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Everything posted by haddockd
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Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
What did you change? Also are you saying that it works on hardware now? -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
Thanks xDan! I copied the project to a different code repository so we can make all the changes we want and not mess up your original -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
Sure Airikita! I will create a new project using xDan's source code (keeping it GLP of course). PM me your email address so i can add you to it -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
Soooo, we have 2 categories and 2 subtypes if I understand properly: Categories: 1) Non-Collision Mesh a: opaque b: translucent 2) Collision Mesh As far as the non-collision meshes, how should they be ordered? I believe SO simply interleaves them. I *think* this is the code in reference: ZScene.cs if (MeshHeaderOffset != -1) { List<NDisplayList> opaqueLists = Room.DLists.FindAll(delegate(NDisplayList DL) { return (DL.TintAlpha >> 24) == 255; }); List<NDisplayList> translucentLists = Room.DLists.FindAll(delegate(NDisplayList DL) { return (DL.TintAlpha >> 24) != 255; }); int numEntries = Math.Max(opaqueLists.Count, translucentLists.Count); Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset, (uint)(0x00000000 | (numEntries << 16))); Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset + 4, (uint)(0x03000000 | MeshHeaderOffset + 12)); Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset + 8, (uint)(0x03000000 | (MeshHeaderOffset + 12) + (numEntries * 8))); MeshHeaderOffset += 12; for (int i = 0; i < numEntries; i++) { if (i < opaqueLists.Count) Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset, (uint)(0x03000000 | opaqueLists[i].Offset)); else Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset, 0); MeshHeaderOffset += 4; if (i < translucentLists.Count) Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset, (uint)(0x03000000 | translucentLists[i].Offset)); else Helpers.Overwrite32(ref Room.RoomData, MeshHeaderOffset, 0); MeshHeaderOffset += 4; } } -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
Yeeeahhh...that is going to be over my head. Unfortunately I am not going to be able to tackle this alone because it will essentially mean rewriting/tracking down all these issues but I would have to learn the proper map and header formats which I know zero about. -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
If you know the issue, I can take a look at the code and try to fix it but I know virtually nothing about DLists, zDepth or map importing but I am versed in coding -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
I actually dont know. I just changed a part of the app that xDan said to and published the results. xDan, Thoughts? -
I think she is saying that you may have an incorrect reference or command in your DList. Can you post if here so we can take a look. And by "we" I mean Airikita because display lists and I are not friends haha
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
I used Ideka's notes on Iron Knuckles and gave them more speed and faster attacks! Test is still testing my mod and we hope to have it completed soon so I plan to release this bad boy in the near future. -
I dont think so. I believe it is specific to OoT.
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I *think* this is what you are looking for. It is a tutorial written by Jason777 http://forums.zelda64.net/topic/10565354/1/
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I *think* you convert it into a GS code but I have no idea how to import it into the ROM directly.
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How about ZLE2? I found a working link via Google: http://forums.maco64.com/topic/830820/1/ I know, I know, its a Maco link but it has a working copy of ZLE2 sooo...
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So we have 3 Daniels. YAY for awesome names!
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I would help with the code but I don't know C and am in no hurry to learn it haha. I never really cared for non-OO languages.
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Is there a specific number of times it must run before the issue happens? It may be prudent to simply spawn a thread for each run, one at a time until completion of the job (foreach loop passing a backGroundWorker for each run). That should prevent such issues. Although without the code there is no way to know for sure. Edit: I just realized I may be speaking out of turn because you never asked for my help and here I am throwing it out there. Sorry
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What language is this written in? If its c#.net, you can have the execution stop after a certain amount of time to avoid this issue. Here is a sample code snippet using System.Timers; Timer _timer = new Timer(); _timer.Interval = 7000; // Time in milliseconds, so this would be 7 seconds _timer.Tick += Timer_Tick; _timer.Start(); convertModels("path1", "path2"); private void convertModels(string fileIn, string fileOut) { converter logic here } void Timer_Tick(object sender, EventArgs e) { _timer.Stop(); MessageBox.Show("There is an issue with the converter. \nPress Enter to stop the process", "Too much space taken", MessageBoxButtons.OK, MessageBoxIcon.Error); System.Environment.Exit(0); } This would kill the converter if it takes more than 7 seconds. I didnt test it, but it *should* work. A better way is to check the file before processing to ensure it has all the needed chunks.
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Hi All! I am at a point in my mod where I am looking to rip some of the music from my current ROM and replace the others. Back in the day, messian's tools were the de facto standard but it is my understanding we have progressed and new tools exist. Does anyone have information on a tool that will allow me to overwrite the songs I dont want and keep the songs I do (or overwrite them all assuming I can rip the ones i like from my current modded ROM)? Please no links to documentation but only tools that can assist with this endeavor Thanks in advance!
