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Everything posted by john_smith_account
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Welcome. I hope you enjoy your time here at GCN.
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Zelda OoT: General Item Spawns Found!!!
john_smith_account replied to Airikita's topic in Modifications
So is that a no on the details? -
Zelda OoT: General Item Spawns Found!!!
john_smith_account replied to Airikita's topic in Modifications
This is potentially *VERY* useful. Care to share the details with us? -
You know for the initial amount of negative response, a lot of members seem to be enjoying this very much.
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A beginner programmer? Welcome, hope you have fun.
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Microwave, I'm impatient. This should crash the topic... ECCO or SSI?
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Shinji Tamura. Never heard of the other guy. Chome or Firefox?
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Anthony Hopkins. In the original, I didn't like Hannibal. Linux or Unix?
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Here Comes Honey Boo Boo I hate it when there is no right answer... Just for that... Atari Jaguar, or 32x?
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That is tough... I guess Blinx? Firing squad or electric chair?
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It's the week of Halloween! This is one time of year you can get away with asking ghoulish questions of this sort and not look completely freaky. In many works of fiction, a person can sell their soul in exchange for their heart's desire. In real life it's only possible in a metaphorical sense.... How dull. But if it were possible to sell your soul in real life, would you? And what would you sell it for?
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Beta Castle Courtyard Fixed Properly
john_smith_account replied to Zeth Ryder's topic in Modifications
I really don't see how that's possible. One would have to fix the special texture offsets within the maps. I ported the Deku, with a single map to demonstrate And before you ask, yes it works fine with only a single map in it's native ROM. The camera will freeze after the intro, but you can use debug to get around it. I used a DMA free ROM, but I don't think it's necessary in this case. http://www.sendspace.com/file/aakb3k And I've done maps like Lon Lon Ranch before, and have gotten similar texture corruptions. I'll respond to the rest of the post later. -
Beta Castle Courtyard Fixed Properly
john_smith_account replied to Zeth Ryder's topic in Modifications
Hey, I know these! I can help. If memory serves, I can add a little more infoirmation to this. I haven't done this in a LONG time, I'll have to get my old system out. For one thing, aren't they both 4 digits? So, QQQQ and RRRR. If I remember QQQQ sets special textures and blend options. Special textures are referenced in map, but don't appear in either the map or scene. Xdaniel's example above, Kakariko's windows (which change between day and night by the way.) Data for these textures appears just below the scene table. Adding scenes by over writing this data corrupts these special textures. It also sets texture blends. Example, Sharp Ocarina uses Hyrule Field's blend texture blend, which won't work on other scene entries unless you copy the QQQQ value from the Hyrule Field scene entry. As for the camera effects, I was unaware of this. Do you mean "frozen camera" scenes like the outside of the temple of time? Wait, or was outside the temple of time a type 1 map(type 0 being vertex colored maps, and type 2 being maps which include normal shading and vertex clipping.), and the shops were the frozen camera.... RRRR is Temple textures. Yep temple doors, but other temple objects and maybe temple blocks. But even more textures still! The entrance for each temple is textured with a special texture which isn't in the scene or map, and it loads by the RRRR value. Again, ask Xdaniel. I'm sure he noticed it while making OZMAV. I learned all this *LONG AGO* while trying to port the regular dungeons to the Master Quest ROM. The offset data to the special textures differs from ROM version to ROM version. So you can't even load dungeons from say the 1.0 ROM to the 1.1 ROM without a crash on rooms with special textures. How you put it Zeth put it...Hard coded? Is this what you mean? Beta Bonus: (Proof Fado was never a Sage and the Sage plot goes way back to beta stage of development or older.) I'm dropping this one now while I'm thinking of stuff that never got post to the wiki, and may get "lost" again... 2nd Cutscene (or is it third?) Chamber of the Sages contains only 1 actor(but many more groups!), Rauru. It is the cutscene that plays right after the spirit temple *OR* the shadow temple when you have collected all the Medalions. All that happens is Rauru tells you someone is waiting for you in the temple of time, raises his arms, and fade to white. *BUT* It is a very special cutscene because it contains *many* clue to the history of the development of the plot. My favorite being that Saria has always been the forest Sage. Proof? The Scene includes unused groups(objects). Beta saria's group being one of them. Weirder still is the Beta Zora. Yep before Ruto was a sage (and apparently before the Zora's were finished) there was a Zora in the Chamber of sages. The group(object) in that scene for a Zora is so *ANCIET OLD* that it's beyond beta. Alpha, or maybe just a place holder even. Anyways, more later. -
Beta Castle Courtyard Fixed Properly
john_smith_account replied to Zeth Ryder's topic in Modifications
I don't *think* I did do anything extra, but I may have. If I recall, I removed 2 sets of display listings which cause the crash. I didn't just remove them out though, I moved the entries down to the end of the list, and reduced the number of entries by two, so they wouldn't load. I did it that way so if someone, someday took a look at my fix, and knew how to correct the error(s) in the glitched entries, they could. 20 bytes? Very efficient! How's it work? -
Congratulations. May you both enjoy a life filled with joy together.
