Airikita
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Everything posted by Airikita
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Thanks, I'm still working at the fishing pond. I custom-coded the weight this time, so that it wasn't limited to 2 digits: Before this, Nintendo only hardcoded 2 digits: The code I designed is more extensive, but I managed to fit it in using extra room in my mod. Glad I did, because the last digit appended properly. The downside is that something with one digit, like 7 pounds, will show up like "07 Pounds", but that's the only cost to a hardy custom code. -
http://wiki.spinout182.com/w/Debug_ROM:_File_Listing item_icon_static or item_icon_24_static Each item icon is 32x32 rgba32. The young Link skybox texture is in one map or scene file, because adult Link has a separate scene and map for the alternate market: http://wiki.spinout182.com/w/Debug_ROM:_Filename_to_Area_Relations This page lists out which maps are for which, and it's likely in the zmap file, but not sure.
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I will be very busy soon, as I had a call for a job yesterday. They hired me immediately (skipping the interview), and I start working next Monday. I should be on at nights, and on the weekends, but I may not update as frequently. Sometimes I do, but when I get busy, I tend to rather relax after a working day and watch TV. This isn't always the case, because sometimes I can get ideas too. But this is just to let everyone know my updates may not be very frequent.
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Sadly I don't have money myself... personally I'd ask around local, with a sign and a cup or hat explaining you need help for the dog. I could pitch in if I had the money, but I don't right now.
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Link is never placed relative to Jabu Jabu, because in Kokiri Forest, Link goes OoB when Jabu "yawns", even if Jabu is over the Kokiri Shop. The fish-dropping spot is located to the left of the exit to Hyrule Field (the bridge).
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Here's some progress, the fish now work properly in Lake Hylia (and likely anywhere else): The next things to do is to get the fish to stop flying to the pond (located out-of-bounds past the far wall), stop the fisherman from keeping Link in the bounds when holding the fishing rod (the "hey, you can't leave!" message), skip the message where Link would pay in order to use the rod, and modifying the fisherman give rupees for the fish Link gives him. Before the fish kept flying up (with the gravity check skipped to test) to where the bottom of the original pond would be: I had to make 2 changes (not one, oh no! God forbid only one!) because neither one nor the other values to check worked alone. I am also planning something with King Zora with the fish. I am also going to remove the c-item guy, since the c-item guy is pretty useless. -
As I mentioned, if it crashes in Nemu, it will crash on console. 80001FF0 usually gets called when it works fine on emulator. Other errors are not going to be part of 80001FF0. Yours will crash because of relocation, but no code is able to check if the line being recalculated is incorrect, so 80001FF0 won't get called. 80001FF0 will usually be called with errors/crashes you won't notice on emulators (such as a bad display list conversion). But it won't necessarily go off over glitchy animations, etc. 80001FF0 goes off on hidden problems, which is Nintendo's way of testing (or blocking any modifications). Also, spinout's codes use the COP 0 registers, and COP 0 registers are in charge of error checking. So, when you use spinout's codes/hacks, do change them, otherwise they will set problems on console. Also, test 80001FF0 with working code hooks and hacks, Epona's damage hack did cause 80001FF0 to throw, even though it was fine on Nemu.
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SceneNavi - A simple Ocarina of Time level editor
Airikita replied to xdaniel's topic in Modifications
Oh alright, perhaps I was thinking of something else for some reason... lack of sleep makes me mix up things. -
SceneNavi - A simple Ocarina of Time level editor
Airikita replied to xdaniel's topic in Modifications
Oh, shader support? (soz for late reply) I would need to test that, shaders are notoriously nasty on N64... Check 80001FF0 for errors when running shaders plz, just in case. I mean, I'm sure you have the right shaders, but I know from Majora's Clock that it can be picky. -
Cool, sounds like fun. Sadly I've lost myself on game design, but if I do make a game it's going to be on my own terms, and not as a career path. The course does sound promising, so good luck to ya!
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0xC0A5B4 -> change to 10000072 to skip talking to Navi, shutting her up for good (no alerts, no talking with Navi ever again) 0xDBC024 -> change to 10000003 to prevent Navi's c-up notice
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Fishing Rod and Pond test in Zora's Domain: Using an existing function in the game, I managed to get the Fishing Pond to use the waterbox according to Link's position. Not the "best" idea, however it does the job. It is still malfunctioning in Lake Hylia, but changes can be made for it to work in a custom map. This custom modification prevents the pond from putting its water surface at the ceiling, causing some odd bugs. The modifications use a custom function to store the waterbox's RAM address to an unused instance variable slot in Link's instance, and all the fish will read this instance variable in order to position according to the actual waterbox instead of the pond's "fixed" waterbox boundaries. The only downside to this is if there is no waterbox read, and the Fishing Pond actor attempts to use ABABABAB as an address, but it doesn't seem to affect anything. More changes will have to be made to make sure that that is not used, and other spots in the AI have not yet been changed to read from the proper variable yet. There could be hardware issues if it is not resolved. This is also incomplete until I am able to relocate the pond to anywhere in a map, hopefully resolving any other weird issues. That, or I'll use a work-around if that fails. This doesn't mean I can't just place the fish where I want to, however this does cause issues for the rod and the fish to work properly, which also includes making the custom procedure work for the fish and lure. The problem with the custom procedure is that is does not work without the full fishing pond added, but things can still be altered to just isolate the fish and the rod. -------------------------------------------------------------------------- EDIT: Fishing Rod now equips when needed, rather than having it constantly active (also to have it usable whenever needed rather than having it only when you pay the fishing pond man): -
I'm sure if he was further back, it would be the same cutscene. The cutscene is in Jabu Jabu's code, and may not change much. I tested it in Kokiri Forest, and the angles were off because the camera is fixed during the cutscene. Also, no idea about the "Link is dead" frame, I think it either has something to do with being a placeholder for the missing fix (hence lacking animations), or the Ocarina Pad acts like a magnet to Link, and just draws him to it. It's an oddity, but I'm guessing it's just the missing fish actor that's doing that. That, or Link drowned, and Jabu Jabu is giving him CPR:
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I don't understand what you're implying... 80001FF0 makes the crash debugger flag, meaning on TV the red bar appears when this is triggered, causing a "crash". This sends a message to the crash debugger, which is only activated by the console. If it triggers, and doesn't crash on Nemu, it will crash on the N64 console. If you mean unhandled in-game, yeah it's unhandled. The stuff that Nemu doesn't handle, and such.
