DeathBasket
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Everything posted by DeathBasket
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I know there's a solution to that but I don't remember it exactly. There's a flag set near the start of the file data iirc (around 8015E660) that determines whether or not you have the Biggoron's Sword or Giant's Knife and as long as the sword is in your inventory and you have that flag set, you should have the Biggoron's Sword. Have a look around there when you have/don't have the sword and see what changes.
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Anybody here interested in speedrunning games? I know I am. Anyway, would be cool to know what games you're into and what/any times you have for them. Maybe we could even organise a race at some point if a few people like playing the same games. I've only really just started learning, don't really practise due to not having much time and I'm not great but I'll post what I have anyway: Ocarina of Time any%: 33:59 I need to get the Japanese version if I really want to compete but that would require hacking my Wii, which I'm not really wanting to do since I barely ever use or have it with me, and I don't want to play on emulator either (yes VC is an emulator but it works better than any I've tried on a computer). That said, I can probably get this down to 25-26 minutes if I practise enough, but I'll always lose time at the moment with text and saving/resetting since I'm playing on a Gamecube. Perfect Dark (agent, XBLA version): 47:49 Pretty sure the N64 version of this game is faster since the fast movement is way easier and there is at least one trick that only works on the PAL version (which I have on N64, XBLA is based off NTSC version) but I really struggle with those controls and my N64 controllers being in poor condition since they are all 10+ years old. I'm probably going to learn Majora's Mask at some point because I know a lot of the glitches are pretty easy compared to OoT and it's probably my favourite game. I'm also interested in learning Skyward Sword or one or both Gamecube Zelda games but Twilight Princess seems to be near-impossible to get a copy of now. Again, I don't really get a lot of time for this which is why my times are pretty bad; my time for OoT is from only my second finished run of it and it had multiple fails like dying to Gohma and losing my shield in the tower collapse, my time for Perfect Dark isn't good because I am not good with a lot of the tricks in the game and I always seem to get the president killed in one of the levels.
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Do you think it'd be doable to have accurate lighting and fog available in the preview? This is probably the one thing it took me a lot of time to get right when using SharpOcarina since the preview wasn't great as I remember. Showing/hiding based on whether you want advanced settings or not was probably more what I was meant to be getting at. The simple mode should be really basic and allow the user to quickly define the sorts of things needed in the map. This would be pretty similar to SharpOcarina I guess but a little more simplified - maybe stuff like double- or right- clicking a display list or collision polygon or even actor to get at a menu allowing you to edit its settings. I think things like options to automatically snap actors to the nearest polygon surface (if possible) could come in handy too. Also for actors, the user should be able to pick from a set list and have their objects automatically added with them, maybe with a section telling them how many more actors/objects are available to place in the map if needs be. For the more advanced users, being able to define our own lists with actor -> object mappings, music sequences, collision types, etc. and save those files to load at any time when switching between ROMs would be great. Even further down the line, these files could then be released along with a ROM hack so that others could mess around with it without having to figure everything out again. Again, not sure how much of this is feasible, just throwing out some ideas.
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Implementing the Master GUI - INITIAL MOCKUP exe READY!
