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Everything posted by john_smith_account
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http://spinout182.com/oldforums/index.php?topic=394.0 In some twist of irony, I don't have the release version of the patch
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When in OOT did shiek pull out a whip?!
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Nice job. It's been done a few times now. There's even a port of Hyrule Field available with all the actors in place, and epona added. We really need to add this stuff to the wiki, so we quit repeating so much.
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Shiek
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That's interesting. That would make it the only test room with an exit for it in an in game scene right? *Goes off to try it out*
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I'm not sure I'd want to be held responsible for most memes floating around these days. But it does make me wonder... You know, we've got a lot of creative people on this forum. Anyone care to admit they started a meme?
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Welcome to the community.
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Just messing with you. I love many types of anime too. Sure I like Paranoia Agent, Perfect Blue, and of coarse Serial Experiments Lain, but I've also watched stuff like Lucky Star, and few other lighter series.
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Serial Experiments Lain, you surely have refined tastes in anime.... Oh wait, K-On? Maybe I spoke too soon.
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Zelda's Birthday 2 poll
john_smith_account replied to john_smith_account's topic in Community Projects
Alright, it's been a week. Can I get a moderator to close the topic and poll please? -
Zelda's Birthday 2 poll
john_smith_account replied to john_smith_account's topic in Community Projects
I agree. The main plot for the first one worked because it was a young Link only hack. Being that this is an adult Link only hack, it only make sense for it to be more serious. There will be some gags and comic relief though, after all even OOT had elements like Talon and Ingo. Just much more subdued this time. I accept your condition. Welcome aboard. (Edit: Edit) -
As long as you doesn't use copyrighted characters, I don't think they care.
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Quite an ambitious project. The story sounds fun too. Are you gonna have an official blog or web page to follow this project after development gets rolling?
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Zelda's Birthday 2 poll
john_smith_account replied to john_smith_account's topic in Community Projects
Thanks everyone for all the feedback so far. All this is pending the results of the poll, of coarse, but to answer some of the general questions about the project: Yes I have done some work toward a sequel, but nothing solid. I've done loads of test stuff, event mapping, and brain storming. Many test levels built on spinout's level builder last summer . But nothing solid. I do have the intro pretty well done though. Yes! Custom dungeons are my first goal! I need at least six adult dungeons total. This project will be handled completely differently than the first one. I will be building the entire mod BACKWARDS. The mod will be built around the dungeons. That is after I get all the dungeons, I'll fill in the rest of the hack and events around them. Even the entire Overworld will be up for grabs this go around. I'll accept anything anyone wants to contribute. Level mods, NPC mods, text hacks, ASM. You name it! Even an official hi res texture pack could be nice this time around. There's no hurry for all those commenting on not having the time just right now. This will not be a rush job. Just let me know if you want in, and what you can add. -
I'll leave this up for a week. Let me know, ok?
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GREAT FIND! I have strong reasons to believe you can get the fishing game working properly too! To begin with: http://tcrf.net/The_Legend_of_Zelda:_Majora's_Mask .The Fishing Rod is another leftover that made it into Majora's Mask. If you try to use the Fishing Rod, you can cast it but the game freezes when you try to reel it in. Confirms you can get the pole in MM. I have more reason to believe the pond can be set to work proper, but first, would you test it with the pole? Please.
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Sounds about right. Anyways, happy birthday.
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SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
Hang in there XDaniel, we'll wait. Besides isn't this all suppose to be for fun? -
If you watch this, you will lose IQ
john_smith_account replied to Zeth Ryder's topic in The Central Hub
WOW. Brain reformat commencing.... -
SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
Are you using TIG's exporter? http://core.the-gcn....-tips-and-help/ I've listed a very hackish mod for for scaling. -
Me? I haven't been on an IRC since late 2009. Maybe December-ish. I've seen the page for the disassembly of the actors. My question is how do you get that back in the game. Same question on the texture animations. I've seen the page, and the code, but I don't understand how to use it, how to get it into the game. I've missed something here, and I'm sorry for my ingorance, but could you please help the rest of us get started by showing us what to do with this. Not how to modify it, or how to program. Just how to get it into the game. Please. Edit: *Consults Google* ASMN6432.EXE? LemAsm?? Hmmmm, intresting....... Maybe if I tried harder you wouldn't have to spoon feed me. Is that the point?
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*Ashamed* I didn't understand how to use it. Side question: I've seen talk of recompiling actors, can we do that now?
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Arc, great work! We need all the tutorials we can get. More info=better mods. Thanks for sharing.
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Stalfos too easy? Try fighting them with 3 hearts, as a kid. Ah, Xu_Yuan's Damage to enemies modifiers, used them to prove beta magics, and beta arrows. The list was ground breaking, and allows for the creation of customized enemies. Far from perfect, someone really needs to go and map it out better. http://glitchkill.pr...ead=3457&page=1 We need to quit missplacing this information!!! These are pretty standardized actor to actor. It's about an equal distance from enemy's damage to link in every actor if memory serves. I seem to think that enemy HP was found at one point too. I've experimented before,and found similar mappings for actors like torches, but with no practical use. Enemies size is easy to mod. There was even a trick to making any enemy invisible once, again it's been LOST now. Enemy speed was tougher, and it never got done right. GS cheats were used make two entries for the same actor with in the actor panels, making the actor move at double speed. I can't remember how well that worked in practice though. I think maybe it also doubled link's hits on the enemy, and doubled the enemies hits on link. Anyone care to find out? ASM wizards, is there a way to code a double load?
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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
How it works: The DMA table is actually a tad longer than it has to be to allow for new entries. Since the DMA table is it's own file(not part of the code) it can be even be moved and extended as much as one needs. The game quits reading the DMA table when it hits the first blank entry, 16-bytes of 0's. All I did was cut a line of 0's from the end of the DMA table, and place them right after the entry for the game's code. I then ran rn64crc to fix the CRC. This method allows one to develop the ROM, altering all resource files(actors, objects, scenes, maps, skyboxes, etc.) without the DMA tables giving you grief. This method is convenient in that it allows you to make the changes you need to the DMA tables after you've completed developing, rather than having to update the tables with every alteration you make. When you are done, and want to restore the DMA tables(for use on real hardware, to compress the ROM, etc.) the process is easily reversed. How to reverse it: Cut the line of 0's just after the entry for the game's code, and place it back at the end of the DMA table. Run a CRC fix.