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Everything posted by mzxrules
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SceneNavi - A simple Ocarina of Time level editor
mzxrules replied to xdaniel's topic in Modifications
This isn't quite right. Kakariko has 1+3 headers for day/night child/adult. The headers simply stop time, rather than being set at a specific time point. You can observe this if you walk into Kakariko at sunset, where actors still take their daytime positions but no music is playing (the SFX seems slightly different than true night time though). Furthermore the nighttime headers for Kakariko are all set to play the daytime version of it's song, so if time wasn't stopped it'd probably behave exactly like Hyrule Field does so long as you don't leave Kakariko. @Dan, what interests me more is whether you can omit the 18 command for a map when the scene file contains one, allowing you to cut out extra data for maps that don't change over time, or during a cutscene. -
I almost think it affects (at least in part) wind direction. Walk into the Deku Tree and facing north play the Song of Storms. If you watch the rain drops carefully, they will not fall straight down but rather at an angle (Top right to bottom left), simulating the wind pushing the raindrops. Go to Haunted Wasteland and play the Song of Storms facing north again. This time the raindrops should be almost horizontal, almost coming at you because you're facing the direction that the "wind" would be blowing based on the red cloth posts. Edit: Look at the rain drop streak on the left in the left image vs the rain drop streak on the right in the right image
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If you lock Y velocity, would you be able to clip through vertical walls?
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What could/should/would Nintendo do to save themselves?
mzxrules replied to I M Evil's topic in General Gaming
What does Nintendo need to do? Make games that are fun like this... -
Those are my notes from Dungeon Rush. Prev is the unedited value, the immediate value afterwards is what I decided to set the entrance to in Dungeon Rush (some values aren't up to date though). After that if there is another number then that would be the asm command?, so the "Kokiri Emerald Cutscene" entrance is set with 240D00EE. Typically you will see an entrance being set with a 24XX command.
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Medallions are always obtained by the blue warp actor regardless of whether a follow-up cutscene is watched. This is exploited by speedruns.
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http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Chest To make the chest actor listen for a specific switch flag, set the Z-Rotation to the switch flag value you want.
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SceneNavi - A simple Ocarina of Time level editor
mzxrules replied to xdaniel's topic in Modifications
Cleaner yes, because an actor definition applies to only an actor with a specific number. More than that though, is that I want to use the definitions with my own projects, and others would possibly want to do the same. It would also allow for the definitions to exist within a singular file and posted on, if someone wanted to do just that. -
SceneNavi - A simple Ocarina of Time level editor
mzxrules replied to xdaniel's topic in Modifications
I mentioned this in another thread, but actor definitions should really have their actor number as part of the definition, not the file name -
I find it interesting, because Nintendo uses the same naming convention in Ocarina of Time.
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What about adding Actor Numbers to the format?
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Ah. This is something I've already documented to some degree in my own notes. My scene flag mapping table for all the major dungeon notes that all these things have their own switch flags.
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Ocarina of Time: Extended Scene, Actor, Object and Exit tables
mzxrules replied to spinout's topic in Community Projects
Did you ever modify the save format so that the extra scenes won't corrupt the game data or no -
With the text that I quoted, but I changed my statement a bit and didn't realize I left text above the quote. @Roy, that would ruin the game.
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I don't know. I'm sort of expecting there to be a smaller character roster than Brawl's 35.
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I'm going to have a guess at what was wrong anyhow: Your objects weren't in the proper order/didn't use some important objects in the map you came from.
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https://www.the-gcn.com/topic/2033-video-tutorials-to-get-started-and-master-tool-list/ Look through that, and also think about what you want to create.
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So something amusing popped up earlier today in # involving the Inventory screen. There are two kinds of slots within the inventory screen: Those that display ammo counts, and those that don't. Now, the way the ammo count display works is a little weird. If you put an item on a slot that displays an ammo count, then the ammo count for that item will be displayed, but the ammo count is displayed at a fixed position. For example, if you use codes to put the Deku Sticks in the slot where the Fairy Bow would be, the Deku Stick count will be displayed over the Deku Stick slot rather than the Arrows slot. Now, if you end up putting an item that doesn't display an ammo count into an ammo count slot, then the game will try to display an appropriate ammo count for that item. For example, putting a Fairy Ocarina / Ocarina of Time over the Deku Stick slot will display the unused Ocarina ammo address as an ammo count. These items typically position the ammo count display over the Deku Stick slot, since they aren't needed anyhow. It also turns out that if you put most bottle items (Fish, Bugs) onto an ammo count item slot, then the game will try to read the unused ram address set by Gerudo Mask Rba as an ammo slot, and display it over where the Deku Stick count is.
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Is there a way to simplify generating the xml, and what guidelines are there for creating an actor definition?
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I'll consider converting my stuff to xml files. Working on Ocarinabot atm.
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Figuring out some stuff with Skulltula flags They are located at offset 0x0E9C, and are grouped into bytes based on Dungeon/World Map location, which allows for the game to easily check which areas still have missing tokens. They appear in the following order in OoT 3d. Deku Tree Dodongo's Cavern Jabu Jabu's Belly Forest Temple Fire Temple Water Temple Spirit Temple Shadow Temple Well or Ice Cavern Well or Ice Cavern Hyrule Field Lon Lon Ranch Kokiri Forest Lost Woods Market Death Mountain Kakariko Village Zora's Domain Lake Hylia Gerudo Valley Gerudo Fortress Haunted Wasteland Unused? Unused? This data is affected by endianness, so on a true N64 the ordering will be Forest Temple Jabu Jabu Dodongo's Cavern Deku Tree Shadow Temple...
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Randomizing Chests, people who give masks and shops in MM?
mzxrules replied to TyranitarTime's question in Q & A
No special inventory needed. Try angling the camera so that it's faced towards the exit and retest a few times. Edit: Oh also, is there a way to fix the Title Screen/similar so that it shows up? -
Randomizing Chests, people who give masks and shops in MM?
mzxrules replied to TyranitarTime's question in Q & A
It's a bit buggy. With a file name of DungRush, I got Kamaro's mask instead of Bremen's. When I visited Kamaro I got nothing. Someone with a file name Tortus got obtained two Goron Masks, one from Mikau, one from Darunia. The Lens of truth chest will sometimes disappear giving no item.