Jump to content

Zeth Ryder

Administrator
  • Posts

    1,312
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by Zeth Ryder

  1. So I've been curious since I saw the Tablet in Lorule's Sacred Realm and wondered about it. So I took some screenshots to the best of my ability during that cutscene. As I looked over some of the symbols and tried writing them down on paper, I began to look over the Alphabets in the Historia which it doesn't fit any, HOWEVER, it seems to follow the Japanese Alphabet! I did recognize some of the Katakana characters. Perhaps someone more fluent in Japanese could help determine what its saying. Sorry for the quality, this is the best screenshots I could get. Perhaps someone else might have better ones?
  2. You do know most of those people are already here right?
  3. This actually reminds me of a pic I have, an old one. An old pic of the equipment screen with a couple few beta icons and if you look near the bottom left, an item that has a similar shape to the purse. Purse shape comparison (perhaps it was the old upgraded purse icon?) Also I was watching a video on the ique version and noticed something really odd that I thought I would point out. I think this is the demo version of the game, but the item placement is bit odd. Actually speaking of odd placement, check out this collage of photos I put together for comparison. If you look at the Triforce from the top being the light medallion in the Chamber of Sages, you can see the Triforce is actually upside down and that it matches with the beta screenshot below of the Triforce being upside down in the Temple of Time. But looking at the same symbols in the Sword Chamber and the Quest Status, the Triforce is properly right side up. THOUGH, if you look closer at the Light and Shadow medallions in the sword chamber screenshot, you can see that they still retain their beta rotation as shown on the beta medallions.
  4. Its very possible that the team just copied over the image for the door to the window because if you notice it matches in the same number of Trees in the door.
  5. Room actors consist of enemies, switches, collectible items, keys, traps, bosses, etc where Scene actors are Doors/plane transition that allow you to move from one room to another or to another map entirely[ex: Hyrule field to Lost woods] I hope that clarifies that up for you! Also that map you have is pretty awesome, I do notice a couple inconsistencies that you pointed out but other then that its really great piece of information to have. As for the guide on Hero's quest, I would assume you would need the items you obtain in the previous dungeons to move forward in the progression, the way he puts it sounds rather sketchy but unconfirmed if his guide would work. (Not sure I really want to try xD) Also about the old exit data, I believe it was originally found on ZSO, if I remember it was Cen? or was it Xu_yuan who found the exit data leading back to the forest? If anyone wants to reconfirm, please do. EDIT: Off topic from the previous post but still ontopic of the thread, did anyone notice that all the pics on the back of the Zelda OOT N64 box is all beta pics consisting of the beta kokiri sword, navi's clipped wings and turning red?
  6. Yeah I was looking at that room when I was trying to find some whereabouts of the musical note and noticed that object_gi_melody is loaded in the object sets for Sheik's teaching cutscenes. Eventually I found 5 actors loaded in the shooting gallery's alternative object set pertaining to the musical notes[Which was odd all of them were there, so perhaps they tested there to make sure they were all nullified?] and giving that info to Sakura, we were able to sadly discover that the musical note coding had been nullified entirely with no leftovers. :C
  7. Yeah I mentioned that in my previous post but that's ok at least we are on the same page of thinking! XD If I remember correctly, I checked for alternative object sets in the entire ice cavern and I found none except the room you learn the serenade of water from Sheik. Which the only difference was the beta red ice platform that later gets reused in MQ.
  8. The object modifier code though doesn't account for alternative scenes, which in the betaquest code, it loads up the alternative scene and object set. The transition actors for that room aren't set up properly in the alternative scene, thus its only set to load only that room rather then the next appropriate room, which explains the void/unrendered rooms. Speculating it was just used to test the first version of the cutscene til they actually completed the dungeon or that area specifically wasn't in the Ice cavern but in another area, just added later. The alternative scene explains the Forest Temple doors, as well as the oddly changing fog as its not seen like that normally in the Ice cavern. Also I'd like to point out, that the colouring matches because of the sky colouring/fog used when they made those prerendered areas, meaning they all were created at the same time. However though, I quickly compared all the other entrances of the Kokiri forest, they don't have any trees in them. It seems to support my theory that Link's house was indeed in the lost woods. The colouring being the same isn't much of a surprise as both Lost woods, Sacred Forest Meadow and Kokiri Forest all share the same skybox colouring and fog settings. Its also possible that the Forest's Fog/Sky colouring shared more of a greenish/blueish rather then the final version's tan colouring.
  9. Actually its very possible Link's house was NOT in Kokiri Forest originally. Remember its possible due to him being an outcast because he didn't have a fairy, he might of lived outside of the Kokiri Forest! The trees actually match very perfectly with the ones in the lost woods near the bridge and where the deku scrub is and the oddly placed tree is very possible where Link's house might of originally been set. The view from that area fits the best for the prerendered image.
  10. Saddening how things have become this way, I miss the old days of everyone working together for the advancement of knowledge.

