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modman

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Posts posted by modman

  1. mzxrules mentioned some helpful hints in my zelda64 thread:

     

    1) no, because that sounds incredibly stupid. You want to decompress the rom ONCE, and then keep copies of that decompressed rom. If you're editing the Ocarina of Time Debug Rom, you don't even have to do that.

    2) http://wiki.cloudmodding.com/oot/Filesystemgives a rundown of the structure, http://wiki.cloudmodding.com/oot/File_List_(Debug) lists what files are being referenced in the file table. Basically, if you add more data to the end of a file, you need to go back and change the size of the file in the file table so that it's big enough to load the new data.
     
    Probably not actually an issue, but note that all the files in the table have an end address that ends in a 0. This is because the end address is aligned to the nearest 0x10 byte. So if the real end address ends with something like 0x...9532, you'd set an end address in the file table as being 0x...9540.
     
    Oh also, any time you modify the file table data, you will need to update the rom's CRC. There are programs that will do it, but I don't know the best one.

     

     

  2. im posting this separate cus i didnt want it to get lost in op: im also planning to use my video editing to try and benefit the modding community a little by making this:

     

    2sal43l.png

     

    an actual formally done, fully narrated youtube channel dedicated to learning how to mod zelda because lets face it. information can be pretty tough to find/understand when it comes to zelda modding, and since its not really easy for me to learn from large paragraphs of text, ive decided to document my projects and explain them in the fullest of detail, from what programs i used to dissecting and understanding every error i run into so that hopefully learning zelda doesnt have to be as difficult for others. i figured it would be best for me to do this because im about as clueless as anyone else starting out, so i hope that will be able to make it more relatable and easier to learn. once i finish my first edit, that will be when i post the first video 

    • Like 2
  3. helo
     
    as much as i love trying to edit zelda, it clearly isn't my forte. as badly as i want it to be, i just dont know enough. however, ive been spending the past 8-9 or so years teaching myself graphics design, motion design, 3d modelling, music making, cartooning, voice acting, and every other digital form of art i can think of because im insane and love to create
     
    and if its ok with you, id like to share with you some of my work (id like to use image tags but they dont allow me to edit width and i am not manually editing all of these):

    http://i67.tinypic.com/64dl76.png

    http://i65.tinypic.com/2j3igk6.png

    http://i63.tinypic.com/1088vi8.png

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/11169657_1621588004726148_821844414000532387_o.jpg

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xfa1/t31.0-8/11109196_1621588114726137_8204468014508348109_o.jpg

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/11174430_1621588154726133_6483467285960793500_o.jpg

    https://mir-s3-cdn-cf.behance.net/project_modules/hd/5b011613840227.56278d83ec44f.png

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/11041224_1621588298059452_2881983249715236996_o.jpg

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/12087062_1670354286516186_6182860807731478116_o.jpg

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/11187263_1621589208059361_5435143448882637333_o.jpg

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/11206525_1623496221201993_7809191255956288529_o.jpg

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xfa1/v/t1.0-9/11165069_1621589104726038_8362813264931645522_n.png?oh=d60bcc8c9993794ad1a8babe7cc904a1&oe=56B7A7FA

    https://mir-s3-cdn-cf.behance.net/project_modules/disp/6bc27714900867.5628a67a1e983.png

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xpt1/v/t1.0-9/11707601_1643311695887112_8278996316132991495_n.jpg?oh=58e1a66a3998b7b2484e19573e2d6498&oe=56BB5A72

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xfa1/v/t1.0-9/11218607_1621589914725957_3976669735604465400_n.png?oh=70e18a1b8b4b129a366e9b9cba32ec6f&oe=56CCEB43

    https://scontent-atl3-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/10421584_1621589171392698_2179121357692577405_n.png?oh=559e14099d8eafae98a23f77fb9aff8d&oe=56F9D11C

    https://mir-s3-cdn-cf.behance.net/project_modules/disp/c91e6811499399.560f8ab84ecf8.png

    https://mir-s3-cdn-cf.behance.net/project_modules/disp/3b913b11499261.560f8a1fd98e8.png

     


     

    that was fun. but before you go!! i also wanted to show you the fun filled videos i make too

    - facebook ad parody

    - after effects effect test

    - a tv spot logo reveal

    - another tv spot reveal

    - starfox test effects

    - cartoon: a sizzling tale between man and nature

    - a remix ive done of montees song, butterfly rising

    - a video i made in the indie game - Blockland

     

    i figured id include videos just for convenience, but ill move them if need be

     

     

    thanks for taking a look! if you have any thoughts or questions or criticism, please feel free to share!!

    • Like 1
  4. helo

     

    ive been working on an npc edit for quite some time now, and id like a little explanation on the following topics:

     

    1. is it a smart idea to decompress your rom ANY TIME you do an edit, or is it best to save that step for specific edits?

    2. someone mentioned the reason i was running into cpu errors last time is because i never updated zeldas filesystem with my edit. how can i go about updating these tables?

     

    heres a rundown of the r4300i error i was getting last time i worked on this:

    http://forums.zelda64.net/topic/11331659/1/

  5. i guess easier put, what can and cant be done with this ROM and with the tools that are at todays users hand? from what ive learned with the tools we have today, you can currently:create and import your own mapsedit your main characteredit existing characterscreate and import your own charactersedit/create textedit musicimport your own musiccreate and edit cutscenesedit itemscreate and import your own itemscreate your own/edit existing scripted sequences

    editing GUI's and title screensis anything on my list wrong, or am i missing anything else?