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I dunno if this belongs here since I don't plan on leaving completely but I'll be on way less. Life isn't playing nice right now. But look for me to be lurking.
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SNES controller. The vastly superior choice. AMD or Intel?
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Pierre's Ocarina Studio!
john_smith_account replied to
SanguinettiMods's topic in Community ProjectsSeem promising. -
Copy all the settings from a normal OOT ROM, only change the option and use the 8 Meg Expansion Pak.
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Sorry, that doesn't work. They have to be built at 0,0,0, then grouped and then you can move them. If the error is small, like 1 or 2 walls, you can: Delete the poly with the error. Make a new wall at 0,0,0. Cut and paste the replacement wall into place. Like I said, fixing errors in old maps is much harder than building new ones.
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!IMPORTANT! Prevent mods from freezing on some emulators.
john_smith_account replied to john_smith_account's question in Q & A
Thanks. I'm gonna start keep some of my stuff in the download section for the site. Already got ZLE2 and ZAP2 up pending approval. Is there a way to make it a patch? -
!IMPORTANT! Prevent mods from freezing on some emulators.
john_smith_account replied to john_smith_account's question in Q & A
I LOST MY USB DRIVE! Anyone have a copy of this for me to repost? -
SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
I understand why in earlier versions Sharp Ocarina as the ideas were being fleshed out why the rooms had to match, but I always expected that to change in later versions. I 100% support texture to collision system. But why match them to the room file textures? Why isn't collision matched to the collision .obj textures? Why is it still matched this way? You have to choose a seprate .obj for collision anyways, so why arn't collision types matched to the textures of the collision .obj instead? I'm guessing everyone works around this in a similar fashion: 1. Complete the finished rooms map first. 2. Combine all the rooms to make a collision map. 3. Open the combined .obj in Sharp Ocarina as the collision map. 4. Open the same combined .obj in Sharp Ocarina as a room. 5. Map the collisions, and Save an .xml 6. Build the collision map 7. Manually Dump the .zscene 8. Build the .zmap in Sharp Ocarina from the seprate rooms maps, collision will not match but... 9. Replace the .zscene generated by the seprate rooms build with the one made in step 7. 10. Manually add the room offsets. Now I'm not dissing Sharp Ocarina, I'm VERY VERY happy with it. I LOVE texture mapping the collisions too! It's simple, and works great. I just think it's better done if the .zscene .obj is completely independent of the .zmap .obj. -
SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
I completely understand the problem to the point where I can build maps which are 100% glitch free. I've explained it before, probably earlier in this topic. I made a demo, I thought proved the theory, but I'm obviously having trouble communicating the idea. I hope XDaniel can hop on some time and put the answer into language that makes sense. The problem isn't simply that the UV value gets too big, it's when a UV value reaches a "wrap around" point. These values are in no way correct, but I hope they explain the principle. Imagine the UV mapping for a give size can go from -100 up to +100. Simple enough, keep the UV above -100, and below 100, and it should come out correct, right? Wrong. You can image the UV range as a repeating grid of the same texture. That is at any given size, after you reach the limit of the UV size there is a point at which the mapping starts over again. The errors occur when you cross that invisible boarder. If the left side mapping starts at +95, and the UV is 10,10 then the value given an infinite mapping would be +105. But since the value is not infinite, it wraps around staring back at -100, and thus become -95. So the texture stretches back to -95 and looks messed up. You can make you UV's as small(or is it large?) as you like trying to combat the error. Eventually if the level is large enough you will cross that invisible line. And worse still, how big that grid is differnt for each size mapping. Want proof? Make some squares in sketchup. Make one, then another beside it, then another. Keep repeating them. Then paint them, one by one with the same UV value on the texture. Create another line of squares below it. And repeat, and repeat. You'll find as long as you keep the same UV the error will occur at a fixed interval. It's hard to see the pattern at first if you start at 0,0 since the UV mappings start back some where in the negative values, but after you get the first error, all errors there after will repeat at the same distance. That you I start each room at 0,0 and then make it a group. In sketchup, the UV mapping is fixed on where you made the selected faces into a group. It's not a fool proof system, but it works well. I hope someone can make sense of this. I'm not wrong, I just don't know how to explain it.