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DeathBasket

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Everything posted by DeathBasket

  1. What does your scene header look like? I usually only overwrite sequences 2-5 while testing stuff out and I never had any problems. Also, could you try using the audio debugger to play that sequence?
  2. Did you replace instrument set 0x1A already? Are you sure you had the sequence set up to use that set? The video only shows you importing a sequence (compared to the second time where you imported both sequence and instrument set) so I don't know what else you did before that. It just seems that you've got the wrong instrument set or instrument numbers.
  3. 640 and 480 aren't powers of two... do you mean multiples?
  4. You can say stuff was found in a compressed format but lacking a header (someone mentioned this before I think), that way it's pretty difficult to find or identify anyway, especially when not being referenced by the file table or anything. As for the triforce thing, perhaps have no effect on the start menu but have a weird visual effect that happens in normal gameplay. I would guess that if you get if from a chest, the item has no model or text and it changes the object for Link's hand or something (because the triforce is supposed to appear on his hand).
  5. I thought things in OoT don't have information boxes when you press A? If they do then it should bring up an empty message box. I'm just assuming it would be something like equipping other items though... I don't really know what's planned for this.
  6. I'm going to post what notes I can find here. Sorry if it's not organised well, I'll do what I can. Majora's Mask (U) RAM stuff OoT debug RAM stuff Functions that are probably the same in MM debug and OoT debug (by comparing actors):
  7. Yeah, I'll be releasing the music as either MP3 or MIDI depending on how far it got (or what I can find), along with any zseq files I have for anyone who wants to import it into their game. Honestly, nearly everything I learned was something I thought I'd eventually need for the project. Without it I never would have done anything like the OoT text tool or InstEd, programmed custom actors, made maps, etc. It's kind of weird that stuff like learning assembly/programming turned out to be really useful for me outside of hacking too. I'm going to set up my other computer so I can start gathering files together on there. As I said, this will probably take a while. I'm going to start putting up some documentation on OoT/MM first, though.
  8. Just make it so moving the cursor over the triforce (or pressing A on it) causes a jump to unused RAM? That's probably the most plausible thing.
  9. It's been a year since I posted this topic. I've spent a lot of time thinking about this, but to me it is the right decision to make. You can now consider this project cancelled. I really didn't want to do this and it feels strange to me because I always thought I would finish it, so I feel this deserves an explanation. In short, I just can't deal with the project anymore. It might seem like this has been coming for a long time, and in all honesty it has been for at least the past six months, but I've still been working on a few things as recently as last month. The problem isn't with the project itself. For a long time now, I've had very little to no interest in Zelda hacking. It used to be fun but nowadays it's just a total drag for me and I can't find anywhere near enough motivation to do it anymore, especially working on a project like this. The other issue is that real life has been a little overwhelming and sort of pushed some of my hobbies aside. That doesn't just go for this project though. I feel like I'm pretty much done with hacking altogether for now, and probably for quite some time. I'll stick around though. I'm really, really sorry. I know this project hasn't exactly been active for a long time but I'm sorry if this makes you disappointed because it has me. What will this mean, then? Well, I'm going to spend some time compiling what information I can and I'll dump it all in a download somewhere. It seems pointless for me to have kept this going so long without having released anything. Maybe someone will even be able to pick it back up sometime. This'll take some time though, stuff is scattered around two computers and my brain. Don't expect to see a ton of actual stuff, I never claimed to have made a lot of progress after the project was restarted. RIP Underground Castle (2008-2013)
  10. I finally got around to tidying up. Feels kind of empty now...
  11. The flags for each scene are stored right after the items/equipment/etc. in RAM for the file you're currently playing. I guess if you use a scene number that's higher than what was originally available then you'll start overwriting other things. However, the current scene's flags are always in the same location iirc so you could probably change the code that stores them to not store any flags for scenes over a certain number. I don't know whether there's free space in the game save or it can be expanded or whatever so it could be possible just to move it to unused RAM.
  12. I've gone and put the newest one up now. It should be the final version, I don't really want to update anything more after this. http://pastebin.com/DUT7RB3e
  13. You can't get couple's mask from Goron mask anymore... are you playing the latest version? The Goron mask should have given you what the Garo mask was supposed to (because I wrote the wrong item index in my table) iirc, but I just found another bug with this thanks to you. Time to upload the newest version.
  14. What if you go and buy a stick from a shop? I thought the stick drop always gave the right item since even if it doesn't do the animation, the hack should still recognise the item number it's trying to give you and change it.
  15. You can't get the Great Fairy's mask unless you have the Deku mask in your inventory. The other two issues though... I'll see what happens I guess. I'm not sure about the Pictobox but the Goron thing should be simple. Fixed version on the way, my internet isn't great so it'll take a while to upload. New links: http://pastebin.com/DUT7RB3e
  16. And it's done. You can find information/downloads here: http://pastebin.com/DUT7RB3e
  17. No, that was an emulator issue but this isn't (?). This hack runs fine on PC emulators for me. The last version I tried on VC was fine but I made some changes to fix something and now it doesn't display any video at all. I'm trying to get it figured out now because it's the only thing holding me back from releasing this. Since the older versions are fine (literally just now tested one) I'm going to guess I have overwritten something that VC reads that emulators and probably consoles don't. In that case, it shouldn't be difficult to fix - time to try it out. I feel determined to work this out. Black screens are fixed, but now I'm getting crashes which (and this is the good part) depend on where my code is in RAM, even though I put it somewhere it's always loaded and never overwritten. VC is a total bitch. This has basically become a guessing game now. It's done, it's finished, it'll be released shortly and tomorrow I'll wake up to a ton of bug reports.