DeathBasket replied to haddockd's topic in Community Projects
The text bank isn't compressed anyway (for any version) so a video shouldn't need to show how to decompress a ROM to edit the text... @haddockd I haven't got a chance to look at this yet but maybe I can tomorrow or something if I get enough work done. I'll see if I can find anything that needs changing or adding when I get the chance. -
I don't know how hard or possible it'd be but having two interfaces - a 'simple' and an 'advanced' - may go a long way in both making it easier for less experienced people while still providing options for more advanced users and as best possible eliminating the need for a hex editor entirely. I'm thinking that the program would read/write the same stuff in both cases but filter out the more obscure or advanced options in the simple interface. The simple interface could have just the basics like setting different collision types, actors/objects, etc. based on predefined lists whereas the more advanced one would allow you to go more in-depth to change each property. Off the top of my head, some options that could be simplified would be: Map time/timeflow (define a/no set time, timeflow on/off) Indoor/outdoor/skybox Collision types (use a list) Actor -> object list (making sure all required objects are loaded? Would only work for ROMs that aren't hacked to change these) Waterbox adding (room waterbox is loaded in could be calculated from its position for multiple-room maps?) BGM (use a list, again only for unhacked ROMs) Display List transparency/backface culling Environment/fog colours For more advanced options: Timeflow speed? Define own collision types Manually edit actor number/object number Add/edit multiple map headers for cutscene/alternate maps Define a jpeg background Camera settings (still not fully understood afaik) Cutscene editor (I really don't expect this, just putting it here for completeness) Map effects (hot/shaking screen etc.) Flags map (to allow the user to keep track of which flags are being used by what, maybe able to attach certain actors to flags) Set area text image Minimap image? (not understood afaik) Vertex colours (this would be difficult unless it is supported by the model format or maybe set vertices in defined areas to be a certain colour) Moving/swapping textures (don't expect this to be done) Texture combiner Waypoint adding/editing Some way to add header instructions and blocks of data for putting in pre-made cutscenes or whatever I'm sure I could go on but just giving you an idea of what I can think of. I'm just thinking the simplest interface would have the bare minimum of options you need to make a fully functional map while switching into an advanced mode would give you almost complete control over what's going on.
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I know what you're getting at. With regards to my project work for my degree, I've put so much time into thinking what could be included in it or possible things I could also study to be able to better interpret the results that I'm sort of forgetting this is just an undergraduate project and that I don't need to be doing a load more than I already have to get the grade I'm going for. At the same time, I could have been writing up the final report on my project but I have got so sidetracked by the unnecessary stuff that I now feel I might struggle to get it done in time. I've sort of disappointed myself with this because I know that despite the quality of the work I've done (which my supervisor has given me a fair bit of praise for), a bad report will spoil my overall grade. Applying this to Zelda hacking? Well, I've been out of the loop for so long that I'm not really sure what's what right now. I do know that a lot of people seem to have very high expectations for all tools released yet the majority don't get involved in helping to figure things out that would help with development. Then there's always the 'joint community effort' tool that gets mentioned now and then but never happens. I understand that for most people they probably don't have either the time, knowledge or motivation to get involved; I know that I personally lack all three depending on the case (I wouldn't have the first idea about how to make anything other than a text-based level editor, for example). I'd even be reluctant to get involved in helping to program things just because I am not a programmer by trade and my programming skills are not good so it may seem to a more advanced programmer that I'm doing things badly which would make me feel as if I were not helping. Anyway, not really sure where I'm going with this so I'll just stop it here.
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Video Tutorials To Get Started and Master Tool List
DeathBasket replied to giadrosich's question in Q & A
It doesn't, sorry. I didn't get around to making a version for MM as I didn't really find the time and Majora's Mask's text format is quite different. -
Not really. This is something I'll be doing once I have enough free time. I honestly don't think it will take much time to figure out considering I found out most stuff I need to program NPCs in less than a single day iirc, it just means looking at a few actors in RAM and finding out what each function they call is used for. As far as I'm concerned the most difficult part would be making a good model with good animations because there's no real effective way of doing that (I'd rather not type in every single rotation by hand).
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Video Tutorials To Get Started and Master Tool List
DeathBasket replied to giadrosich's question in Q & A
Yeah, that link has some stuff in it that is probably user-specific, the video id is at the end though so this is what it should be: -
Lately I've got: Zelda collector's edition Luigi's Mansion Super Monkey Ball Also trying to get hold of Twilight Princess for Gamecube but it's damn near impossible to find at a decent price. The guy in the used game shop around here said he won't even stock it because it's too expensive.
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Implementing the Master GUI - INITIAL MOCKUP exe READY!
