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Everything posted by mzxrules
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Zelda OoT: Event Flag Documentation (Just Before Zelda)
mzxrules replied to Three_Pendants's topic in Modifications
That someone would be me. Approved. -
Zelda OoT: Event Flag Documentation (Just Before Zelda)
mzxrules replied to Three_Pendants's topic in Modifications
Ah, so this is what you were talking about in #zelda the other day. I have a table of a few of these values, should be located on zsr here, in the Actor Bits table. To convert an address to a debug rom address, simply subtract A5D0, and add 15E660. In it I was able to track down most of the introduction cutscene flags, along with a few odd ones like Ruto. -
Jabu Jabu as an Adult isn't really a terrible glitch. I find it more hilarious than terrible.
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So, I have been thinking over an idea for a rom hack of Ocarina of Time... Randomized Ocarina of Time. I'm going to hold off discussing it until I get more work done with it, but it will be a hack of v1.0, because there are several bugs exclusive to v1.0 that I like to keep in the game (HOLD R LOL), and it will be sort of like Master Quest in that the maps will be identical (since I have no plans to design new maps myself), but the layouts of the actors are different. However there is one rather big issue with this plan that I'd like to fix. The collision mesh. Since it's stored at the scene level, the collision for every room is loaded all at once regardless of what room you're in. Also, because the collision mesh defines where an exit is located on a map, you can trigger the loading of a new scene if you can step on the right polygon, even if you aren't in the right map. Because of these two things, there exists a method for reaching the boss room early in almost every dungeon in the game. The dungeon that is perhaps the worst off of them all is the Forest Temple; All you have to do is enter the main room, grab a ledge that you shouldn't be able to, clip through it and hop down into the boss room without any items. Fixing this should be far from impossible, but I won't say it's easy. My idea is to modify the collision poly types so that they no longer load a new scene. Then, since every boss room has it's own mock-up map in the main dungeon, you could stick in a custom actor in that map that will load the boss room as soon as the actor itself loads. The trouble is I don't know how I'd code in the actor. Can anyone help?
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Waypoint help for Hyrule Field - Horse Going in Circles
mzxrules replied to giadrosich's question in Q & A
What it might be is that the horse was pushed against another in such a way that it ran past the waypoint without triggering it, and the horse's natural turn radius was just wide enough so that it kept doing laps around it. -
Another couple questions: Do any moderators think that this thread should be moved to the Q & A section? Second, a number core dungeon/puzzle related actors have different styles depending on the dungeon they're in, rather than setting a different actor variable (for example, sliding doors in Deku Tree are wooden where sliding doors in Shadow are metalic, and buttons in Jabu Jabu's belly). Is there a way to change what style of door is used? I want to be able to add a boss door/key doors to child dungeons.
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Looking really impressive. Wonder how long it'll be til someone makes a fully animated/fightable Ghirahim model for Z64.
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As if I was making that argument.
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To me, Twilight Princess adds very little substance wise to the formula Ocarina started, while doing some horrible things that hurt the experience. Storywise, Ocarina of Time is considerably simpler and safer. An evil force is about to take over the world, gotta stop him... nope failed. Wake the sages and make one last final stand to save Hyrule. One of the bigger failings to Ocarina that probably came about due to lack of tech were the cutscenes that depict the major plot points... a lot of cutscenes take place in mysterious voids with little action, mostly dialog (See Link's backstory cutscene, the cutscene where the curse on the Deku Tree is discussed; the creation scene is the biggest exception, but still resorts to this at points). Twilight Princess tries to be bigger, and clearly does a lot better with a number of cutscenes, but the but fails on many points, and at times confuses the player. For starters, the whole concept of the effect of the twilight on the people of Hyrule to is rather underwhelming. We do see the effect the Twilight has on the children in Kakariko (one of my favorite cutscenes), but when we rescue Hyrule Castle from the twilight, it's as if nothing had happened at all, and it takes away from our villain. In fact, the people of Hyrule Market remain oblivious to pretty much anything going on story wise (outside Telma's Bar of course). Then there's that bit where the story just stops dead in it's tracks halfway through the game. You free Hyrule from the twilight finally collect all 4 pieces to the Fused Shadow, thinking it'll all be over soon when suddenly Zant makes his move, and almost kills Midna. And then... nothing? No plans, no motives, it's just... go get the mirror shards, we're going to develop the other characters now. If you consider the possibility that when the golden barrier goes over Hyrule Castle (of the style used for the Ganondorf fight), you could argue that Ganondorf sits on his hands as well. In Ocarina of Time the story falls into a similar situation; After the Forest Temple, Ganondorf stays quiet and watches you run around. However, there is a purpose to this... he's waiting for you to smoke out Princess Zelda because he figured you two out. Then of course there's the whole "It was Ganondorf the whole time!" thing yea yea... but after that, after the big fight and all that there's an odd cutscene where Ganondorf is near death, and then Zant shows up and cracks his neck and then he dies... it doesn't translate well. Combat in Twilight Princess is more engaging than Ocarina at some parts (Goblin mobs on horseback and Gerudo Desert, Hyrule Castle, Trials, Dark Nuts?), but sucks elsewhere. Part of it is from the A.I being ridiculously slow to attack resulting in a lot of "dancing", the other part comes from the fourth hit rule (when attacking the only hit that must connect is the 4th). Combat with Wolf Link is pathetic. Midna's charge attack can take down almost any enemy you encounter in one hit, only being ineffective in tight areas. His jump attack into an enemy grab is incredibly pointless fluff. It's slow (exposing you to attacks, fourth hit rule), and doesn't even kill big Twilit monsters. Enemy knockback is also a problem if you resort to normal B attacks. Once given the option to switch, there is no reason to fight anything as a wolf. ---- There's more I want to add, but I'm a slow writer and I'm getting rather tired. One thing I have to ask though is, what's repetitive about Ocarina of Time?
