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Zeth Ryder

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Everything posted by Zeth Ryder

  1. While I'm not entirely sure if the values go together in 4 digits, however I have not seen anything to do with texture blending, using the Hyrule field scene as an example, which its values after the locations title offset are : 0001 0000; Disabling 01 doesn't effect blending but does disable all animating textures, aka the water in Hyrule field.(I retested it just to make sure, was sharing my screen with sakura at the time so she can confirm it). I don't believe it is the frozen camera used in shops(not 100% for sure), however it does produce effects such as the rumbling shaking effect used in Ganon's castle or the wobbly effect in Lord Jabu Jabu. I made a video of it a long time ago, the camera effects are at 1:15 of the video. Actually Sakura ported all of 1.0's dungeons correctly which just fixed only scene, map offsets for each 1.0 version. There was a few small bugs due to a few bugs in Sakura's code for porting which she was fixing before her computer died. But its very possible to port different versions of OOT's maps into another with very little to no problems. I took some screenshots of it from the wip patch I have of it. As you can see it does load the dungeon specific textures properly. Actually, with my research I've done, I honestly believe Fado became Saria. The beta model and Fado's original beta model share the same textures for the sideburns, blond(and saria is not blond obviously), further more, comparing the eyes, its using the same eye texture from Fado's but slightly edited/stretched. Later on with the beta model of the final blond kokiri girl, they use the same textures from Saria's edit but slightly change it, but still basically the same. Again the same sideburn texture is used. With how the game was suppose to have a wind temple, which shows with the ganon's castle forest barrier, the wind medallion japanese text and later how fado in WW is the sage of wind. I just think literally it evolved that fado was the original sage of wind, but later was developed into Saria who became the sage of forest, in which the blond kokiri girl seen ingame evolved from Saria and the original fado, but as a separate npc. No other beta npc kokiri shares the same exact eye textures or side burns as these do. Though an interesting find on the alpha zora model being loaded up in the object list for the chamber of sages, that's very interesting indeed! So it looks like they changed both the Ice and Wind Sages to fit for the new elemental themes perhaps? Also I have a picture of the beta zora loaded ingame via the prerelease.
  2. As far as I know, somewhere in the map determines how animated textures flow(Like direction), which I still haven't located yet, however those are also accompanied in each Dlist by a DE command, DE00 0000 0X00 0000. X's values that I have seen OOT use are: 03 - Seems to be a jump to display list at a certain offset 06 - Same as above but for objects(zobjs) 08 - The basic animating texture function, usually used mostly for like animating water like in lakes or other things, also is used in npcs to animate eyes 09 - Was used to animate the fountain, perhaps used for complicated versions of animation and flowing of textures? 0A - Unknown 0B - Unknown 0C - This one doesn't cause texture animation but seems to allow RGBA colouring that is controlled by actors or scenes to be applied to the displaylist. In the Scene table, Every scene entry is set up like this: xxxxxxxx yyyyyyyy aaaaaaaa bbbbbbbb qqrr sstt X = Scene beginning offset Y = Scene ending offset A = Location text beginning offset B = Location text ending offset Q = unknown currently R = Animation index and camera effects S = Determines if the map is a dungeon and allows dungeon objects to load properly (like the spirit temple doors) T = unknown currently That's about as much information as I have on the animation index and animating textures. Perhaps DB can fill us in on what he has?
  3. If you really want to see a Zelda clone, check this game out:
  4. The weird thing is, both the final and beta castle courtyard map share the same animation index number(0023) in the scenetable yet it doesn't have all the required [functions?] to properly handle the courtyards animation via that scene location. Any help pointing me to that area would give me an idea where I can start understanding this a bit more too.
  5. In the map, change every DE command's values, example DE00 0000 0X00 0000, they all needed to be change to the value 8 for X, except the last one which needs to be value 9(aka for the fountain to run at proper speed), the scene needs to be loaded up in the scenetable where the final game's courtyard is to run correctly. Its part of something hardcoded needed to run that 09 for animating that fountain correctly.(I racked my brain for a while thinking it was in the scene and its not, suddenly it worked when loaded from the final game's scene offset) For the one in the patch, I loaded the map via the final game's scene to give the camera view and exits, the collision is exactly the same. If anyone wanted to just see the map and didn't care about the animating of textures, go to 0xBA141D in the Debug rom and change the value from 23 to 00. That will null out the animation for textures and cause the map to load properly with no graphical errors.