DeathBasket replied to haddockd's topic in Community Projects
Strictly speaking "Actors" should be changed to "Objects". If you want to include programs related to actors, list zovldis and novl but I don't think there's much of a point because nobody uses them, the process of creating or editing actors requires using other things like mips-gcc too that aren't worth listing (not actual tools related to Zelda) and people who do this don't tend to be the sort of people that need a tool like this... I don't think a Windows binary of zovldis even exists anyway. On another note, I have no issue with you redistributing my tools along with this (would make it much easier on the user and I don't even remember where some of them are) but if you don't want to include all the programs with it, sending the user to a page where they can find the newest versions the first time they try to use a tool might be a good idea. The one thing I don't like about that is that the setup won't be automatic which probably would discourage newer people a little. -
I'm sorry, I really am, but I just can't facepalm enough at this statement. Flotonic needs to change his attitude on this because it's just screaming attention seeker. Why can't he make a tool with the aim of helping out the community rather than to gain popularity from it? That aside, I do look forward to trying this out sometime in the not-so-far future when I have the time and means to make some objects.
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Finally finished a drawing... Not bad but I could really improve this, maybe I will at some point.
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Probably this: I don't really play a lot nowadays though and it's mainly just practising different techniques when I do so I'm not sure what else to post. I do play a lot of Zelda music too.
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A problem I see with MQ Debug, And can it be solved?
DeathBasket replied to sairugoth's question in Q & A
Yes. There are other features that I never got around to finding but people don't really seem to use them a lot. -
Video Tutorials To Get Started and Master Tool List
DeathBasket replied to giadrosich's question in Q & A
Dug out this just now: http://www.the-gcn.com/topic/522-navi-color-editor/?do=findComment&comment=7820 Old and bad program I wrote but it may be useful for anyone wanting to change a few small things in the debug ROM. -
Will this ever support matrices or vertex colours? Are there any plans to make it so you don't have to type everything in by hand also? It would be really nice if you could export hierarchies and animations too so you could apply them to models built in the same way without having to redo everything. If obj importing is a possibility then maybe you could even build a hierarchy based on group names? Also, dat attetewd maek me hav a sad also facepalm I hope that's not serious because I don't think it's simple enough for a lot of people to use it at this point, judging by that tutorial with Luigi in it. That said, there's probably too much that still has to be done manually anyway unless you're programming your own actors. I need to revisit all this at some point.
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NPCs, Cutscenes, Level Creation, and Quest Beginning
DeathBasket replied to Samurai's question in Q & A
This: http://www.the-gcn.com/topic/589-cutscenes/?do=findComment&comment=19566 -
Not me. There is only the one Sanguinetti mentioned that I know of. I worked on an ocarina song creator once (a few years ago) but I never got near to finishing it. imo the best thing would be if someone were to write a tool that could make an ocarina song using a MIDI file and reading what notes the ocarina can play from the ROM since that would be super-easy for the user. However, the note range is still really limiting and I don't remember if I found any way to stop the game crashing once you play a song after adding more notes.
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You can't have overlapping messages since the game gets the message length by looking at the address of the next message iirc (i.e. each address must be higher than the last). Also, what you have labelled as ? should be the position the text box is drawn on the screen.
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Aliens. Best film ever. Go and watch it if you haven't, though maybe you should watch its prequel (Alien) first... Protip: watch it in a dark and quiet room.
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I'm not familiar with how Scroll of Time actually works but it sounds as if messages either aren't ending correctly or are not being written with the correct lengths. It could also be another issue since afaik Scroll of Time does not handle certain characters in the text that may end up leading to problems if they are ignored. If you're working with the debug ROM then you could try out this which is what I use and so far has not given me any problems I recall, though it does not have a nice interface like Scroll of Time.
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Beta content in PRIMA Strategy Guide for OOT
DeathBasket replied to giadrosich's topic in General Gaming
150 rupees is also the default for file 1 on the debug ROM iirc and it looks like that's the amount Link has in the image. -
Bro, that's not going to work, it's upside down.