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I ask because I've spent hundreds (if not thousands) of hours playing both Ocarina of Time and Twilight Princess, and I have grown to thoroughly hate Twilight Princess, whereas I still enjoy Ocarina of Time.
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I don't really get Cel-Shading in Windwaker.I would like to see Windwaker fixed up to be a better game, because to me it captures the essence of exploration that the original Zelda had, but seeing as this is a remake I don't expect Nintendo to make any radical changes to the game being that this is a remake and all.
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Found more on the mysterious second word of the 0x08 command. Based on my scene printouts and poking, it looks to have the form 08xx0000 0000yyzz. I figured out what the zz portion... I set it to what I thought was a garbage value, and tried running around zora's domain, scratching my head trying to see what changed when I stopped to check other things. When I came back to the game Link was getting on top of an invisible horse... It affects Link's idle animation! This changes one of the idle animations depending on it's value... except for 03, which does something completely different... it sets a map as being too hot to explore without the Goron Tunic. 00 - Link tends to stand in place and glance back at the player 01 - Link's cold sneeze 02 - Link wipes his head 03 - Triggers the Heat timer! Camera seems to move in and out rapidly, and ever so slightly for the "heat" effect 04 - Link stretches and yawns? 06 - ? 07 - Bends over and gasps for breath 09 - Brandishes sword even if not equipped 0A - Re-adjusts his tunic? FF - Link hops on Epona (even as a child) I don't know what the yy does yet... it's set to 01 in maps 0/2 in Shadow, and 00 in map 1, but I can't see any difference. Lastly, I'm not sure what purpose an xx of 05 serves. Every boss map is set to this value though... curious.
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Been playing with the 0x08 command. It seems to affect various gameplay settings... Right now it looks as if it has the form 08xx0000 ????????. xx- 01 prevents Sun's Song time effect- 02 can use the Sun's Song, disables Link's ability to backflip. Used in the Treasure Box Shop.- 05 can use the Sun's Song Not a whole lot, but a start. Here's a video showing off a weird effect that occurs in the release version. xx is set to 01 in the room I play the sun's song in, and twinrova's chamber has xx set to 05.
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Huh... that's pretty silly. Child Kokiri Forest does not have a nighttime version, but neither does Lot's of Pots. I played with this a little at the Lot's O Pots scene and what appears to happen is that if the game encounters a 00000000 record in the alternate headers list, it will try the previous index, and possibly if none of them work, it falls back on the main header. Was able to get this to work by setting the last header (Adult Night) to point back to the first scene header (Child Day, after the 0x18 command), causing the child music to play. So there must be something that manages the edge case stuff like Kokiri Forest. Not entirely true. The Sun's Song does not work in the Deku Tree scene, but it does so in the Boss Room scene.In any case, I found it... it's set by command 0x08, a map command of all things... must play around with this a bit.
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Thanks for the inventory screen stuff. What are the "Offsets for Item Highlight" for? Also remembered another thing, anyone know how to customize alternate scene setup loading? Like... I know this much: According to my memory watcher, setups 0 - 3 are typically expected to be for child link day, night, adult link day, night, then setups 4+ are for cutscene setups. The hangup though is that this isn't true for Kokiri Forest... setup 2 is used for the adult version before the Forest Temple is cleared, while setup 3 is the after. Also, how do you set it so that the Sun's Song works in a dungeon?
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Two things for now. Does anyone know how item restrictions are set for Equipping equipment screen items for old/young link? (for allowing Child to equip a mirror shield) Equipping C-Items to buttons (Child Megaton hammer, Adult Boomerang sort of deal) Item restrictions for a particular scene
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This helped me locate where this information is stored in the v1.0 rom Anyway, 0000 is used no cutscene, unless the game state is set to the title screen/demo mode or whatever you want to call it. Lastly, I'm curious as to what purpose the "random" numbers serve...
