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Everything posted by FixtySour
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Airikita already tried to help me with this so I'm not going to ask for anymore help, but I thought it'd be a good idea to at least make it known in the thread for future reference. When I tried importing small maps that were no more than a couple hundred tris, they loaded fine on hardware. However, loading a map that was slightly larger (the one I tested was about 670 tris) it would not load normally. In order to get it running, I had to inject it into the ROM manually via hex editor, but even then half of the collision was missing, and one of the planes was set to transition to Inside the Deku Tree even though I had placed no such exit. Maps larger than the one I just mentioned would not load at all whether via SharpOcarina or manually injecting to the ROM.
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Sorry about that. The map has 1625 faces, 2965 tris total. It has multiple object groups, if that happens to mean anything. When I imported it, I did nothing but load the map into SharpOcarina, reposition Link's spawn point, and inject it. It's set to inject over the default 117, I didn't mess with that. I've never attempted to load a map on actual hardware until today since I was under the impression that it was impossible. It loads just fine on Project 64, but that probably isn't saying much.
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Once I have some more free time and access to a better suited computer, I'll start on what you've suggested, and eventually get around to trying out your tutorial. Thanks much for the help! I do have a few questions, however, if you'd be able to answer them. First off, isn't ASM used with C/C++ to code for most Nintendo home consoles? And isn't ASM used for the most part to assign certain parts of C/C++ to different registers for data management?
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First off, If any of you remember me, I'd like to begin by saying that when me and my friend 'Gazpacho146' decided to attempt to develop a multiplayer mod for Majora's Mask, we were way over our heads. Although we knew a small bit of ASM, it really was just that - a very minuscule, unorganized knowledge of what it was and how it worked. The project was obviously destined to be short-lived. But now that I know how much I don't know about ASM, there is so much that I do want to know. So I've come here asking all of you who may know about ASM, how it works, or even where some resources might be which I could use to begin my long trek to learn assembly. If you have anything of relevance, I would be extremely thankful if you might share it with me. Anything that also might involve N64 specific ASM would be great as well.
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Thank you very much, that helped me a ton.
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I love this! I actually just did a texture edit very similar, however mine was aimed more at making Link look like a cross between Zelda64's beta link and the original designs for link (LoZ, AoL)
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For whatever reason, whenever I download ppfStudio and extract it, there is no program file. It always comes with file_id.diz, an adobe reader file, and a system info file. This happens no matter where I download it from.
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I'll have to download ppf-o-matic to patch it. Googling it now.
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I'm having quite a bit of trouble. For one, none of the hex addresses mentioned in spinouts code turn out anything when I search them for whatever reason (this is OoT I'm speaking of). And even if I were to find any of the values, I haven't a clue how I'd go about finding what it does in the rom itself or how to figure out what the equivilent of it is in MM.
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Oh! My mistake, I apologize. I read somewhere that MinGW And MSys were used to make a .ppf.
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No, it was a plain old rom. The USA version of MM, to be exact. I downloaded the European version of MM and it works, the tite screen logo won't show up though but that is only due to Rice's video plugin. It can still be used. I'm going out to eat now, when I get back I'll give the debugger a go.
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I'll just find a rom myself, google is our friend And I wasn't planning on using the debug rom anyways.
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Everyone makes mistakes XD That wouldn't have to do with how the emulator loads the rom, though. I'll just have to download a new Majoras Mask rom, I guess.
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You can only run a rom when it's compiled, if it's decompiled that means it's been taken apart. Basically, Compiled = ROM, Decompiled = Files that make up the ROM
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I was wondering how one would compile together files with MinGW and Msys to create a .ppf file. I do know that afterwords, to inject said .ppf file into the rom using ppf-o-matic.
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It seems Nemu isn't very fond of my MM rom - It freezes after I open it. I've tryed opening it in PJ64 and it works perfectly fine... any idea on how to fix this?
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No problem. I'm going to hit the sack for tonight, It's pretty late on my end. Hopefully I'll get around to working on the mod sometime tomorrow and if not then sometime this coming week. I'll post back here once me and Gazpacho have some updates for you guys.
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After we finish with MM we could also edit the OoT code for two players, if you'd like.
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@Crownjo: We could do that, I guess. @Rainbow Dash: >.> Website hosts these days, think they own the road XD
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@Rainbow Dash: That is a very good idea! However, at the moment, we'll probably just settle for getting the game to load 3 other links at once. Maybe after that we could give different forms a go. @Naxylldrit: I actually tried visiting your site earlier today, whenever I click a link to it, it comes up as a real estate website... O.o @SanguinettiMods: Is that so? If thats the case then I assume it'd be possible. Like Gazpacho said, we'll just have to try and figure out whether or not multiple forms of link can co-exist. @Crownjo: I was thinking 2 links just to see if it works, if that goes smoothly then add 2 more.
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I hope we do too, it would be great not only for us to use but others aswell. Thank you for the support!
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That friend would be me. I've been dabbling in OoT hacking for several years, however only at this point in time have I started actually getting serious about it. I may not know nearly as much as any of you people know, but I am a quick learner as long as I really put myself out there (Which I quite literally just started doing).I do have a basic understanding on how Spinout's 4 player code works, and how to go about modifiying it for use in Majora's Mask. Please keep in mind that as this is being worked on I will be in the process of learning MIPS Assembly language and that I may have several questions to ask while the code is being created.