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
haddockd replied to Airikita's topic in Modifications
Would you be OK with me completing and bug testing what I have and then getting back to you? -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
haddockd replied to Airikita's topic in Modifications
Thanks Airikita but my mod is almost complete and God knows how many additional hacks and flags I have tweaked to make things work so adding more may be a bad idea. Jason777 was instrumental in making a large portion of my custom dungeon playable. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
haddockd replied to Airikita's topic in Modifications
I tried and failed to incorporate this into my mod (the fourth and 9999 rupee upgrade). I wanted to edit shops and deku scrub salesmen to make things more expensive to artificially inflate the value of finding secret items or sources of revenue which would make the game less linear than the original. Nice Work! -
The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
A HUGE Thanks to Test! He/she is moving quickly through my mod and finding bugs for me to squash! Another bug report: 1: When you go to beat the Tree for the first time, just as the camera zooms in, a long name can make it go out of the box. Perhaps move "I found" to the previous line? Fixed 2: Forest stage still weird, this time a pic of the sign Working on this one 3: youcame -> you came Fixed 4-6: Out of map area, also present in the original. It's where you get the slingshot. Hmmm. This is a flaw of the MQ game itself. 7: LONGNAME -> Out of box, Solution: "you are" -> "you're" Fixed 8-9: After saving Ruto, selecting "I need nothing" leads to text out of the box given a sufficiently long name (I mentioned this before and you said it got fixed...?) Perhaps delete "to you", and leave it "I must apologize [NAME] for" Fixed 10-11: More of a question, but are you planning on trying to figure out how to replace those graphics of the Stones? Also, I've been wondering why the Tree gives you the Power shard and the Gorons the Courage.... rather than the other way around. I have Mallos31 working on it for me as we speak. I am sure he will be finished up soon because he is awesome! Also, I gave the tree the shard for 2 reasons: 1) Giving the Gorons the power item is soooo trite and over done. I wanted to spice it up 2) Once you come back to the Deku Tree as an Adult, you will see why he has the Shard of Power. It is a major plot point. Shoot, I forgot to mention, I don't think the invisible chest in the Tree showed up on the map. I'll see if I can get a screenshot real quick. Fixed Hopefully more updates to come! -
The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
I wanted to thank Test, whom has assisted me in finding several issues with the mod and most of them are already fixed. He/she is going to retest the mod and hopefully we can uncover all the bugs. Another update: here are more bugs/issues and their status: The owl just outside lake Hylia is off. The first text box error causes a graphical error, It made the graphical emulation freeze until you hit "A". Fixed The second is a normal *continues-left* error. Fixed First, just when you meet with Ruto, out of box text. Fixed Fourth, NOT demonstrated with the name "Test", but I'm fairly sure a slightly longer name will cause "for" to be bumped out of the text box. Like if I named myself "Tester". Fixed I get text out of boxes: (all 4 fixed) Just after the start, talking to people before heading to the Tree, the "the" is almost out, but "midi-evil"? "medieval" is the correct spelling.... During the talk with the Tree, "you" is out. During Zelda's talk regarding the Triforce, the "of" is out, and "Gannon" is mispelled "Ganno". Though I didn't notice the mispell 'till just now.... The carpenter who walks through the pillars on top of the "plateau" with the bomb upgrade talks out of the box. He walks through pillars, speaks out of the box, and mispells his words :| Weird stuff that's not supposed to happen: Carpenter that walks through pillars mentioned above. (fixed) Can't seem to get any (past) kokiri forest skulltulas. No skulltula "by links house" and the soft soil doesn't *jingle* and spit out a skulltula when you dump bugs on it.... The soft soils in the lost woods DO work though. Tested during both day and night. It was too high to get. My fault completely. I moved it to ground level. Although I need to look into it because the map changes after you beat the deku tree. Hmm, some of the talks with npcs don't make much sense. When the owl meets you in the forest, he informs you of the deku stick upgrade at lon lon ranch, and the bomb upgrade in the village, but implies they must be found a night. Fixed A bit of zelda's talk doesn't make sense, like if you reply "no" to "are you okay". Question -> Result of No, (Fixed) Zelda's train of thought in these two text boxes (they're one after the other), first (vileness instead of vile?), second. (Fixed) Douchebag guard is mocking my inability to phase through walls. (Impa's house) Haha. Indeed. Fixed Spelling, grammar, or phrasing errors that may affect comprehension if you care: "I hold the a piece..." -> delete "the" Fixed "Exorcist" not "Excorsit" Fixed Weird stuff that's not supposed to happen but probably isn't your fault/isn't a big deal. Because the Bomb upgrade is obtainable before the bombs themselves, we've got "bomb bag that holds 30" but no bombs... Fixed. I moved that upgrade to a different location and changed what the owl said to match -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
haddockd replied to Airikita's topic in Modifications
Jason777, I thought you were still perfecting this. Any progress so far? -
Hi All, I have imported music (from MM) for 2 areas in my mod and the music doesnt loop. Is there a quick hex change I can make to make these tracks loop? I am having issues finding the proper map offsets for Kokiri forest and Skulltullas. Essentially I placed a few in the map before you beat the Deku Tree but once you do, that map is no longer used so the Skulltulla is no longer there. Anyone know that offset (kid, post Deku Tree)?