BlackRose
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Implementing the Master GUI - INITIAL MOCKUP exe READY!
BlackRose replied to haddockd's topic in Community Projects
I honestly think this is an incredible idea and I think you and giadrosich (for the tutorials thread) should be knighted in the hacking community for going through with this haha. I stopped participating in my own hacking, only to check back on the forums to see when new things are going on, but the creation of this is making me have second thoughts on whether I want to start up again or not. Seems like too often new tools are created for modding purposes where the creator and other advanced users are the only ones able to easily understand usage, and this GUI will surely draw in new and much needed users to the community because of its simplicity. There, done with my praise, haha now for one suggestion Maybe make the options even more kindergarten friendly. They are already so simple but just a couple little things. Like in the songs form, where you have the "Custom Songs" option, maybe change it to "Custom Ocarina Songs" because that's where it points to Petrie's song creator, which is indeed for ocarina songs, correct? And then like how you've changed the "Actor" option on the main form to "Objects" to accommodate for their new proper name, but in the Maps form you still have an option listed as "Moving/Placing Actors in Maps". Obviously that's just a simple error and you've probably already caught it yourself, but just thought I'd mention it lol. (I know these little things seem so simple that they shouldn't even matter, but a lot of people who speak English as their second language visit this community, so making it as "grade-school" as possible could really help) But yeah seriously this is awesome and I wish you the best with it, I will definitely keep checking back to provide feedback! -
That looks SWEET man
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Sure! As long as Samurai decides he would like the help! He said above that he is a musician as well so he might be doing the music on his own.
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Ok cool sounds good! One little minor suggestion would be to lower the pitch of link's voice a little. Maybe not as low as Dark Link's but somewhere in between. I always thought that made his attacks and stuff seem more badass
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Hey man, this looks sick! I just kind of check back on this site occasionally to see everyone's progress, but when I used to be active in modding, I was planning on doing an entire Adult Dark Link mod very similar to this, so this is very exciting! I wish you the very best of luck, and although I don't really mod anymore, if you need any help with composing new, dark-themed music and ocarina songs I'd be happy to help. Music is what I do for a living now, so I always have time for it! Also, when I was planning my Dark mod, I thought of having you start as Young Link for the opening, where Navi (or another NPC) would tell you that some sort of corrupted power has broken into the Master Sword's chamber, and you must go check it out. It would be stormy and dark everywhere, and any NPC you talk to on the way to the Temple of Time would be frightened. When you get to the chamber and pull out the now much more sinister looking Master Sword, the original Chamber of Sages cutscene plays except this time you appear as the corrupted Link and Rauru informs you of how you were filled with Darkness and how you terrorized the land for 3 years before the Sages were able to stabilize you. And that's how the adventure begins. So you would play Young Link for a very short amount of time at the very beginning. That was just my idea at the time though haha, so feel free to pull from it what you wish, or not to use it at all. Just figured it might be useful to you! And one last thing, I had the idea of making the Medallions into "Essences of Darkness" and you had to go around and collect each one to remove the darkness from the area. So basically Medallions but with the Dark theme haha.
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This looks very promising! Can't wait to see continued progress. From your attitude with this so far, something in that back of my mind tells me that you'll take this mod a step further, like more thorough dungeon editing and possibly even new areas. And i hope that you do, the community would love it!
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Well, it seems I think differently the most of you guys haha, i LOVE this idea. Playing through Skyrim I had always been thinking "Wow, this is such a good game and ALL of my friends play too, wouldn't it be cool if we could play through together?" Not to mention the dungeon changes this could bring, maybe even the inclusion of raids. Regardless, i'm sure they will still continue making Elder Scrolls games like Skyrim for the consoles along with this online experience...