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IMPORTANT INFO TO HACKERS AND HARDWARE COMPATIBILITY!!!! The function is 80001FF0. When this sucker goes off, it usually means that the N64 will give you a red bar. You can JR RA, NOP the function, but be aware to still check if the function is being fired. However, if this piece of RAM gets called from a change you made, you are in trouble! N64 will block it. You can, however, force the condition in the code from the original code throwing that exception to skip it. You can make anything run on N64 that works on Nemu this way (most likely), however this does not mean the graphics will be the same. For that, you'll need a tester to assure your maps and models are showing up perfectly on N64, or it might look like this: If something crashes on Nemu, however, that doesn't mean it will work on N64. Nope. GRAPHICS ERROR CHECK: ------------------------------------- For the GDLT, this function will fire when the objects on-screen overflow the graphics memory for the video card: 800D670C -> GDLT error check If this one fires, then you have too many models in the map on-screen. However, disabling it is fine, however the graphics on console might become multicolored in rare circumstances.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
ZEY now has a new item to the family, Grenades: With more changes to come... though currently trying to fix a misaligned action icon text due to an A+B swap. Also, I managed to get Majora's Clock to appear on console (2nd image is shader removed): More information on gi model compatibility here. Still have to fix Chain Chum, but otherwise things are going smoothly. -
Link died, lol.
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Tested and confirmed. Only very tiny changes, removing the condition for the fish, and switching the flag reference only 4 bytes back to read from the Ocarina Song flag.
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Zelda OoT - Boss Modification and Documentation
Airikita replied to Three_Pendants's topic in Modifications
Good as usual Three, nice findings. -
So, I have been trying to get Majora's Clock working... sadly I have hit a bumpy part of replacing the bombchu. While the object did convert successfully, and does show up, it crashes when the model is loaded to RAM on console... however, on Nemu there's a huge LAAAAAG when Link raises his arms. It appears, but skews the HUD, and the framerate drops significantly: The display list doesn't obstruct any important data, just empty data, so it's not corrupting any data in RAM. If I wait long enough, Nemu will crash. My guess is the shader is being corrupted, and I'm just wondering if anyone else has attempted to replace a gi model? ----------------------------------------- EDIT: Shaders are listed starting at 0xB9D420, using the indexes from the lists here: http://wiki.spinout182.com/w/Shop_Documentation Each shader will end with DF000000 00000000, usually 0x30 in length.
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*passes out* (sadly I have a low tolerance to pain... the slightest pain feels like murder to me, even if I try to ignore it... but I think it keeps me from doing crazy things, or avoid risky situations)
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Hi, and welcome! I was a member of ZSO... so I'm sure I might have met you? Sounds like you need to download Hylian Toolbox, and open a .zmap as a .zobj by changing the file extension. It doesn't dump textures, but there might be a tool that does. Someone mentioned it to me, and it might have been ZAP2... it's been a busy few weeks for me. EDIT: Master Hand? Yeah, I think I remember you. I've lost my memory after some surgery I had 2-3 years back, but I vaguely remember that name.
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For those with Ganondorf's Collapsing Castle room corrupted (I think it's room_0) and an Arwing in room 116, here is a patch to repair the damages on the DEBUG ROM: http://www.mediafire.com/download/5x9yfjx648hg5qk/roomfix.ppf These rooms have been damaged to the point of not running on certain emulators, and it's even non-hardware compatible until fixed. (Note: I will need confirmation if the patch worked)
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I'll have a bit of work to do tomorrow then... some other steps are in order to get it started, but it's reversible. EDIT: It has come to my attention that the Debug ROM is not byteswapped to be readable in big endian, but rather the original is in LITTLE ENDIAN... my concern is that little endian ROMs don't work on console? It's possible this isn't the case though... I have also found that the original Debug ROM we have has a blue logo, not a red one like this guy shows. Makes me wonder...
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Recently I touched my right index finger to the bottom of an iron, and held it there for a few seconds without realizing. So I ended up with quite the red finger swelling up, and keeping it cooled down was extremely painful! I have also jammed my fingers when opening/shutting the cupboard door, fridge door, window panel, balcony door, and all other doors about 10 or 20 times in the last week! I also nearly dropped a pickle jar on my feet about 5 to 10 times in the last week too (but missed my toes by a centimeter each time)!