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Everything posted by mzxrules
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BUMP. A lot more info is out about LBW, so lets copypaste my post on ZeldaSpeedRuns Time to hype this game up. There's been a lot of news about Link Between Worlds being leaked recently, so lets see if I can list 'm out. The game takes place between Hyrule and Lorule. It appears that Lorule characters are based off of Hyrule ones. Ex. Hilda is the Princess of Lorule. The main villain is named Yuga. At the moment it is not entirely known if it is a he or she (some refer to it as being he). The design of the head reminds me of Ganondorf. Items will work differently this time around. There will be no dungeon items; instead items will be accessible from the beginning of the game from a weapon shop, and can either be rented or bought permanently. Rented items disappear on game over and will have to be bought again. Also, it seems items will consume magic. Weapons can be upgraded. For example the bow can be upgraded to shoot three arrows instead of one, but will consume more magic. The dungeons in the game can be tackled in any order. Aonuma's comments on difficulty progression seem contradicting. Monsters drop items that can be made into potions, similar to Windwaker / Skyward Sword. Game hints can be bought with rupees while wearing the Hint Glasses instead of Fi. Aonuma has hinted that Majora's Mask will have some impact on Link Between Worlds.
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If you haven't read seen my other thread, I've started work on Dungeon Rush: Master Quest. Dungeon Rush: Master Quest is a hack that will string together all of the dungeons in Ocarina of Time: Master Quest one after another, similar to how my Dungeon Rush mod does the same for the original dungeons. Like before, I am editing the v1.0 rom rather than the Debug Rom, so that the hack can be placed on the Wii VC. There are a few things I plan on doing differently this time around: Eliminate the need to visit the Temple of Time in order to become a child/adult Custom Title Sequence: If someone can explain how I can create cutscenes with the Debug Camera and copy the cutscene data that would be awesome. Custom End Game Sequence: Beating the game will simply show The End, and the player will be able to return to the Title Screen without resetting. I also want to shorten the final cutscene where Link deals the final blow to Ganon, ending when Link has his sword stuck in Ganon's snout rather than when Zelda says "Six sages... now!". If anyone can look into that I'd appreciate it. Speed up / trim some dialog missed / deliberately left in. To Do: Updated Title logo. Fix various crashes that occur when trying to load a scene that is no longer in the game.Fix scene exits Fix Title Sequence Implement New Credits Sequence Restore changes that were lost by porting in the Master Quest filesRestore the modified Iron Boots room used in Dungeon Rush. Restore Water Temple boss key skip patch Restore Trials Skip patch Complete a playthrough to figure out whether item placements still make sense / puzzles still completable on v1.0Figure out where to put the Goron Bracelet Figure out Gerudo Training Grounds Fix graphical bug in Ice Cavern / Water Temple / Gerudo Training Grounds entrances. Shorten pre-Ganondorf cutscene Release mod.
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Kingdom Hearts 2.5 HD Remix has been announced
mzxrules replied to Netsrac's topic in General Gaming
As someone who wants to play Kingdom Hearts 3, hrrrrrrrrrrrrrrrrrrrrrrrrrgggggggg -
Mighty No. 9 Kickstarter by comcept USA (creator of Megaman)
mzxrules replied to DarthDub's topic in General Gaming
Now all that remains is to make a kick ass game. -
I'm using the commercial Master Quest Rom files rather than the debug rom so the pointer ended up being different (800FBC00). Changing a few of these pointers definitely fixed some walls. The Deku Tree issue has been fixed by porting in the Master Quest's scene file.
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New problem. The wibbly wobbly walls of Jabu Jabu are disappearing at odd camera angles, even though I've imported the Jabu Jabu scene from Master Quest. While I can just revert back to the old Barinade scene, I can't do the same with the Jabu Jabu dungeon. Thoughts?
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Where's my Money Microsoft?? (I broke solitare!!!)
