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Everything posted by Mallos31
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Who's running the show?
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Only thing I ever use UoT for is finding DL offsets. Otherwise, YAY! SAYAKA CAN DO A THING!
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Spire's Zelda Maps [Update: Rainwind Jungle]
Mallos31 replied to
Spire's topic in Community ProjectsThat looks pretty lo-poly for something so grand looking. It should load up with no problem. I mean... death mountain -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Mallos31 replied to Airikita's topic in Modifications
Will there still be bombchus in the game? Also, you said something about making the mirror. I had a similar idea, and I actually ended up (before I really knew how to hack) making a bunch of gameshark codes that worked together to make Farore's wind do that. But part of it was manual. If a hook could be written to make the manual part a tad bit less manual, then it would be pretty easy. -
Spinout made it a long time ago just to prove it was possible. But it would need some reprogramming to fix some things. (Like the doors)
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You know, if you want to go all out, you could always put the reed whistle back in the game to call brownie. Buuuuut that would mean new icon (unless, and I can't remember, it's still in the gameplay_keep files) re linking the GI model, probably over the Ocarina for simplicity's sake, and if Hylian toolbox works on Link (haven't looked too much into it) you could give him the animation back. Do it like the item on TP.
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Right now, I'm cool with it. Nintendo screwed up, lost a lot of money, and honestly, they need to pick it back up so they can keep going strong. The 3DS killed them, and the Wii U has practically NO games for them to profit from (yet). Nintendo is still doing a much better job with this stuff than most other companies. I mean, look at Square Enix. They hear one of their songs, they pull the video. They see a clip, they pull the video. Chrono Resurrection. That was a tragedy. They watched until 2 weeks before release, and just said pretty much, "Hey, you guys are doing an excellent job. Really. But if you don't stop, and delete everything, we'll fine you 5million dollars." Some evidence has shown that Nintendo sees us modding and hacking their games, so they know what we like. They add things to the games that we'd like to see (I know, not even CLOSE to all of it) and they DON'T tell us to take it down, or they'll sue. Sony does it. Microsoft does it. Square does it. Most of the big game/music companies I know of do it. But Nintendo doesn't. So one little thing isn't going to hurt us. If they keep taking steps in the direction the others did, then we can start being pissed. EDIT: Also, Nintendo might as well start paying Cosmo. He'll be getting a billion views for them.
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Has anyone around here ever played the Disgaea series?
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SharpOcarina - Zelda OoT Scene Development System
Mallos31 replied to xdaniel's topic in Community Projects
That's one of the things I'm wanting to do as I continue learning C#. I have already made something that can display textureless maps, so obviously my next step is to figure out textures. Then I'll try to create a converter. My ultimate goal is to be able to convert skp, obj, 3ds, ma, and mb files. I'll most definitely need help, but it's going to be a while. I'm learning both C# and MIPS simultaneously. That's so I can try to eventually make it something a little more wide scale. I've temporarily abandoned my pokemon project to learn as much programming as possible for this. -
Thank you SO MUCH! Geez, I didn't know the registers were words! I'm used to byte and halfword registers! O.o That's a huge help. And incredibly bookmarked. Now, back to you heavy!
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After this, I'll let the topic go back to what it's supposed to be, but I have no problem with knowing what the opcodes do, but I have problems with the registers. In windows and GB they're simple. A, B, C, D, E, F, H, L, (HL) and combinations of them. But with MIPS it's like t7 t8 t9 s0 s1 I don't get it. I don't know how many there are, what each is for, etc...
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Jason, could you tell me how or where you learned MIPS? I've gotten into assembly, starting with basic stuff like GB assembly and Win32 Assembly, but I've never found a good tutorial on MIPS.
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UoT was the first, and it was really awesome to run across. I think I found it first on ZSO and did a lot of really cool stuff with it. I discovered it quite a bit before texture support. It was freakin' awesome
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Lost is awesome. Good thing to get lost in!
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is there a specific way to export from blender to sharpocarina?
Mallos31 replied to Agnostic Priest's question in Q & A
We really need something simpler... all this importing exporting reimporting reexporting business is ridiculous, and breaks 90% of people's maps. -
It looks like he's having problems with polygons anyway. When he passes that one point, he jumps, and the game lags like friggin' crazy. Textures are stretched weird, and not tiled right, and no staircase in the entire universe ends at a wall, so you can jump to the side. Just sayin'
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Welcome! This place is a ton of fun, and I've learned a lot of what I know from here! Like you, I started getting interested when ZSO was around, I later became part (a small part) of TBT and now I'm here! Like what was said earlier, there are a ton of tools for pokemon games, just...never try to program it. It's soooo broken. As stated by both the original programmer, and the creator of pokemon brown, the code is VERY fragile. But there's lots of tools to do lots of things and it's fun! Enjoy your stay here! Hope to see you around!
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Well, that's cool! I need to get and mod a new PSP since I broke mine! (Trying to do a case mod) and I shall totally try this out!
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Just ran across copies of Disgaea 2, 3, 4, and Afternoon of Darkness for $10 each. Grabbed all of them! That was a great day Also, Aquarhane, if anyone tells you FFXIII isn't worth playing, don't listen to them. It's just different, and you shouldn't discriminate. It was SE trying a new game style, and though it wasn't as good as some other ones, it's NOT a bad game. It does have a real "Batman Begins" feel to it. Just building characters so it can have a story later. But that's fine, since there IS a sequel. And another sequel... lol
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is there a specific way to export from blender to sharpocarina?
Mallos31 replied to Agnostic Priest's question in Q & A
I may be completely wrong, but I think Blender handles UVs totally different than OoT does. If you've ever noticed while playing, textures on oddly shaped walls aren't mapped any differently than square walls, and end up stretching, or being cut off or something. So UV editing could be causing textures to break. As for normals, if you're talking about fixing it so collision isn't broken, then sketchup CAN do that, but if you're talking about something else, I have no idea what it is, so I'll just butt out -
Just don't try to do anything with PJ64 2.1. It's not doing a very good job at being an emulator...
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I've always wondered if that code was still in the game somewhere since that's how it started. But I doubt it is. And as I always say, I don't know how to do it, but it is possible, and as always it's with ASM hacks. For someone good at it, it's as simple as making a button press rotate the camera by x-degrees (I guess since it's signed, it would be a bit more difficult, but still possible) but it would be a big hack. Lots of lines of code. Because Mario and B-K use Mario or Banjo as the camera's origin, making it easy to rotate around it, but Ocarina of Time has a separated camera with it's own origin, so it would have to be rotated, then translated by a very specific amount so that using the camera a bunch of times wouldn't just throw it out into Hyrule Field. Sorry, that was way too much randomness to be considered helpful.
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Sorry to hear about you havin' Windows 8 bro, a tear has been shed in your honor.
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I believe that's an Everdrive64
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I'm pretty sure this has been two separate games. It ended with SCP-682 and restarted with hypnotoad. This has really gotten weird though