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Everything posted by haddockd
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I thought DB made a fully functional (and documented) song editing tool...no?
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I love and hate Etrian Odessey (all three). They had alot of potential to be so much more... How in the hell do you keep track of all these tools, what they do, what they need work on, changelogs, etc?
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(ZAO-ADD) Z64 Automated Actor and Object Adder
haddockd replied to Jason777's topic in Community Projects
So, dumb question: this is meant to be used in conjunction with xDan's newest actor placement tool (forgive me but I am unsure which one it is named, he has so many great tools )...correct? Or does your tool handle the movement of actors inside said map? -
What is causing chests to already be open in dungeons?
haddockd replied to giadrosich's question in Q & A
Oh man, I remember when I first started changing chests in my mod. Took me a week to figure this one out and once I got my answer I was sooo mad at myself. I feel your pain -
(ZAO-ADD) Z64 Automated Actor and Object Adder
haddockd replied to Jason777's topic in Community Projects
I would offer to help with a front end but I *hate* java GUIs and prefer c#.net (which I know would make it a Windows exclusive), so I digress -
I might be setting myself up for a good study flaming but I was not impressed with TP. Sure the graphics are nice, but the gameplay was clunky, the story didnt really flow well and it was "too real". If I wanted realism, I would play COD. I want fun, engrossing gameplay which Wind Waker gave us to a large degree. Skyward sword is the best in the series in my opinion because it is difficult, but not so hard to take away from the fun of the game. Plus the visuals are messy but in a good and fun way. I would actually like to see them make wind waker a little more challenging. I think that may be why I didnt give that game as high of marks as it may deserve. It struck me as a child's game and not really for general consumption. Meh
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Jason777 is correct. My methodology was more one of "tough love" versus being an ass. Your post just came across as "hold my hand because I do not want to try it on my own" which is why I wanted to give you a nudge towards independence. You shouldn't take anything folks say here negatively because almost all of us are here to help. We just all have our own styles
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I always used ZLE2 or UoT for exit changing. Makes it a breeze. Remember that exists are tied to the collision mesh (scenes, not rooms). ZLE2 literally has a tutorial with it. Go inside where you install it and there will be subfolders. One of them has a tutorial and I believe modifying exists is one of them. UoT is a little easier, you just load your scene, select the polygon/collision you want to change the exit on and change the number in the settings to the correct exit number. UoT actually has a list of exists I believe but also ZLE2 has one in the same place as the tutorials I believe. So it turns out you likely already have everything you need...you just need to put forth the effort. To be honest you are going to have to experiment and do some leg work for yourself. The "step by step or I won't get it" mentality wont get you far in the modding game.
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Scroll of Time, New OoT Text Editor!
haddockd replied to
SanguinettiMods's topic in Community ProjectsSanguinettiMods, Do you have any outstanding issues or requests with this tool you would like help fixing? Assuming it is in a language I know of course -
Not really. A Hex editor isnt hard to use and as long as you stick to being careful, you will be fine. Just take your time and learn it slowly.
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I made quite a few changes to kid scenes in my mod long ago. I used a hex editor though UoT was...well...whats the word for it... We will just say it was useful at the time but had certain faults that drove me bonkers so I eventually moved away from it for everything but actor placement. Remember with UoT, once you save, close it and reopen it. I found (at least with the version at the time) once you saved, if you saved again without closing it, your scene would be corrupt and unusable. OK here is what little I contributed to the OoT hacking community long ago (or at least at the time no one seemed to know these things): **Copied and pasted from their original resting place** Adding music to rooms that have none (such as the hidden and debug rooms): As far as I know, this is completely new. No one I asked had the answer to this. For rooms like 119 and the bamboo grass test, there was no music. Even if you edited the correct byte (7th or Fth) it never happened. Now I got it to work. Here is what I did: 1) open the zscene file in a hex editor 2) if the first byte is 15 a) change the 6th byte to 13 and the 7th byte to the song value (it may be the Fth byte for the song so experiment) 3) if the first byte is 18 a) change the 7th byte to 70 and the 8th byte to 15 now edit the Fth byte to a song value Back up your work just in case ppl. And try 02 for the music byte to start off with. Its Hyrule field and I figured it is one youll easily recognize. Credit goes to me, and DeathBasket for telling me the music byte is either the 7th or Fth. Have fun! A method for custom music in OoT EDIT: I have decided to link to it, so feel free to do so as well. I dont know if this is new, but I have never read about it anywhere else, and my posts have gone unanswered in many different forums, so I assume it isnt common knowledge. This really isnt so much a fix as it is a work around. I needed to port music into OoT from MM and was having instrumental issues. The song would play but the instruments would be out of whack. Imagine a song you know and replace guitars with piano, it doesnt sound the same does it? That being said, I was using Messiaen's importer and ripper to get and insert the songs from MM into OoT and when i would insert them just to hear what they sounded like, they always sounds good. But, when I inserted them into other maps/scenes, the instrument issues would come back. I then noticed that when I was just listening to them, I was inserting them at 03 - 17 and there appears to be no deviation from the default instruments at these locations. But if you go higher, which everything but Hyrule field does, the music was off. Therefore the way to import music into OoT while preserving the instruments that you normally hear, insert the music from 3-17, which have no documented use in the game, and go to the zscene in a hex editor. Look for either the 7th or 15th byte (thanks to DeathBasket for giving me these locations) and replace it with 03 - 17 (whichever music you want played). If you want a list ofthe default music locations open up a map/scene in UoT and go to level options and click the ? mark next to a text box it will bring them up for you. A big thanks to punk7890 from GlitchKill and Naxylldritt from Zeth's forum. While they did not help me solve this directly, they always provided insight when i needed it.