  11. Sorry for the Grave robbing the thread but I was reading over this and felt I needed to address a few things, even if it is 6 months old. I know very little programming/ASM but that doesn't stop me from the work I have done which has been from RAM modifications, display list hacking, Actor hacking, enabling and disabling flags, Porting/editing/creating custom animations, 3D modeling, Map/Scene actor modifications as well as cutscene/map headers/data, scene data for animated textures(fixed the broken beta courtyard) and that's not even all of it. Its extremely disheartening to know that people want to throw everything I did out the window and just credit me as "I make maps and place actors." or "Sakura did everything" I don't discredit the work you do, I would expect the same in return please. For those videos, I enabled the N64DD flag on the original 1.0 rom of OOT because enabling it on the MQ rom does absolutely nothing. (I did nothing in conjunction with the IPLrom bios btw) which has caused several oddities to happen because the game is trying to find an addon that isn't there. This has led to multiple crashes but quite a bit of info as well. NPCs in default hierarchy state because its trying to load from a non-existant new animation file. NPCs that change colour of their clothes. And different colour based on Japanese or English Missing Castle guards A massive crash when meeting princess zelda! [The way it looks like its trying to read text strings out of order, possibly due to the text table got replaced with a new one via the expansion?] Ganon's Castle flames are different unused colour. Zelda spazing in and out of the crystal Darkened Death Mountain when first entering the area and stays that way Also redead in the shadow temple changes, loading up invisible that you have to use the lens of truth to see it and it uses the rising out of the coffin animation that the Gibdo's uses. I no longer have the video and don't feel like making another video on it so feel free to check it out for yourself or you can have the people who did see it confirm it existed. This is not including the crashing in the back alley for some reason and a few other places. I haven't fully explored -all- of the areas that change but it does mostly outside of the dungeons.
  12. Not all are ripped textures, there is a lot of original textures in there as well, there is even enhanced ones I did of the original TP textures that were low resolution.
  13. I also love this game! Its a very well written RPG and has a very unique battle system. Definitely worth it IMO.
  14. I will not be competing this time around to give more chances to the community to win prizes as I won the last two challenges. Good luck everyone!
  15. Back from my trip and boy are my legs tired from that LONG trip.
  16. Visiting a friend and a few places in NY, see you guys in a week!
  17. Here's hoping this year's E3 does!
  18. Probably just a special effect, looks similar to the one used in the goddess cutscenes and as was stated, Phantom Ganon's banishment in the Forest Temple. (doubled checked, its not from Phantom Ganon)
  19. Removing the timelimit would break quite a few things as most of the actors are time dependent on it. (You can see this definitely via the 4th day glitch from the mass amounts of missing NPCs) This wouldn't be a simple or small hack to do, this would require a lot of ASM to accomplish to make things work smoothly and then at the same time, what happens after the characters run into their 3 day cycle after you got them to load? The characters are only programmed for 3 day schedules after that it resets. The only options are hackish methods which are redo day 1 constantly, have it recycle day 1-3 everytime(which eliminates the threat of failing entirely) or just use the 4th day. For the change it to day 4(aka dawn of a new day) use this GS code for MM 1.0 U 801EF68B 0004
  20. Allowing groups for collision editing, that way exits, certain collision to make Link jump/dive properly, to also be able change sounds properly depending on surfaces walked on would be a major plus. Adding exits/entrances properly and adding the new maps to the dma table with a crc fix(That way one could say, go from hyrule field to the new map/area without crashing, or dying and crashing) Allow for skybox features(as there is different skyboxes) Allow for flow of time to be changed, that way the user can slow, speed up, or have time stand still. Allow for the use of multiple object sets (ex: Child link/Adult link or depending how flow of time is; Child link day/night and Adult link day/night) Allow for vertex shading and blending, as others have said, this will save time and polygons for modelers trying to make areas. Fix the generating S10.5 format values properly that was causing the UV errors in SO Allow rendering of Doors? or perhaps a representation of them because it makes placing door actors that have small cube a huge hassle when you don't know what side is what on the cube or if its at the correct height Use a different file format, .obj is too limiting, I think something like .3ds would be a better representation for a file format that could keep vertex shading, normals, etc which would save time of having to generate normals(but should allow it be an option that you can check if you need it) and hope it doesn't come out weird. Fix the press enter for everything for a value to stick otherwise it doesn't save it properly Add a room list to help users understand transitions easier and which maps are what: EX:Room 0 - map1.3ds Room 1 - map2.3ds Room 2 - map3.3ds Allow for changing save location of Scene/Map Adding wavepoints with the ability to copy wavepoints from a scene within the game(A lot of npcs in OOT/MM use this a lot and not having them makes adding npcs almost useless) Adding animated textures(Something that isn't so hackish, the game does this naturally and we should look into documenting this and making this a feature, this would add A LOT of life to maps) Take into mind that we don't need to spoon feed every user, I understand making it more user friendly but at the same time, the users really need to be able to do some research and understand what are skyboxes, collision, waterboxes, etc for even doing this. I honestly didn't have much trouble with SO understanding its functions because I know the basics already and that information is readily available via the wiki. Not to mention someone from the community could make a tutorial on how to use the options and what they do if people have problems. I don't see a reason to over complicate your work because people are too lazy to read.
  21. Double Posting! Reworked the thread a bit nicer and contains the Benchmark! Also here is my screenshot of my score from the benchmark!
  22. Medli, she was just so useful in the game. She gave really good advice, helping Link understand the problem with Lord Valoo since she could speak his language, and then helping you in the Earth Temple by allowing you to glide or preform task to solve puzzles. Also she's adorable and Dragonroost where she lives has the catchiest tune in Wind Waker!
  23. It really is, much better then FF14 1.0 and its failed attempt at launch.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.