     

    im curious to know, if someone put in the time and work, is it possible to turn a zelda rom into a totally different game? 

  6. hi there! this is a custom map i started today. it was meant to be a sort of run down bronx style city street, but sharp ocarina crapped out on me so now i'll have to remake the map. i did manage to save some images of what i had:
    Posted Image
    Posted Image
    Posted Image

    i plan on adding a bit more shape to the buildings, finishing the jazz club, and adding custom music. think of it as an introduction to zelda modding, since it'll have a bit of everything in there, y'know?

    • Like 2
  7. xDan,

     

    IndexOutOfBounds...

     

    Are you manually indexing or accessing arrays? Why not use Lists? They are easy to work with ;)

     

    And yes I was referring to Try/Catch blocks but I was just being a smarty pants  :rolleyes:

    well see im very VERY new to this, so i have no idea what indexing or accessing arrays does, how to use lists or anything. all i know is making the map, putting it in sharp ocarina, and injecting it. very yknow.. basic lol

  8. i just stumbled upon it a few days ago and good god, is it magical ;-:

     

    the genre is exactly what it sounds like, chill music. i havent gotten into a lot of artists from it, but two that i am definitely fond of is ThePhoz and Slow Magic:




    so have you guys/gals ever listened to chillwave? know of any good artists?
  9. I really do think it has something to do with your OBJ file and not a problem with the program. Would you mind uploading the SketchUp or OBJ file?

    sure, heres the files. (contains both the sketchup and obj)

    http://www.mediafire.com/?su44lli1b1t5452

     

    the weird thing though is that before this, i imported a successful map. everything worked and i got no errors. after i tried to open this map, i got the error and it didnt work. i tried opening the old map i successfully imported and if gave me the error for that too

  10. i did scale it down and it didnt really help at all :/(heres the error i get)

    See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.IndexOutOfRangeException: Index was outside the bounds of the array.   at SharpOcarina.ObjFile.ParseObj(String Filename) in C:Dokumente und EinstellungenDanielEigene DateienVisual Studio 2010ProjectsMapDevMapDevObjFile.cs:line 275   at SharpOcarina.ObjFile..ctor(String Filename, Boolean IgnoreMats) in C:Dokumente und EinstellungenDanielEigene DateienVisual Studio 2010ProjectsMapDevMapDevObjFile.cs:line 41   at SharpOcarina.MainForm.button4_Click(Object sender, EventArgs e) in C:Dokumente und EinstellungenDanielEigene DateienVisual Studio 2010ProjectsMapDevMapDevMainForm.cs:line 1050   at System.Windows.Forms.Control.OnClick(EventArgs e)   at System.Windows.Forms.Button.OnClick(EventArgs e)   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)   at System.Windows.Forms.Control.WndProc(Message& m)   at System.Windows.Forms.ButtonBase.WndProc(Message& m)   at System.Windows.Forms.Button.WndProc(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************mscorlib    Assembly Version: 4.0.0.0    Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900)    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll----------------------------------------MapDev    Assembly Version: 1.0.0.0    Win32 Version: 1.0.0.0    CodeBase: file:///C:/Users/dsfGldf'gdfgdfg/Documents/Everything/0E/tools/Hacks%20Tools/MapDev.exe----------------------------------------System.Windows.Forms    Assembly Version: 4.0.0.0    Win32 Version: 4.0.30319.1002 built by: RTMGDR    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing    Assembly Version: 4.0.0.0    Win32 Version: 4.0.30319.1001 built by: RTMGDR    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System    Assembly Version: 4.0.0.0    Win32 Version: 4.0.30319.1001 built by: RTMGDR    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll----------------------------------------OpenTK    Assembly Version: 1.0.0.0    Win32 Version: 1.0.278.44921    CodeBase: file:///C:/Users/dsfGldf'gdfgdfg/Documents/Everything/0E/tools/Hacks%20Tools/OpenTK.DLL----------------------------------------OpenTK.GLControl    Assembly Version: 1.0.0.0    Win32 Version: 1.0.278.44921    CodeBase: file:///C:/Users/dsfGldf'gdfgdfg/Documents/Everything/0E/tools/Hacks%20Tools/OpenTK.GLControl.DLL----------------------------------------System.Xml    Assembly Version: 4.0.0.0    Win32 Version: 4.0.30319.233 built by: RTMGDR    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration>    <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box.

     

     

  11. You need to click Details on the bottom left of the window to give them all of the error info possible. Although they should have caught it in the first place ;)

    give it to who? and what do you mean when you say they should have caught it?

  12. giadrosich, on 15 Feb 2013 - 06:07, said:

     There are exactly four videos on youtube for UOT that I've found. Only three of them are sorta useful, and the video quality is shot. And they're all of the older version. There are no tutorials on ZAP2 or ZLE2. Any search for SayakaGL OOT tutorials only bring up the videos I've posted recently.

     

     

    this so hard. nobody seems to document what they do, and the ones that do are mostly (if not always) the program makers themselves, and even those aren't all that helpful. it makes me wonder how anyone could have learned this stuff.. it must have been god awfully hard just to wrap your head around it from just reading about it. maybe its just the way i learn, and thats visually so videos is basically reading instructions for me :P

  13. Yup, that's what we meant when we said to reverse the necessary faces. If you didn't separate your collision model into groups you won't be able to have more than one different collision polygon type. I doubt you need to worry about that yet.

    awesome! well that pretty much sums it up for my problem, thanks for the tips

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