DeathBasket
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Everything posted by DeathBasket
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As far as I know there isn't much information around for where to find functions in the 1.0 ROM. You're probably best off looking for where the next scene/cutscene number gets stored in RAM and going from there. I'm not sure exactly how the game switches scenes but it is something I wanted to look into a while ago.
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Beta content in PRIMA Strategy Guide for OOT
DeathBasket replied to giadrosich's topic in General Gaming
This one: Can't really see it in that image though, Navi is the little red spot above Link in the bottom right image. -
Beta content in PRIMA Strategy Guide for OOT
DeathBasket replied to giadrosich's topic in General Gaming
Not really interested in beta stuff myself but I find it odd how one of the beta screenshots with red Navi made it all the way onto the back of the Wind Waker box... -
Actually, I found out that you can make the hookshot function for young Link by changing a single byte in the ROM. Sanguinetti will have the details on that if you need to know, I don't have them available at the moment. I never did find out how the reposition the bow string though, its vertices seem to be pretty much in fixed positions on one or more axes so I don't know much about that. At this point it's completely possible to have both Links use all items afaik but to have them available to both at the same time would probably take much more work.
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Well, I just made another 'DeathBasket Special', or 'DeathBasket Derp' if you prefer. That is, I took some ingredients I like and combined them to make something much less than delicious... oh well. I guess I should stick to roasting/baking/salad from now on as those always produce good results.
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I have a very important question to ask all if you.
DeathBasket replied to
Conker's topic in RandomnessTotal Recall? Then he might need three hands... so, ancient. -
Ganondork Colonel Blinx. Assumptions or approximations?
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This is good and will be useful for me at least. I remember having a little trouble with this before when using jpeg backgrounds but I don't think I ever actually documented it at all, so thanks. This may also help to find where the scrolling backgrounds (ex. Link's house) are since I don't think those were actually found in the ROM yet, or at least weren't referenced in maps/scenes iirc.
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Egg because birds evolved from reptiles... In a food sense, chicken. Rain or snow?
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My current avatar at the time of this post is this: http://i.imgur.com/tfMcO.jpg Looks quite low quality since I lack a scanner and don't want to walk a mile to use one just for one drawing. Anyway, it's a drawing I made of princess Zelda the other night looking quite sinister, I liked it so I set it as my avatar. I'm hoping to get some stuff set up soon so that I can make proper drawings on the computer because that is something I've wanted to do for a long time.
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Happy birthday, Naxy! (insert witty comment here)
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I don't want to live on this planet anymore.
DeathBasket replied to
Conker's topic in The Central HubNo it's not. These are man-made concepts and as such their interpretation varies from person to person; you can't have a fact based on something with no definite meaning. As for light and darkness, in the literal sense darkness can exist without light (basically by definition) but since you can never fill a space completely with light, the opposite is not true. I agree with Blinx in that we can have 'good' people without 'evil' ones, I just don't think people use their brains enough to know what they should or shouldn't do. But again, the problem is that people don't think the same way of what this all means. -
It's difficult to say whether it actually works properly though since it's mainly based on assumptions, ex. every lui instruction with a parameter 80xx (>=8080) is taken to be the upper half of an address within the actor (usually true but there's always a possibility it may not be). Relocations outside of the text section of the actor are kept the same. It worked in this case but may not work in others, I really need to add more checking and test it out on a longer piece of code before I can determine its worth or think about releasing it...
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That is possibly the case but the problem seems to persist whatever way I change the code. Using the code you posted the compiler is doing the same thing by putting 367.0 in the data section and then not loading other variables correctly (see image below). This is bugging me because it's really going to hinder development of more complicated actors like NPCs or enemies, etc. once I have all the knowledge I need to properly write those. I'm thinking to combat this I may as well write some program to redo all the relocation data myself... Edit: did that and it works but in a pretty haphazard sort of way... I guess I will test it out more thoroughly another time.
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I see what you did there... Yes, I do, except when I'm doing sports or something and wear contact lenses instead.
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Okay, so there is already one hell of a load of good information on the wiki but I feel that there's still too much that is not understood by enough people. I'm not making this thread with the intent of documenting every little thing, it's more of a place to put potentially useful stuff. The point I'm making I guess is that lots of people can easily make almost a brand new game with the relatively small amount of (great) tools that are out there for Super Mario 64 but we do not see this with Ocarina of Time. Yes, it's a lot simpler to work with that game but my point still stands. In my opinion the problem here is not the lack of tools because there are lots of tools out there that work really well, yet I have not seen many people (aside from the obvious ones) making even small hacks for this game in a long time. Maybe that's not going to change but I'd just like to know why it's not being done. So anyway, I'm making this thread with the intent that people can post here about what problems they're having with this game and anyone with information that could help to solve these can post it. I'm mainly targeting the debug ROM since that's the ROM I work with 99.9% of the time but you can post information on others if you want. I guess it can be a place to pool together all the sort of stuff that's stopping people from making their hacks of this game. Need to find a particular value in the ROM or RAM? Need to change where the game starts off? Need to find a certain function or disable something? Post whatever problems you have here and myself or somebody else will hopefully be able to help you out. The ultimate goal is to put together all the kinds of information you will need to start making some proper hacks of this game. I'll try and follow a format something like this, but I'll change it if people aren't comfortable: ROM/RAM address data variable So anything in italics will be a value you can change. So to begin with, here's how you can choose where and how to start your game:
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http://www.puzzlemad.co.uk/2012/01/hanayama-cast-enigma.html I heard it is difficult.
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Real (association) football, yes, American football, no. Well anyway, I got one hell of a load of socks as well as some puzzle that's supposed to take a long time to solve that I finished relatively quickly...
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Well I never really bother with these so I guess I don't have one? I suppose I will just try to continue in the same vein as this year so that I can have my first class bachelor's degree in June...
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Scroll of Time, New OoT Text Editor!
DeathBasket replied to
SanguinettiMods's topic in Community ProjectsThese are looking great, really good work here. May I suggest the ability to change the background image on the left hand side of the program window? That may not sound incredibly useful but I've actually found situations where I need to change map backgrounds or text colour a few times to get something easily readable. -
Scroll of Time, New OoT Text Editor!
DeathBasket replied to
SanguinettiMods's topic in Community ProjectsSo if you edit an existing message are those settings preserved or do they disappear? If you guys can get all the available settings fully working so that any message can be written without ever needing to touch a hex editor then this tool will be very, very useful. I say this because the aim of any tool should be to make hex editing unnecessary. That's fine but I think it's overkill to have it written twice on the program itself, as well as linking to it in the video annotations and probably the description too. It would be better to put that under an info tab or some such, freeing up the screen space for when additional features are implemented. -
Yeah, that pretty much covers how I felt too. Submitted my score anyway...
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Scroll of Time, New OoT Text Editor!
DeathBasket replied to
SanguinettiMods's topic in Community ProjectsI have a few questions now though I haven't tried the tool out myself. 1. Is it possible to specify a sound ID or are there only preset ones available? 2. How does this handle things like instant/delayed text, choices, etc.? -
The lighting can make a lot of difference to how the textures look but it shouldn't make as much of a difference as yours seems to be showing. It looks as if the colours got mixed up when the textures were converted (blue and green seem to be swapped) but I can't say for sure. Try setting it as an indoor map, removing all but one set of lighting and setting all the colours to white.
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Happy birthday, Zeth! Hope you have a good day and don't do anything too crazy.