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100% YES. Not to criticize any modders who have scratched projects (including myself) but Zelda's Birthday was the only true finished Zelda 64 mod, and the best. To have a sequel where you play as adult link would be fantastic, not to mention the awesome new tools that would make a new JSA project killer. But I do think the storyline in this one should be more in depth, rather than just Link getting ready for Zelda's Birthday. (Nothing against the first one, I just think it could be more serious)
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hey guys, I know some of you on here must enjoy so good rock music, so i thought i'd post this here for that sake: http://www.youtube.com/user/serialcrushertube www.facebook.com/SerialCrusherTheory Up above is a link to the band that I'm in, called Serial Crusher Theory. You can listen to a few of our demo songs, and please if you like what you hear, follow the link to our Facebook page and like us! We're going to be releasing an EP pretty soon, featuring our single, "Revolt." The rest of the songs are demos recorded in a basement, so you can expect better quality when they are fully done. Thanks guys, hope you enjoy, we're really trying to get our name out there!
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I'm in total awe xdan. It's literally awesome!
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birds and bees?
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Looks incredible xdan! Keep it up! http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif
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Awesome work Zeth! I know you're using this for URA, but would you mind releasing a patch sometime? http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif
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This sounds very awesome! This guy deserves a lot of credit for recreating the whole game!
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Hmm.. ok i see. Well I'll do some tinkering ASAP and post my results up in the first post^ EDIT: Ok, I believe I've come up with something that would allow you to start the game ANYWHERE. (Note all of this was accomplished with credit to Deathbasket's data from above^): So, first thing you would do would be to go to 0xB2046A in the ROM. This is where the game writes the cutscene number of the first map when you create a new file. It should be 0xFFF1, where 1 is the number of the cutscene. If you change this value to 0xFFEC, it tells the game not to load a cutscene when beginning the game. So when this is done, when you load a new file, you begin the game in Link's House through exit 00BB. Exit 00BB in Link's House is the first entry when you go to 0xB9F64C in the exit table, as seen here: So when you go to it in hex it will look like this. 34 00 42 04 So now essentially, all you have to do is change this entry to new data using the method I explained in the first post, and you will start in any map you want to in the game. For example, if you enter 51 00 41 83, you will begin the game in Hyrule Field. This will start you right outside of the market. With the data listed here, you are able to enter the variable and the fade value, but every entrance is listed as 0x00. So to change where you would start in Hyrule Field, you would go to this list, find the entries for Hyrule Field, and look at where it says "Entrance" and enter that in the entrance number. So as another example, if you set it as 51 0E 41 83, the game would start with link coming up from the water after running down the river from Zora's River. Alright,sorry for any rambling above, I was figuring this out as I was posting this reply http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif But now that I have got it figured out, I'm going to post a tutorial using all this information to make it more understandable. Thanks to anyone who helped figure this stuff out, expect to see the tutorial soon! EDIT 2: I just realized that there is one other thing I have overlooked. Using the method I just used, you can start out in any scene/map in the game, from any entrance. BUT, there's the variable of time. Does anyone have a clue of how you would go about changing the time of day (day or night), as well as whether its the past or future in this method? All I can see is that it's affected by the four digit exit number, but im not sure how that is changed through the exit table?
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This is awesome, Death, keep up the good work!
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Hmmm... ok, so go to 0xB2046A in the ROM and change 0xFFF1 to a different cutscene? Sounds simple enough. Is there anywhere that lists the offsets of different cutscenes that it can be replaced with? I'll test this out, and add it to the first post when its figured out, and credit you for this new data, Death.