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So I've been looking into the scene data for the debug version / 1.0 with a custom program of mine, and I've figured out some things about command 19. According to spinout's wiki, the command is used in the form 19XX0000 000000YY I figured out the purpose of the YY component; it's used to set your location on the overworld map. 00 hyrule field / not applicable 01 kakariko 02 grave 03 zora river 04 kokiri forest 05 sacred forest meadow 06 lake hylia 07 zora's domain 08 zora's fountain 09 gerudo valley 0A Lost woods 0B Desert Colossus 0C Gerudo Fortress 0D Haunted Wasteland 0E Market 0F Hyrule castle 10 death mountain trail 11 Death Mountain Crater 12 Goron City 13 Lon Lon Ranch 14 ? (Windmill/Dampe's Grave) 15 Ganon's Castle 16+ Undefined The XX component is somewhat mysterious, but there is some sort of relationship here... ID - XX - Scene Name 44 - 10 - Kakariko Bazaar 45 - 10 - Kokiri Shop 46 - 10 - Goron Shop 47 - 10 - Zora Shop 48 - 10 - Kakariko Potion Shop 49 - 10 - Market Potion Shop 50 - 10 - Bombchu Shop 51 - 10 - Happy Mask Shop 38 - 20 - Know-it-all Brothers 39 - 20 - House of Twins 40 - 20 - Mido's House 41 - 20 - Saria's House 42 - 20 - Kakariko Village House 43 - 20 - Back Alley Village House 52 - 20 - Link's House 53 - 20 - Puppy Woman's House 54 - 20 - Stables 55 - 20 - Impa's House 57 - 20 - Carpenter's Tent 27 - 30 - Market Entrance - Day 28 - 30 - Market Entrance - Night 29 - 30 - Market Entrance - Adult 30 - 30 - Back Alley - Day 31 - 30 - Back Alley - Night 35 - 30 - Outside Temple of Time - Day 36 - 30 - Outside Temple of Time - Night 37 - 30 - Outside Temple of Time - Adult 58 - 30 - Gravekeeper's Hut 32 - 40 - Market - Day 33 - 40 - Market - Night 34 - 40 - Market - Adult 66 - 50 - Shooting Gallery 00 is used in scenes which don't rely on pre-rendered environments, and have free c-up camera control. 10 is used with shop scenes, which have a fixed camera that switch between two views, and no c-up option 20 is used in scenes which have pre-rendered backgrounds that can rotate, where pressing c-up gives you a bird eye view. 30 is used in scenes which have pre-rendered backgrounds that are fixed, no c-up option. 40 is used in scenes which have a pre-rendered backgrounds that rotate, but have no c-up option. 50 is used in the shooting gallery. Setting this value to 20 has the most consistent effects. You can use c-up in most areas which normally have c-up locked. The camera also behaves differently depending on the scene.
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Colonel Blinx, I have to ask. How much have you spent playing Twilight Princess?
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Getting a Forbidden error when trying to update the wiki, so I'm posting here. 0023 0001 Room Changing Plane - 003F = Black Room Changing plane, as in Lost Woods; Can cause actors to not load when going through crawlspaces? - 00BF = Used for the "trap" floors in Jabu Jabu. - 013F = Invisible Changing plane, as in crawl spaces/walking to Deku Tree in Kokiri Forest Edit: 0015 0001 Collectables Two part variable? XXYY XX appears to be the flag to flip YY item - 00 = Green Rupee - 01 = Blue rupee - 02 = Red rupee - 03 = Heart - 04 = Collectible Bomb - 05 = Collectible Arrow - 06 = Heart Piece - 07 = Heart container (Alpha!) - 08 = Collectible arrow - 09 = Double collectible arrow - 0a = Triple collectible arrow - 0b = Collectible Bomb (5) - 0c = Collectible Deku nut - 0d = Collectible Deku stick - 0e = Collectible Large Magic jar - 0f = Collectible Magic jar - 10 = Collectible Deku seeds - 11 = Collectible Small Key - 12 = Invisible heart - 13 = Giant orange rupee - 14 = Large purple rupee - 19 = Collectible Bomb (5) 0035 Electric Tailparisans 003D 0001 Bazaar Shopkeeper 0048 008A - Apparently loads Sheik? - 0008 = ?, necessary for Serenade cutscene to start once the chest is open. - 0004 = ?, makes sheik appear during start of Light Arrow cutscene (Cutscene 8 in Temple of Time) 0098 Darunia - FFFF = Default value.
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A Zelda 1 mod wouldn't be fun to play. The original zelda reused the same room layouts heavily (sometimes multiple times within the same dungeon), which doesn't look good in 3d.
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I hate playing the debug rom. V1.0 for life! But anyway, I believe this is the memory address for the Debug Rom's cutscene pointer. Also around there should be a signed short value for cutscene frames. Setting it to max signed short value will terminate most cutscenes early. 80213D88
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
mzxrules replied to Airikita's topic in Modifications
Was talking to petrie about something similar a few weeks ago, but you should totally add invisible, untargetable redeads everywhere in the bottom of the well.