woman in blue & yellow. Object: 0108 - 0C = Looking man in crimson. Object: 0111 - 0D = Red haired man in green & lilac. Object: 0107 - 0E = Bearded, red haired man in green & white. Object: 0111 - 0F = Bald man in brown. Object: 010C - 10 = Man in white. Object: 0111 - 11 = Staunch man two shades of green. Object: 0107 - 13 = Bald man in purple. Object: 010C - 14 = Man in two shades of green. Object: 0107 yy determines the path moving NPCs follow (works only for xx = 03 or 07): yy = (Path number * 8) Use yy = 78 (Path F) to imobilize NPCs which would otherwise move (xx = 03 or 07) 019A 016A Girl chasing Cucco 0x00 x determines the path the girl follows 01C1 018E Fake door xxyy XX = Switch flag YY = Type - 0000 = Fake door - 0001 = Debris - 0002 = Debris - 0003 = Debris - 0004 = Debris - 0005+ = Crashes
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If I knew any possibility to give you the patch (maybe it is possible to upload things here on the GCN?), you could see - or hear - what exactly I mean. But even then, it would probably be acting differently for you than for me. (For notice, I didn't change anything in the sequence itself; I only changed all temples' music pointers to the offset of Ganondorf's theme, like you did with Ganondorf's new tune.)
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Thank you, I know about scene headers. But here I was changing pointers in the audioseq table (as explained by Airikita in the first post), so I didn't simply change the music value in the scene header, but rather made Ice Cavern, Forest Temple, Fire Temple, Water Temple, Shadow Temple and Spirit Temple use their original instrument set but with Ganondorf's theme. I don't want to accomplish anything, but I rather wonder why the track is playing so randomly each time I enter the location and I would like to figure out why. I mean, the music should always be the same, but here, it is slightly different each time I enter Ice Cavern. It's like it would be acting randomly.
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I manually changed the offset pointers in the audioseq table with a hex editor. It's no new track, only the five temples and Ice Cavern using Ganondorf's theme.
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But how can the music be slightly different each time I enter the Ice Cavern (and related to the room I visited before)?
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I played around with this and made Ganondorf's organ play the mini game theme. Then I made all 5 temples and the Ice Cavern play Ganondorf's music. I realized strange things: Sometimes the music in the Shadow Temple was a bit different, as if the instruments would play Ganondorf's theme slightly different. Most curious: When I enter the Ice Cavern as first location after opening the ROM, the music will stop after some seconds (as if there were missing instruments), and the ROM will FREEZE after one minute. When I first enter another location and then the Ice Cavern, the music will begin slightly different but then stop and the ROM will freeze. When I first enter another Temple which uses Ganondorf's music and then the Ice Cavern, the track plays completely and the ROM doesn't freeze. How could you explain that?
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Sorry for double post: Problem resolved! I took an MM (E) ROM, searched for the last seemingly used bytes (following these bytes was a probably unused space with repeating bytes), searched for the same bytes in MM debug ROM and found them right before the padding space and the OoT Dump. I cut the whole padding space and OoT Dump out of the ROM. Now zdec works with it and decompressed Majora's Mask Debug ROM!
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I searched for SoD's tool, but I didn't find any release. Does anyone have a download link? Thank you!
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In big-endian ROMs, there's also the title "ZELDA MAJORA'S MASK" that can be read, while others give things like "EZDL AAMOJARS'M SAK".
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xdaniel -> I don't remember ever seeing .v64 files, but I do have .rom files. Do you know what these are? Where could I find that tool by SoD? I searched for topics here on the GCN but I didn't find anything.
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I byte-swapped it to big-endian with xdaniel's SceneNavi, but it didn't change the extension automatically (or rather it lets you choose the whole name and extension of the ROM), so I got a byte-swapped ROM who had still a .n64 extension; so I changed the extension manually to .z64. But it still says "abnormal ROM".
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I tried to, but it says: Error, abnormal ROM. (I'm using the MM debug ROM.)
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Thank you very much! I found zdec. I am now following a tutorial to use it, but it won't work because my ROM is .n64 and not .z64. What is the difference between them? How to convert it? Thank you!
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Hello there, I would like to know if there's any tool to decompress any Zelda ROMs, especially Majora's Mask ROMs, especially the MM debug ROM? I've read about a tool called zdec but I couldn't find any download links; I don't know how old it is and if it is the only decompressing tool. Thank you very much for reading!
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Hello there, You can fix this by changing the coordinates of the items in the shop entries, found at 0xE7EA4C in the ROM. The format of each entry is: IIII xxxx yyyy zzzz, where IIII is the item index entry and the three following are the positions that you have to change. More about this here:http://wiki.spinout182.com/w/Item_Documentation#Shops_Entries The position of the items are not linked to the shopkeeper's or the shelves' position.
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That's really neat, xdaniel. Just what is the difference between "fog near distance" and "fog far distance"? After some work in the Bottom of the Well (4 environments) and Ice Cavern (6 environments): Environment usage in a dungeon (tested with up to 6 environments): Environment 1: Main - Water type 0, Terrain type 0-3 Environment 2: Water type 1, Terrain type 4-7 Environment 3: Water type 2, Terrain type 8-B Environment 4: Water type 3, Terrain type C-F Environment 5: Water type 4 Environment 6: Water type 5 What I mean with water type? Well, the properties of a water box are: ?x?? where x = used environment while under water. So x = 0 uses environment 1, x = 1 uses environment 2, x = 2 uses environment 3...
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Hello there, I've been using Project64 1.5 for quite some time now, but it works not as good as I would like it to work. I do very much testing, so the slow-downs and the buggy sounds are not very welcome... The worst thing are the random crashs when opening the start menu. How to prevent them? Like I said, I use Project64 1.5. My graphics plugin is Jabo's Direct3D6 1.5.1. As sound plugin, I use Zilmar's Audio Plugin, while my controller plugin is Jabo's DirectInput7 1.5 (this one is pretty good). What emulator and plugins do you use? Are you satisfied? Which one gives the best results? It has nothing to do with this, but I would be afraid to make another topic to ask this: Is there any Sketchup plugin to IMPORT .obj? I would like to take maps from OoT and make some changes to them. I think JSA had such a plugin, but it was some sort of modified exporter plugin. Thank you for reading!
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ChriisTiian-> If position is only one byte long, that means that you cannot place it everywhere, as most maps are bigger than FF in x and z length...that's a shame, but it may be useful nevertheless. xdaniel-> It's probably just me, but I would better understand what it does if it read "Light from ceiling", "Light on Link's downside" etc. than "diffuse" and "specular"; I may lack some vocabulary. But you're right, we have to document what they do exactly. Strati-> No, it's more like a punctual light source (you can't see it) which emits light in all directions, as you would expect it from a flame. Setting 01 is more like sunlight, coming from one direction from outside of the map. For the environments, believe it or not, it was not documented, and I found out exactly the same things yesterday. I was on SharpOcarina for quite some time, changing colors to green and pink and then testing on what time they occur. I only have to add this: Environment 2 (day) uses it's first color mostly on actors, only slightly on the room itself, while environment 4 (night) uses the same color on actors and more on the room. This means that if you use red as first color for both environment 2 and environment 4, at night, the room will be more red than at daytime. I wonder what environment is used when a lightning strikes during a storm?