  18. Well I had wanted to get this out tonight but it's now 2 AM and I'm tired and can't be bothered with testing. In theory, everything is in place and should be working (except one thing that should take two minutes to fix) but I just want to make sure and do some testing on VC too, so I guess it will be out tomorrow afternoon or evening. Oops, I just found out I can't seem to catch fish in a bottle, guess I didn't fix everything then... Tomorrow I will actually test this properly before I go and release it, I don't want it to end up as broken as before. It turns out that the Pirate's Fortress chest softlock was caused by the code that makes fish catchable... something weird is going on here. I will have to take a look at this again and see what I can do. This is pretty funny while also being a pain in the ass. If I catch the Zora egg in the tank then open the chest, it doesn't softlock. Well I found a way to fix it but it's not a simple fix... however, this should be one of the last problems I'll have. I'm stupid, that was a really easy fix. Okay, as far as I can tell everything is working this time. I'm going to go and make a wad file now and play on VC for a while to make sure it works on there, but there shouldn't be any trouble with it. Release should be very soon unless I run into something horrible on VC. So VC crashes after a certain piece of code runs (pretty sure I know why) and the pause screen blacks out after two seconds or so (don't know why). I'm going to attempt to fix this. Now I'm confused... just getting a black screen on VC but I still hear everything.
  19. Fixed. The problem is that since it is in the middle of the Deku Scrub's text, it expects another text box before it will continue and this won't appear if you already had the item. I should be fine to start reworking the hack for VC compatibility now, so I guess I'll get on with that.
  20. Okay, what I have (should have) now fixed: NPCs who gave wrong items due to re-randomisation (something was being reset or the game used an invalid item value). This affected Grog and Kamaro and I'm pretty sure it was the cause of getting two Goron masks that was mentioned above. Chests - found the part I was missing that would give you 5 rupees instead of an item. However, because of the way chests work, I can't have the correct item/text displayed, you'll have to check the pause menu. Bottles - they use a different function to put the items in your inventory than other items, probably because they need to be distinguishable. Postman not taking Mama's letter - I'm not too sure what was happening with this but it's fixed anyway. Red rupee chest softlock in Pirate's Fortress - what is this I don't even the game was using an invalid item, I didn't even change anything there. Lens of Truth chest crash - seems to be due to invalid items again, the last 3 or 4 times I tested it was fine. This is everything on my list bar one thing that I cannot reproduce. Please tell me if anybody who played the version I released found anything else so I can fix it and release a (hopefully) fixed version ASAP. I will start working on a VC compatible version now since I need to figure out what area of memory to use for the hack that it won't mess with.
  21. Now that I've found out just how broken this is... I guess it could take a while longer to fix than I thought. To do: fix chests fix bottles fix Kamaro check out a load of other bugs Hopefully I can get it working properly soon. Edit: Okay, a lot of things should be fixed with what I've found now - as I thought, a few items were being randomised multiple times (mainly because of my bad coding, though also because there are invalid item values being thrown around by the game somewhere... ?) . I also found the code that gives you bottle items is different that what is used for all other items, so the bottle randomisation outside of shops will actually work now. As for chests, they are also different than I expected; the best I can do for them is to change the item they give you but not what Link will be holding over his head. The next release should fix everything and will also increase the number of items being randomised. Hopefully there will be a wad file too if I can figure out somewhere to put my code that won't crash on VC (something is overwriting it which doesn't happen on other emulators). I'll see what I can do about that. I doubt I'll do a lot tomorrow, going to the beach probably for most of the day...
  22. The title screen shows up for me. I don't have problems running the ROM itself in project64 or Nemu, might be that you're using a plugin that blacks out the screen instead of blurring (which plugin does this? Jabo's 1.5/1.6?). Progress! I've got the VC inject working (turns out there's a romc version that is uncompressed, OoT uses it). However, the game crashes as soon as you load your file, which doesn't happen on PC emulators that I've tried. I'm guessing this would happen on an N64 too, time to figure out what the problem is and how to fix it. Probably something to do with the filesystem because the program I used to insert files raped it (also why the patch is >20MB). No filesystem errors, the VC emulator is just more like real hardware in that it's picky about which order you put instructions in... I'm a bad programmer anyway. The next release will hopefully fix the bugs pointed out here and probably change a few things around based on what I noticed while watching GoronGuy streaming this. While I want to keep the game beatable, I'll probably change some things that could prevent 100% completion, but who wants to go for 100% in a randomiser anyway? I'd really like to keep any% and all masks possible though. Also, there will definitely be a VC release for anyone wanting to play on Wii. I'm going to spend a while finding any VC crashes before I get to fixing this up - if I know what I shouldn't be doing in my code then I won't run into problems later on.
  23. I didn't test transformation masks because I got lazy and just uploaded what I had after about 5 minutes actual testing yesterday. I know about the Kamaro bug but I thought I had fixed it, must have forgot to change something in the final ROM... I guess I'll go back and fix these soon. Under what circumstances/with which items in inventory, if you know? This is something I haven't seen but it may be related to some stuff in the chest's actor that got changed (which I doubt). Also, re: VC inject, I know of no tool that can compress the ROM using the format used in Majora's Mask wads, though I have found a tool to decompress the romc files it doesn't handle recompressing them. I'll see what I can do but a wad file isn't looking likely right now. Compression is not the issue, I made a four byte change to the normal ROM (NTSC injected in a PAL wad, works unedited) and it didn't work. I'll try again...
  24. If you don't want to learn maths, don't take a programming course. It sounds like you didn't properly consider what the course would involve - you can't take a game development course just because you like gaming (not saying that's you). If you're sure this is what you want to do, it's up to you to put in the effort and learn the skills you need.
  25. I didn't keep very good notes. Basically this though: This probably isn't very useful for you.
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