  6. They weren't implemented in the beta version of the map.
  7. You can ask Naxy, I screenshared with him the whole time as I started from the beginning figuring it out and worked on this on my own. I however did try JSA's fix afterwards while it gets the map to animate mostly correctly, the fountain is too slow and glitches, which there is nothing that can be done due to the hard coded offset that is needed to get it load properly(aka loading it via the offset castle courtyard in the scenetable). Though it seems he did a few things in the scene that -really- didn't need to be done either cause it didn't effect how the map ran and what I did was allowed us to have it animated properly, give us a proper camera angle and of course its actually ingame now.
  8. Something that has plagued us since the days of old when we first got the rom was that the beta courtyard had huge graphical errors. This is mainly cause the map is animated and a lot of the animating functions have changed just a bit. So for a total of 20 bytes you can also play the beta courtyard map ingame! VIDEO: PATCH: Download PPF Patch
  9. If you are wanting to get into SM64 hacking then I suggest checking out these forums here: http://jul.rustedlogic.net/thread.php?id=596 This is some of the documentation on SM64 and they have a lot of other great information plus their community is more diverse to SM64 hacking then we are at the GCN.
  10. I would check youtube or even look on blender's site(I believe I saw tutorials on it), wish I could help you but I don't use blender. I found it personally more complicated then it had to be.
  11. Best of luck with it, though you shouldn't probably say its going to hold people over when you don't even know where to begin on adding it to the rom. Still best of luck with the project, you can check out the wiki for some help. Z64 Wiki
  12. I never understood colour coded buttons to begin with, having them lettered worked perfectly fine, its not like the game is like "MAKE SURE YOU PRESS THE GIANT PINK BUTTON! DON'T FORGET TO BLOCK WITH THE GREEN BUTTON! PRESS ALL THE YELLOW BUTTONS!" <--- I mean personally I thought it was ridiculous when they told you about the A blue action button in OOT, its not like you couldn't already tell by the A letter on the button. Plus games tell you by letter most of the time or show the button in general but seriously. XD
  13. Yeah, We got the weird SNES compared to the rest of the world.US: Japan: Pal:
  14. While the gcube controller was nice, it was far from perfect and honestly I welcome the pro controller's design, it seems more designed to fit comfortably in your hands while its button colour scheme is no different then the DS, 3DS, and Wii has been. N64 and Gcube were the only ones that did coloured buttons (except super famicom that was released in Japan, and I think the PAL SNES had the coloured controllers?)
  15. You didn't have to change it if you didn't want to :3Also welcome to the GCN!
  16. Also updated the first post, fixed and corrected some of the info that was different between basic and deluxe.
  17. I had a dream I was in Japan and met someone selling a bunch of N64 games for really cheap, had a huge bin of them. I began digging through and near the bottom I found a Zelda Ocarina of Time cart from E3 that said "demo" on it and it had the old style logo that was similar to ALTTP's. After about a week in my dream, I flew back to the US, got home and had the cartridge in my hand, I had just put it in my N64 and was about to turn the power on when I woke up. I never had been so sad in my entire life. D:
  18. Great you made your own, but I'm not replacing the one we have.
  19. What's suprising is Japan is getting it last on December 8, 2012, they usually get it first so I'm a bit surprised.
  20. Gamecube support was cut from the Wii U.
  21. Nintendo finally announced the Wii U's release date and price today, the console will come in two different packages, both releasing on November 18th, 2012 in North America. The Deluxe black set will cost you $349 and The Basic white version will run $299. The Wii U will have 2GB of memory, 1GB for games and 1 GB for system memory. Its discs will have a 25GB capacity and are not Blu-Ray. It will be backwards compatible with the Wii. Additionally, the console will support all Wii accessories. The Premium bundle will come with the Wii U Console, Wii U Gamepad, Ac adapter for each, High speed HDMI cable, Wii U sensor bar, 32GB HDD instead of 8, Gamepad Charging Cradle, Stands for gamepad and console, Nintendo Land, enrolled in the deluxe digital promotion that earns you points for your digital downloads that can go toward software purchases on Nintendo's online store, while the Basic bundle will come with just the Wii U Console, Wii U Gamepad, Ac adapter for each, High speed HDMI cable, Wii U sensor bar, and 8GB HDD. Nintendo's director of strategic partnerships, Zach Fountain, has said Nintendo TVii(a software support built into the gamepad to watch digital programming through the Wii U and controller) will support "all" cable and dish carriers in the US and Canada, this also includes Netflix and Hulu subscriptions. The only requirement for signing up is entering your cable, dish, or stream provider account information into the Wii U. DVR and TiVO functionality will work in a similar manner.
  22. Shouldn't be downloading stuff that isn't released :V
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