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Everything posted by john_smith_account
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The Official Drawing Thread
john_smith_account replied to LEepicPOULET's topic in Literary & Graphic
And you acted suprised when I said you scare me a little. -
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I've never had trouble with the DMA. I've compressed the ROM, I've addedto MM. I've added decompressed data to compressed retail. I tell you I have no idea where anyone has problems with the DMA. I'll be happy to post the work around patch here in a few minutes. http://www.filedropper.com/nodma Try it, i solves many woes. Feed back needed.
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N64/Zelda hacking tools (DList conversion etc)
john_smith_account replied to xdaniel's topic in Community Projects
*DUMBFOUNDED* wait... Force RGBA: Force all textures to be converted to RGBA, set to true or false, defaults to false. I'd prefer for people NOT TO JUMP ON THIS immediately because they're scared other formats might not work correctly. THEY SHOULD. And if you can prove that they DON'T, I'd be happy to look into why! Sorry for my wording, but I hate it when people jump to conclusions and resist trying something new... *Icy Cold-Dead Stare* I know whom that was directed at XDaniel... I'll be keeping an eye on you. P.S. Ironic, you realize Airikita's problems are probably because you never chose to properly fix the Alpha Channels. Just sayin' -
Wait, what? You don't need to go to such extremes. MM maps port just fine. Before it only took minutes using my VB6 based porter, which was driven by source code modification. I ported Hyrule Field, Lake Hylia, Zelda's Courtyard, and 118 with little effort and grand results. Still, this new tool you speak of intrigue me. My upgrade to the Haunted Wasteland could use some improveement. Can I get a link please.
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#1 Decompress MM #2 be sure to add the new scene and map addresses to the DMA table. MM is touchie. #3 add the new scene to the scene table. There are 5 unused slots to choose from. #4 edit the exit table...though honestly I can't make heads or tails of the MM exit system. #5 edit the OOT header to include MM commands #6 profit? alternately #1 Keep bugging JSA, spinout, or XDaniel till they kill you. Opps, I mean't make the porting tool for you. I'm really glad they removed the 'smite' option on this forum.
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First off, thank you for the remote control bombchus. I hope you'll help tweak them for a better fit in game, but even if you don't it's still a wonderful mod allready. Sorry, I should have realized what you were asking for. Well there was this: http://wiki.spinout182.com/w/Z64porter But I'm pretty sure that's going the wrong direction. I could always bang out a piece of code for you. I could use the practice. Let me know, ok?
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I dunno about it working on console, but as I recall importing maps into MM isn't a big deal. I imported maps from OOT, and even had and actor converions tool that traded common actors like trees, and rocks for there MM counterpart. The only real trick of it was patching up the OOT header with a few extra commands that OOT lacked. It wasn't difficult. Oh that and I recall that the rotation of actors was differnt from OOT to MM. In OOT 182 = 1 degree of rotation, but in MM 128- 1 degree of rotation. Oh, that and actors passes variables differntly. The first digit of the actor variable....I think it had to be ignore by ZAP2MM, or else it crashed. Oh, on the upside MM contains 5 blank spots in the scene chart for levels that were removed. I imported Hyrule Field to MM, and since there were more slots in the scene chart empty, I toyed with the idea of porting the entire over world from OOT.... Damn, that was a long time ago. Death Basket, by the way, you still have the remote control Bombchu patch or code? I really need that for my mod. It will need tweaked first of coarse, but if you have the patch/code handy, I could at least use it for testing purposes.
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The Official Drawing Thread
john_smith_account replied to LEepicPOULET's topic in Literary & Graphic
I'm really posting too much here as of late, and gushing praises way too easily. However, with the amount of talent gathered here at GCN it's difficult not to. In short, I like what you're doing. Please, please, keeping it up. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
john_smith_account replied to Airikita's topic in Modifications
Hit the nail on the head. Yeah, that's it exactly. Strangely I had forgotten this detail myself until one of my oldest friends (Dark_Link-77) reminded me. But's it's ok. This is already a well rounded Mod as it is. Don't let a single detail get you discouraged! -
I find it intresting that the example you picked are all spawned by other actors. Link spawns navi, and can spawn epona. Anubice, is made up of two actors, and one spawns the other. Just like how Jabu Jabu spawns spawns with own mouth, making it appear like there are two jabu jabu's loaded. No, I can't let help, but thought that to be a strange co-incide-ence.
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Modding Programs Database (Z64)
john_smith_account replied to Jason777's topic in Community Projects
NOOOOO! *Cries in a loud voice* Let no tool be forgotten!!! Important side note: https://www.the-gcn.com/topic/2846-zb2-committee/?do=findComment&comment=45216 #1 Head of Modding Tools - This member will have the task to compile an offical list of tools avaible to mod OOT. This is one of the most important positions on this mod. Who ever takes this position will yeild a great deal of power over the mod. They will have lots of say over not only which tools should be used, but final say on which tools will be banned from use. This seems like the place to hunt for someone to fill this, the top seat on the committee. Can I get a voluteer? I'm seriously considering adding some perks to make this seat on the committee more appealing. Also, I'm willing to volunteer my time to getting this topic back up-to-date -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
john_smith_account replied to Airikita's topic in Modifications
Three is right, many of us have wanted this for a lone time. We had modders at the time who claimed they could deliever, but they didn't ever come close. As a matter of fact, the reason why clearing Hyrule Field in Zelda's Birthday is so long, and so hard is because you were orginally suppose to win epona as a reward. The modders of the time promised they could deliver the goods in time for the release, but in the end, they couldn't even fix the adult epona ride height bug for child link. As a result, you work your but off for a single heart container, and travel in ZB1 is long and boring. I'd be honored if we could you this mod in conjunction of a final release of ZB1. It would be great to squash all the minor bugs we never got fixed in time. And I'd simply love to get the whole thing VC/andorid/hardware compatible. Possible? I don't suppose you'd consider lending some of your talent for ZB2 either would ya? We could really use 2 or 3 of you on the project, so yeah if you've got some clones handy. -
The Beta Actors - Viewing BETA animations and models
john_smith_account replied to Airikita's topic in Modifications
Keep up the great work! Whata say, lets fix em' all! As a side note: http://tcrf.net/Proto:The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest It's not perfect, but it works well as a quick refernce sheet. It's missing the beta castle guards, for instance, which I'm pretty sure Impa's head goes on to create beta Impa. Oh well. Good luck everyone, and happy hacking! -
Official Screenshot of the Day Thread
john_smith_account replied to Zeth Ryder's topic in Randomness
Stop it, I just got up and you've got my freaked out all e. -
N64/Zelda hacking tools (DList conversion etc)
john_smith_account replied to xdaniel's topic in Community Projects
XDaniel, you're either a God amoung men, or a mAn amoung gods. Either way keep it up. We need more like you.