Jump to content

â–²ChriisTiianâ–²

Member
  • Posts

    124
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by â–²ChriisTiianâ–²

  1. You can edit .zscenes and .zmaps as separated files exactly like UoT, the only problem that i have for now is the Alternate Headers...
  2. Yes, when i get the thing a more bit complete, i can do that, also, i have send you about a long time ago a PM asking for a map render for the editor... -.-
  3. ", and prevent SceneNavi ZRE from ex. recognizing a scene!" ... All the program is coded by me, i don't know anything about C if you get the idea to me of check your source code... and yes, SN was a good motivation in that part of the program and the desing of the main window...
  4. I've made this programs about 2 years ago just to make something to edit OoT... x) This is not longer developed / released until get a bit of help or new ideas... 1) ZRF - Zelda ROM Fixer: This is the first tool i've made, this can fix all errors of OoT MQ Debug ROM. 2) Zelda64 RAM 2 ROM: I've made this because i was sick of search things in a Memory Viewer to patch some GS Codes... Note: This doesn't work for all GS Codes and is not longer developer because now, we have the awesome GS Code Patcher of Jason777. 3) Zelda64 ROM Editor: This is the biggest program here, i've made this to make my life more easy for OoT Modding. This, apart of a simple area editor, have a LOT of more tools to edit almost every-part in the ROM. ToDo: Zelda64 ROM Editor. 1) Add a Map Render: If Jason777 can help with this, GREAT i will add this, if not, this will still incomplete... 2) Add Support For Commands: 0x03 Collision Header Editor (Unsure, need a render). 0x06 Entrance List Editor (This will go in a tab of the Main Window). 0x0A Mesh Header Editor (Maybe a Vertex Editor & JFIF Extractor/Editor, but unsure, need a render). 0x0C Unused Environment Editor (In a tab of the Main Window, but unsure, need a render). 0x0D Pathways Editor (Again, need a render). 0x13 Exit List Editor (This will go in a tab of the Main Window too). 0x17 Cutscene Editor (If JSA can help with a Cutscene Extractor / Inserter, i can write a GOOD tool to make the life more easy in cutscene edition and add this to the main program in "tools" section). Comments with ideas are wellcomed...
  5. Coding, coding, coding, coding... x.x

  6. Use Renegade64, then compile you ASM hack, and then, the aw3s0m3 GS Code Patcher of Jason777! ... or find every memory addresses in Nemu64 Memory Viewer, search the memory sector of the RAM addresses in ROM and write the code... This is what i do with my codes... (also, i create a tool "RAM2ROM" to get the RAM addresses in ROM, but AFAIK it doesn't work for all GS Codes :_) .
  7. Awesome as always Twili, very good job, no more words...
  8. K, same problem here about a year ago when i made a MM Link & MM Weapons porting... To remove PARTS of display lists, you can try: 1) Open .zobj in UoT and with Vertex Editor remove all vertices... 2) (Most secure), use DF 00 00 00 00 00 in your dlist start offset...
  9. Use this, remove the pause menu delay, fixes crashes, etc..0x00B36B6B: 02 -> 03
  10. n1!, lacking the Super-Slides fix and most of glitchs will be fixed.
  11. Yes, also: No more discussion about this, Master Quest = URA Zelda, on N64 & 3DS...
  12. Una hermosa motivación es escuchar el OST de SS mientras trabajas...

  13. I made this documentation of some Title Screen (object_mag) ROM Addresses: Flamming Effect: 0x00E5B176 0x80 -> 0x00 ; Disable the Effect. 0x00E5B3D7 0x40 ; Position x. 0x00E5B27F 0xFF ; Color Green. 0x00E5B28F 0xFB ; Color Blue. Main Logo: 0x00E5B42F 0x98 ; Position x. 0x00E5B433 0x64 ; Position y. 0x00E5B443 0xFF ; Alpha. Master Quest + Ocarina: 0x00E5B787 0xAE ; Position x. 0x00E5B78B 0x91 ; Position y. 0x00E5B79B 0xFF ; Alpha. "The Legend Of" + "Ocarina of Time": 0x00E5B58B 0xFF ; Alpha Shadow. 0x00E5B6B3 0xFF ; Alpha Normal. 0x00E5B68E 0x14 ; Normal Color Brightness. 0x00E5B66A 0x64 ; Normal Color Red. 0x00E5B66B 0x96 ; Normal Color Green. 0x00E5B66E 0xFF ; Normal Color Blue. "The Legend Of": 0x00E5B5C7 0x92 ; x Position of the Shadow. 0x00E5B59B 0x49 ; y Position of the Shadow. 0x00E5B687 0x91 ; x Position of the Normal. 0x00E5B69B 0x48 ; y Position of the Normal. "Ocarina of Time": 0x00E5B607 0x90 ; x Position of the Shadow. 0x00E5B60B 0x7F ; y Position of the Shadow. 0x00E5B6FF 0x8F ; x Position of the Normal. 0x00E5B703 0x7E ; y Position of the Normal. Press Start: 0x00E5B093 0xFF ; y Position. 0x00E59B9F 0xFF ; Red colour. 0x00E59BAB 0x1E ; Green & Blue colour. Nintendo ©: 0x00E5B963 0x13 ; Position x. 0x00E5B84B 0xFF ; Alpha. EDIT1: Fixed a address & added Normal Colour Brightness. EDIT2: Added Nintendo ©.
  14. More bugs: Importing a default [P_00013090_message_static] (i4), the textures goes wrong, especially in Sign_Background... :c
  15. why you don't tell me before?................
  16. Nope, i'm trying with this: http://www.multiupload.nl/NX6EVFXWN2 No idea why the brightness is reduced.
  17. Fixed! xD I reinstalled Google Chrome, Firefox, also installed Opera, and got working on all browsers ! BUT!, some images lost his brightness... :/ EDIT: Oh also, found bugs: 1) Some images lost his brightness. (ia4 conversion). 2) If you write 0x00 in 0x00000033, the Texture Packer doesn't work.
  18. This is the .zip file: http://www.multiupload.nl/NX6EVFXWN2 And for the ROM, i'm using a default ZELOOTMA.z64, i have no idea why this happen. :/ I drop the ROM & the .ZIP file, all correct, and the page download a new ROM, but it doesn't have the texture imported. :/ EDIT: Tested with offline version, and doesn't work
×
×
  • Create New...

Important Information

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