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DeathBasket

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DeathBasket last won the day on March 14 2017

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About DeathBasket

  • Birthday 04/20/1992

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    https://sites.google.com/site/deathbasketslair/
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    basket.o.death

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  1. I put a link up yesterday but I didn't 'officially' update the thread since I was pretty sure people would find things that would have to be fixed early on (turned out to be true, as always). Right now almost everything works the way I want it to as far as I can tell and I'm happy with this version. I may update again if something really major is found that ex. makes a dungeon unbeatable or crashes the game. For now, it should be fine and completely playable. If you did download the old one, I would recommend that you update since there was a switch I missed that could get set in Stone Tower Temple and would prevent you from completing a later room (and the dungeon itself).
  2. Most likely case is that you pressed a d-pad button. The functions for interrupting and skipping cutscenes haven't been patched out in this ROM. You actually receive the shard of power when you enter the blue warp after beating Gohma and not when Link is shown holding it over his head - this is merely part of a cutscene. I'll be playing it on N64 so if I have any problems with it I'll let you know. I'm not sure how much time I'll be able to put into it though.
  3. You appear to have broken the start menu a little - where the game would usually put the last visual frame in the background it's just freaking out instead. I'd take a guess that this might have something to do with the code for 'fixing' pause delay that has been floating around. Last I heard some people were going as far as patching it to the ROM, which is totally unnecessary. I'm not sure how many people know it, but the debug ROM's pause menu on a console is very fast compared to all other versions of OoT; it's only on emulators that it will slow down or crash. I'm not saying you're wrong to use it (vast majority will play this on emulator only) or that you should go and fix it but, to me, looking at a pause menu that's flashing is a little annoying/distracting. Also, when I received the shard of power I couldn't see it on the screen for more than a few seconds because it was being drawn behind the map's mesh (again this probably doesn't happen on emu). I assume this can be fixed but I wouldn't know how. Other than this it seems good so far, no other major issues for me and the script has made me giggle more than a few times already.
  4. You can never really quit a hobby I think. I don't intend to get back into it altogether, this is just something I want to do at the moment.
  5. This is a pretty easy feature to add. I've thought about it for a while but I'm not sure if it's necessary. I have plans for those but not for things like skulltula houses or the moon trials. This may change, as I mentioned. I can handle this myself but thank you for the offer! I haven't used it in a long time and I don't plan to really.
  6. What you can expect: Much like what Nintendo did with Master Quest for Ocarina of Time, my main goal was to rework the four core dungeons from the game. In addition to this, there are some changes to overworld areas and to some of the side dungeons, but nothing too extensive. Text has been updated to reflect these changes where necessary. While I don't consider this to really be a full-blown hack of the game, it's likely that you won't be able to play it in the same way you'd play the original. Glitches are not required to complete any puzzles or to beat the game but I have made no effort to patch any of them. Estimated progress: 100% Release formats: 32MB N64 ROM (hardware compatible), Wii channel for Virtual Console users Downloads: http://pastebin.com/RLzh6FpJ (updated to v1.1) Screenshots/trailer: None, maybe I'll add some soon. From what I've heard from the people who have played so far, this can be pretty difficult to beat. My advice for playing would be to not treat it the same as normal Majora's Mask; puzzles might not always have obvious solutions, items might not always be in the place you'd expect, switches might not behave the same way, etc. I didn't think anything I did would be too hard to figure out but it's different when you're making it I guess. I would like to thank xdaniel btw because SceneNavi has been incredibly useful and reliable throughout my time working on this, it's a very good tool.
  7. Thanks for the input. I checked out the texture explorer tool and it worked well. I ended up overwriting the copyright text instead but for what I needed it's fine. Wouldn't say I'm back as such, I don't really intend to be posting much or sticking around when I'm done with this but we'll see. I'll post a topic for the project I'm working on when it's closer to completion.
  8. Basically what the title says. I'm working on something at the moment and ideally I will need to edit the title screen logo a little but I'm not sure where to look to find it, what format it will be in, etc. I'm working with a decompressed US ROM. If anyone has any info on this at all then it would be very helpful to me. Thanks.
  9. I don't consider this useful. To me, ROM hacking is about taking a game and changing its functionality while remaining within the constraints of the hardware you're given. This is not it. This is like the URA project where you're going to need a very specific setup to get the game to work at all when the goal imho should be to release something that would work on a retail N64/expansion pak/cartridge and not require additional hardware. Nobody has a 51MB expansion pak. Emulator-only hacks are less impressive. Let's not do this.
  10. Porting actors between games would be pretty difficult - someone claimed to have done it once but it was quite obviously fake, which they didn't admit at the time probably because this community has been awful for people wanting to say "I'm better than you" in the past. Anyway, that's kind of irrelevant. To port actors between the games, you would basically have to find all the function calls made in the actor's code and change their target addresses to be the same function in the other game, if it even exists. That's actually not too hard in itself but becomes a huge pain when most of these functions are not documented at all and you've got to check whether they are taking the same arguments and whatever. You'd also have to find and change any fixed addresses the actor reads from such as the current save file, loaded actor list, etc. and data at these addresses are not structured the same way in both games. Even then, the actor's RAM structure is treated differently in OoT and MM from what I remember so that would probably have an effect too. It's not impossible, but for anything other than a very basic actor it could be quite difficult to get this to work.
  11. I like games that I find fun to play. In general this seems to be older games but there are certainly some newer ones that I do enjoy. I don't really like handheld gaming because it's uncomfortable (as much as I want to enjoy 3DS I can't play it much) and I guess I don't ever play PC games either. Most of the time it's N64/Gamecube but I recently bought a Wii U so we'll see how that turns out when I have time to play it properly (I did a playthrough of TWWHD only so far).
  12. The advantage of having an N64 copy would be in helping to develop the emulator that was used to run the game rather than to actually debug the game itself I would imagine. It's not unreasonable to think that this ROM is out there somewhere but whether or not this is an original copy is debatable.
  13. Do you guys remember that the disc with MQ on it also had regular OoT? It makes sense that there would have been a debug version for both. As xdaniel said though, why would they have put it on an N64 cartridge?
  14. Really good. More people should be doing things like this.
  15. I don't get that error (original, unmodified debug ROM). I did get it with some MM ROMs I made a few changes to (even after correcting CRC) but they started anyway.
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