mzxrules replied to Airikita's topic in Randomness
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SceneNavi - A simple Ocarina of Time level editor
mzxrules replied to xdaniel's topic in Modifications
So I've implemented my own parser for the actor definitions and there are some things I want to tweak with the format. The biggest change would be to restructure the format a bit so that you have three "classes" of definitions (room actor, transition actor, spawn? actor). Each class must have a "default" definition that serves as a template for other definitions within a class, something like... <?xml version="1.0" encoding="utf-8" ?> <ActorDatabase ProgramVersion="1.0.1.6"> <Class Type="RoomActor"> <Definition IsDefault="True"> <Item Index="0" ValueType="System.UInt16" DisplayStyle="Hexadecimal" Usage="ActorNumber" Description="Actor Type" ControlType="System.Windows.Forms.TextBox"/> <Item Index="2" ValueType="System.Int16" Usage="PositionX" Description="Position (X)" Mask="0xFFFF" ControlType="System.Windows.Forms.TextBox"/> <Item Index="4" ValueType="System.Int16" Usage="PositionY" Description="Position (Y)" Mask="0xFFFF" ControlType="System.Windows.Forms.TextBox"/> <Item Index="6" ValueType="System.Int16" Usage="PositionZ" Description="Position (Z)" Mask="0xFFFF" ControlType="System.Windows.Forms.TextBox"/> <Item Index="8" ValueType="System.Int16" DisplayStyle="Hexadecimal" Usage="RotationX" Description="Rotation (X)" Mask="0xFFFF" ControlType="System.Windows.Forms.TextBox"/> <Item Index="10" ValueType="System.Int16" DisplayStyle="Hexadecimal" Usage="RotationY" Description="Rotation (Y)" Mask="0xFFFF" ControlType="System.Windows.Forms.TextBox"/> <Item Index="12" ValueType="System.Int16" DisplayStyle="Hexadecimal" Usage="RotationZ" Description="Rotation (Z)" Mask="0xFFFF" ControlType="System.Windows.Forms.TextBox"/> <Item Index="14" ValueType="System.UInt16" DisplayStyle="Hexadecimal" Description="Variable" ControlType="System.Windows.Forms.TextBox"/> </Definition> <Definition> ... </Definition> </Class> Then instead of adding in Actor Number, Position, Rotation, Variable for every actor, they will be inherited from the default definition. Then in cases like the Chest Actor where Z-Rotation cannot be set, a special element could be added that tells a parser to ignore a rule with a given Usage value, something like... <Ignore>RotationZ</Ignore> I also want to add a few possible Usage attribute values. Standard or Default - Basically a default value to revert to when none is provided SwitchFlag - I want to someday make some sort of program that can detect conflicts with switch flags. I also want to be able to describe whether the actor simply reads the flag state, writes it, or read and writes to it (SwitchFlagR, SwitchFlagW, SwitchFlagRW). CollectableFlag - Same reasons as above, but read/write states won't be necessary ChestFlag - Same as above. Lastly, I think I want a <Note> element would be nice for documenting special case behavior that can't be corrected by Scene Navi. For example, the bombable walls used in Dodongo's Cavern will trigger the intro cutscene for the area if the SwitchFlag is set to a specific value. -
Get killed by a bicycle? Clearly the worst GTA ever. Seriously though I plan on getting GTA5 when it's super cheap in a few years
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Understanding the Work of 3D Graphics Gurus....
mzxrules replied to SoulofDeity's topic in Modifications
Except that the motion blur effect is used when hitting Eye of Truth Statues, which can be placed pretty much anywhere (Termina Field for instance). It's also used for the very last part of the cutscene of the Giants holding the moon above Termina. I feel like the memory constraint thing is being overstated a bit considering Ocarina of Time was able to do its thing with half the memory. -
Understanding the Work of 3D Graphics Gurus....
mzxrules replied to SoulofDeity's topic in Modifications
I'm not completely up to speed on 3d graphics terminology, but I do know this... Occasionally when I use to play Majora's Mask on console, I'd run into a fatal error. When this occured the game would usually flip between the current frame (which usually had missing polygons) and the previous frame a few times, before finally displaying presumably the last frame drawn during the motion blur effect (which sometimes occured several scenes ago) with the bar of doom drawn on the left-hand corner. -
I never played much of Jet Force Gemini's main campaign, but I remember playing multiplayer. IIRC, there was your typical FPS multiplayer mode, and a racing multiplayer mode as well.
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Finally caught up all the way on this show.
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I was just being absurd for the fun of it. I'm not deliberately trying to. More to the topic though, my gut feeling is that there shouldn't be blood in Zelda, but I don't exactly understand why I feel this way since as you pointed out Ocarina of Time quite obviously had enemies that bleed yet you can hardly call the game a gore fest.
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blood is boring. change it into explosions. everything must explode.
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have you figured out what is in the PERS_SZP and Yay0 files at the addresses beyond the end of the DMA table?
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How are you playing on console?
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Petrie asked me about how I added in the Great Fairy Fountain into Dungeon Rush, which got me to thinking again about how certain scenes like the Shooting Gallery have exits which can lead to two or more different entrances. I figured out this much. If the index within the exit list for a scene is between indexes 7FF9-7FFF inclusive, then the entrance index used for that exit will be determined by a list stored within ovl_player_actor. The exit index partially determines what offset to start at within this list, while the entrance number (the value that picks the map/position couple) further determines what entrance index to use DEBUG ROM ADDRESSES C23398 - Exit list for index 7FFE (Great Fairy Fountain, Link Upgrades) C2339E - Exit list for index 7FFB (Potion Shop? must have been only one scene at one time) C233A2 - Exit list for index 7FFC (Bazaar) C233AA - Exit list for index 7FFA (Shooting Gallery) C233AE - Exit list for index 7FF9 (Great Fairy Fountain, Magic Spells)
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You're forgetting the troubles that Nintendo has had with the 3DS. Originally it was priced at $250 USD before they decided to cut the price by $80 and sell it for a loss because of poor sales. $130 USD for what is essentially a 3ds console is a pretty good deal for both parties
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what source code?
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You don't need a rom hack for that. Just play v1.0
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You should probably cap the framerate somehow so not to waste gpu drawing frames nobody will ever see
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SceneNavi - A simple Ocarina of Time level editor
mzxrules replied to xdaniel's topic in Modifications
Overwrote the 0x18 command with the 0x15 command for the map with the kokiri kids in it in Kokiri Forest. No crash, and they seemed to all spawn as an adult. -
Personally I used Image Magick to convert my pngs into the proper formats and a hex editor to copypaste 'm in for Dungeon Rush. Getting rid of the "The Legend of" and "Ocarina of Time" logos is just a matter of zeroing all the byte that make up those two textures. As for editing the cutscene, there aren't any real tools to do it other than the debug camera and the cutscene documentation.