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DeathBasket

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Everything posted by DeathBasket

  1. Bringing this up again after a long time... So anyway, I'm still having these issues and they definitely seem to be related to using if/else. I know most people aren't into custom actors or hacking with C or whatever but I'm posting in the hope that somebody else may have seen similar errors or know anything about it by now... I was able to do but as I said before, I had to fix certain parts of it manually. The trouble is that a load of the lui/lw/sw etc. instructions don't get relocated. If it's any help, the function getting messed up looks like this: u16 f1(u32 z_gp, struct z64_actor_t * a) { /* set message number for text */ if (count==20) { count=0; msg_no = (u16)(z_rand()*367.0f); }; count+=1; return msg_no; }
  2. Nice, but what's with the text being messed up at the end of the video? I also don't get why "Maco64.com" is written all over the place... Well anyway, credit to whoever made this for doing what I didn't have time to do before and actually making a proper interface.
  3. My very uninteresting desktop that has barely changed since I got this computer...
  4. It's been nice having you around, I hope you do come back someday. Good luck with whatever you end up doing.
  5. I'm just looking forward to spending time with what's left of my family. I'm really not bothered about getting anything any more, though I would not mind having a few new pairs of socks...
  6. If you mean in the text itself, there is nothing there that has anything to do with items. I can't remember how it's done but I have found how to give/sell items before when I was going through actors to find all the functions I need to program my own. I have no idea what I did with that information though. I'm still feeling pretty rubbish after getting stranded a few hundred miles away from where I live for the last two days so I might just give up on doing any of my work for the rest of the day and have a look at this instead...
  7. I'll take a look when I can, it may be that it's not reading the location properly and then screwing itself up (you are using the debug ROM right?). However, it could just be taking a long time since Audiotable is a huge file... in any case, I will check it out.
  8. I have not heard of this before. Does the program give you any error messages? Which instrument from which set are you using? I will add this to the long list of things to look at whenever I have the time.
  9. I have notes about which functions control the text and whether or not you can speak to actors somewhere, which I should probably post if I ever get around to finding it... Anyway, I'm going to tell you now not to go through documenting every message because there are literally thousands of them in the game. If you have ever used OoT text tool (you can find it somewhere on this site), its output will give you that kind of information.
  10. Thank you! With this information I think I finally found that random number generator I was supposed to be looking for.
  11. My creativity has all but abandoned me for the moment so maybe some people here may be able to help out with designing some stuff for my project. I'm looking for all manner of things; NPC ideas (any race that existed in OoT's Hyrule), general objects, enemies, clothing styles, weapons, minigames... hell, you can even design wall paintings or whatever you want. One thing in particular I am looking for though is designs for 'Link' (the main character). I plan on having the player be able to choose from a few set designs (at least for the head) which you will be able to do at the start of the game and possibly by 'unlocking' others as you play. Unfortunately I don't have plans for a female version since there are not enough good voice clips available in the game for that. If you have 3D modelling skills then any models you can come up with would be nice to see too. Note that I am not looking for level designs, area suggestions or any plot-related stuff since most of that has been thought up already. This is going to be an ongoing thing for the foreseeable future so don't think you have any sort of deadline to post your ideas. Likewise, don't go pouring your heart and soul in to a single design because I'm looking more for ideas than the finished article.
  12. The isn't really any way to know without counting them . 'trsp' is used for transposing so if you remove it the notes will sound at the wrong pitch.
  13. DeathBasket

    Wordle

    'typically molecular future' 'crap friends grow pie juice' lol'd
  14. Open any file the program output and look for '.t'. Each time the program sees '.t' it creates a new note layer. By default there is only one layer per channel due to the way I have programmed it. If you want to add more then you could open another file, copy everything after this point and paste it at the end of the first file. Since the program will now see '.t' twice it will create two note layers for that channel. Note that all layers share the same header so cannot have individual settings such as panning or volume as this will affect all layers.
  15. DeathBasket

    I like pie

    But, remember... Though you opened the Restaurant of Time in the name of pastries... Ganondorf, the Gerudo King of Vegans, used it to enter this forbidden Sacred Kitchen! He obtained the Pieforce from the Oven of Light, and with its power, he became the King of Salad... His evil salad radiated from the restaurants of Hyrule, and in seven short years, it transformed Hyrule into a world of vegetables. My power now has only little influence, even in this Sacred Kitchen... Namely, this Chamber of Sausages. But there is still hope... The power of the Sausages remains. When the power of all the Sausages is awakened... The Sausages' Seals will contain all the evil salad in the void of the Kitchen... I, Cumberland, am one of the Sausages... And... Your power to cook together with the Sausages makes you the Hero of Dinner! The Hero of Dinner, chosen by the Master Fork! Keep my taste with you... And, find the recipes of the other Sausages and add their might to your own!
  16. Yes. In each file it outputs there is something like '.t 0', copy that and everything after it and paste it at the end of another file.
  17. Whenever I can get back on top of my work, commitments, etc. while still having a little social/relax time in between I will try and get back to this... I am reading your suggestions though so don't worry. I could probably come up with something that would attempt to remove all the chords and split them into separate 'layers' something like Zelda does but there still could end up being problems when there are more than 4 notes at once. I will think about how best to deal with this but with a little effort I should be able to work it in to the main program. You will have to wait a while though, I have quite a lot of stuff going on at the moment... sorry.
  18. Google? http://doc.kodewerx.org/tools/misc/renegade64.rar
  19. If you want to be modifying actors beyond only changing one or two instructions then this is exactly what you do want to be doing... I don't seem to understand exactly what you're trying to ask, so I can't really help... :/ If you want to assemble your code then see Jason777's post, if you were looking for something to insert the code in to the ROM then there are probably programs for that sort of thing around somewhere.
  20. Okay, but more generally my point is that by having a little knowledge of how actors are set up in RAM and by using savestates, a memory editor and disabling or forcing different functions to run, you can figure out basically everything you need to know about how actors work without spending too much time or effort on it and giving yourself a major headache. I guess that's sort of beyond the scope of this topic though...
  21. At my football match yesterday. No idea what was going on when this picture was taken (looks like something went up my shirt...) but it looks funny. You can probably tell which one is me.
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