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I was addressing xDaniel and his actual code in SO, not your map making abilities
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xDan, IndexOutOfBounds... Are you manually indexing or accessing arrays? Why not use Lists? They are easy to work with And yes I was referring to Try/Catch blocks but I was just being a smarty pants
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You need to click Details on the bottom left of the window to give them all of the error info possible. Although they should have caught it in the first place
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The only reason I didnt update XDan's SO was because I lack the knowledge of how maps and scenes work not because I lack the programming knowledge. To be honest I wasn't going to take the weeks or longer to figure it out. Got too much going on. Tutorial on what specifically? Additionally, make sure you test it SanguinettiMods. I dont have the rom or other apps needed, but the bat files do indeed run applications (I tested several) Update: After being a members here for several years, I *finally* added a signature and avatar...lols
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OK I made some changes: You no longer have to worry about caps for Hex, the app does that for you You should no longer have to worry about paths with spaces I did some verbose error catching so if you do something silly, the app tells you what you did generally speaking. Such as no file chosen, no offset given, bad offset, path is not writable, etc It tells you when it is finished successfully so you know no errors happened The bottom button is disabled until the process completes. Prevents a host of issues Updated exe: http://www.mediafire.com/download.php?tb7pq6tnt874de1 Source: http://www.mediafire.com/download.php?fflrlq8weq2dvvz
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Will look at it when I have time. Installing VS 2012 Ultimate and it is taking forever. Dont worry, I will keep your project 2010. I just had that handy I also just realized I could "like" my own post... hmmmmmm
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If you wrote it in VB or C#.NET, I could take a look and see if I could fix the double quote issue you are having.
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N64/Zelda hacking tools (DList conversion etc)
haddockd replied to xdaniel's topic in Community Projects
I seriously laughed out loud. Anyone that deals in development or support knows that no one reads the ReadMe files before diving head first I see it all the time. dont take it personally xDan. People just apparently dont have the patience for it. -
I did that for Mario Kart 64 and all hell broke loose. I had to remove the entire install and reinstall pj64. I will never copy folders like that again...lol
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I don't remember the specifics because it has been awhile, but whether time passes is a part of the map I thought. You can just let #Ocarina make the map and then edit it in a hex editor to change whether time passes.
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I always thought the issue was that there are tons of specialized tools out there but very few tools that fill wide area gaps. Like a tool for finding, extracting, replacing and modifying actors, NPC's etc all in one easy to use graphical tool. Sharp Ocarina was a good example of a multi faceted tool that was pretty popular, as was UoT. Many of the other tools tend to be far too specialized and as Sakura pointed out, ask for information that the application *should* likely already know or gather from the data itself. Point being, we may need more "one stop shop" types of tools and fewer command line "this does one little thing" tools. Not knocking any apps out there by any means, just my 2 cents.
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xDan, I am curious as to which ones you would consider to be a priority. Not that it matters, I mean you get to it when you do, but I always like knowing what others are thinking so I can make informed decisions in the future.
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NPC Item Exchange Discovery (Text Item Dialogue Assembly)
haddockd replied to Airikita's topic in Modifications
You are putting all this awesome stuff you found on the wiki right? and I mean all of your posts. what happens if ppl tend to wait until later to post it, they cant because they lost it, deleted it, computer dies, etc. It would be a shame to lose that info. Did I check to see if it was on the wiki...no. I think we all know I am far too lazy for that -
This^ I was not trying to insult or demotivate you in any sense of the phrase. I know for me I am almost done with my Master's and Thesis work takes up what little time I have when I am not actually at my job working. The fact that I do not actively mod probably doesn't help either...lol Not to say that I will not, but just literally dont have time for anything right now. Hell I only see my wife like 6 hours a week. Interpret that as a positive or negative on your own Keep in mind xDan that modding comes in waves. Right now it is in a little lull but it will pick up, it always seems to.