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Ok guys, i just wanted to share a little progress I've had in changing the scene/map in which Link starts the game when selecting a new file from the menu. All of this was accomplished due to the help of Deathbasket and Jason777 especially, and i give them credit for some of the data that will be listed in this post. So let's start at the beginning, the way in which the game opens is just an entry in the exit table. There's nothing super complicated that tells the game how to begin, it's just another exit! To find the data that needs to be changed: 1. Open up your debug rom in a hex editor 2. Go to the offset 0xB9F64C in the ROM (click Address, then Goto... if you're using XVI32) 3. This will take you to the Link's House data in the exit table. (where i found what offset to go to is located at this link: http://wiki.spinout1...%28alternate%29 but I will explain more on that soon) 4. The data here is set up like this: AA BB CC DD AA = scene number (00 through 6D) BB = Entrance number (you can find these by looking at the scene files) CC = Variable DD = Fade Thanks to Jason777 for this data^ 5. There will be a total of 6 groupings in that format under Link's House. You're going to want to go to the last one, which is... 34 00 48 10 <-- These are the values that trigger the cutscene when the game begins. 6. So, it's just about as simple as you may think from here: All you have to do is change those values to the desired location where you want to begin the game. Let's have an example here: Ok, so I wanna make the game start off in Hyrule Field. First thing I'm going to do is head to offset 0xB9F64C and to the values 34 00 48 10. First I want to change the scene number to match that of Hyrule Field. A scene listing can be found here, but note that all of those number ARE NOT in hexadecimal, and need to be converted via hex calculator before entering into the hex editor. To make it easier on everyone, i will post a list of scenes already in hexadecimal form so you do not have to go converting yourself http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif. So anyways, Hyrule Field is listed under 081 which in hex would be 51, so you're going to enter 51 in place of the 34 in your hex editor. Next is for the entrance number, (entrance numbers, variables, and fade values can all be found at this link, but its a bit crowded so be careful to obtain accurate data. You shouldn't have to use the ROM Address column and the Exit column) There are 14 different entries in the exit table for Hyrule Field, so for simplicity's sake, let's just choose the first one. The entrance number is 00, so enter that value in the hex editor (should be the same as before). Last are the variable and the fade value which can be found right next to the entrance number. For this first entry, the variable is 41 and the fade value is 83, so go ahead and enter those values into the hex editor. So, what used to be entry 34 00 48 10, should now be 51 00 41 83. Go ahead and save your changes and load up the ROM in an emulator. Create a new savestate and there you go, It should load up the Hyrule Field cutscene where Zelda throws the Ocarina of Time from the horse into the water for link! Now for the lists. Here is my converted scene listing so that all numbers are already in hexadecimal: Ok, so for a couple extra notes: I have not tested this TOO instensely, so forgive me if I am mistaken with any of the data. I noticed that some changes do not work that well, for example: 1. When trying to use the Water Temple or Inside the Great Deku Tree, the music plays but theres some kind of obstruction on the screen and link seems to fall endlessly. (Maybe starting in dungeons does not work?) 2. I entered the values in for what should've loaded Gerudo Valley, and the game loaded up the triforce cutscene that ends with Link obtaining the kokiri spiritual stone. I will continue to test, but anyone feel free to document some stuff on this or see if the messed up starts (in dungeons, etc.) can be fixed. Once again any of this data above that was found on the wiki or on other forums is credited to the original founders. Thanks!
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Nice job xdan! We finally have a program that will do everything in one shot with a custom map! Any possibility of exit adding/editing, as well as other mesh? (climbable/hookshotable/etc.)
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Looks incredible xdan! Can't wait for this to be released, it will truly help out many users in the zelda hacking community, including the URA team!
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That would be incredible if you could post the template Satoshi, the title screen is very annoying to work with...
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Alright cool, thanks guys, I'll test it out as soon as I can!
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Ok cool, am I able to reverse the blue and white faces in sketchup with a simple right click option or anything? Sorry I am currently not able to play with it myself
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Thanks man! I'll have to try that as soon as I can, although, I thought that blue faces were solid and white were not? the floor that link walks on in the video when imported with release2 is actually a blue face, you just can't see it because of the textures. Also, one more quick thing, what exactly does the ignore normals function do?
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Ok, it's been awhile, but i've finally gotten the chance to make a video of myself importing the same map with release 2 and with release 12. As you can see in the video, I use the SAME EXACT info with both releases, and both imports are done with clean ZELOOTMA roms. The import with release 2 is successful, while the import with release 12 says "Success!" but really just puts you in the Middle Stalfos Room.