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Airikita

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Everything posted by Airikita

  1. Slowly but surely.... Kokiri Forest Updates pending... (part of Zelda's Eternal Youth, this will be a topic for maps for the project)
  2. Well, there's datacrystal, and some resources on pokecommunity on music... I found the track with using some information from some sources given to me by some Pokemon GBC hackers, and did the rest myself. I wrote the midi sequence myself in hex, doing some analysis, over the original track. There's a source page with files of different tracks for Pokemon Crystal, so I just did comparisons between both games. I wanted to make Hatsune Miku dance in the intro, but there wasn't too much info on a full change of the intro sequence. lol
  3. Oh yes, the virtual addresses.... those are mainly for the pointers within the actor file itself, not the external RAM values that get changed. Although they contain the size of the actor file as does the ROM offsets... Anyways, that might be useful for adding more variables to an actor... woo. (I went off-topic... idc)
  4. Woah, maybe if I go back to my Pokemon Gold hack, I might... though I'm happy with the flying Espeon I made (replacing Ho-oh, lol) and my custom music. I didn't like the architecture though.... ergh... so inflexible at points...
  5. Even so, testing on besitu when it failed before... I mean, a part swap with an actor proved to be a better test, but overall it's fine. No no, my anger wasn't unwarrented xdaniel, besitu isn't always a good option. But yes, gameplay_keep is special in some ways... curious if I should look into that... To clear things up, when I get mad I don't hate anyone, I was simply trying to point something out. Observing actor models was my next option, and like I said the limb issue didn't make sense since my model has fewer limbs, and I did the same with Epona. So yes, I did assume the tool from previous issues, but I never said it was wrong for what it does. Idk what to say xdaniel, but I am not taking back my anger for re-using besitu. You know the display list better, so I figured you could take a look and run some comparisons. I am stupid with display lists when it comes to the enumerated values of the combiner, etc... we all specialize in something, and display lists are my weak point.
  6. Yupp.... luff dat diggun... I'd say it's within the actor, but then again.... there must be a preset value for each category, or I am mistaken... Would be something like: <Actor File Size> + <variable RAM space extra> = RAM size for that actor
  7. Welp, you know where to find me if you need a test. Be aware that ASM hacks can fail on hardware, I found that out with Epona and had to make a makeshift fix. Of course since you're mostly messing with storage values, I see no issues with that.
  8. Another mind to feed. Yay! Well, there's lots of tools available... perhaps you might be interested in texture modification or text editing? Good starters for any hacker. If you feel like you want to specialize in music, there's information that can be dug up about that too.
  9. Is this going to be a fan game, or is this a hack-in-progress? Looks cool.
  10. So I was joining matrices on my custom enemy, and found it was attaching to Link's head (replacing the stalchild), so I tested it on just adding matrices to just the stalchild, and had a similar problem: I'm using version 1.7.1... I don't know why, but any matrices I add have pieces attach to Link. I was waiting to get a hold of Flotonic, but I haven't seen him around lately. EDIT: Apparently it was just a matter of the Stalchildren not being able to use matrices... ignore this.
  11. Jason777: you didn't even read my previous posts, and kept going about collision. It was way off from what I was talking about. I am trying to help people with water animations, and you're talking about the water box pushing Link down stream. 2 different things. I'm not being an ass, I'm trying to point out that you people keep talking about something else from my topic! Call it drama, but you completely ignored the topic, and everyone started talking about the water boxes. I was talking about water ANIMATIONS, not the current to the water box. I already know collision dictates things with game elements, but the mesh is a display list, and I was saying there's probably a DA command attached to the texture. I'm pissed off because everyone is talking about something else making me sound like an idiot in this topic! I already know about water boxes and collisions, which was not what this topic was about. The title even says "water animations", and I was trying to explain how it was attached to the map mesh, and how that would work with scenes. When I swapped ToT with Gerudo Valley, I noticed how the floor of the map moved like water. There is the value for ToT like Gerudo Valley and other maps with water, but the animations for ToT are not water. So, the values for the map are irrelevant as I have found. Even swapping with Hyrule Field resulted in different results. The triforce animated like water, and the floor in the Master Sword room moved like water. When I swapped the scenes, it didn't matter, ToT still animated like water. So yes, it's scene-specific, but possibly more so for ToT. That is what I'm trying to explain here. So call me an asshole, but I keep trying to explain it, and everyone is trying to debate me on a completely separate topic!
  12. What does that have to do with the mesh animating? JSA just rotated the map to test, and the water texture is attached to the map for one thing, and it was still flowing in the proper direction. We're still talking about COMPLETELY different things here!!!!!!! Go look at Gerudo Valley in a map editor, and you tell me that the water mesh ON THE MAP is the bloody waterbox. Okay? I'm done trying to respond to this.
  13. Well idk now... it did go in one direction, but rotating the map did something else. Still, I'll be digging through the map to see. I'm pretty sure there's a value for the mesh. And no, this isn't about water collision. There is no collision on the mesh for the texture. I think we all ended up talking about something different altogether.
  14. We just resolved this, no need for this. I was trying to explain how testing with besitu was not going to fix the problem... anyways, I'm working on the problem. I looked into it, which is why I was trying to get xdaniel to look into it. So, let's move on. EDIT: Apparently the heirarchy had to match the number of limbs for the stalchild. I might have been a bit peeved off, but you can't blame me from the previous problems with Unicat. So, for enemies (and this likely goes for other actors), hardware compatibility reasons, the heirarchy for custom characters have to be the same.... makes me wonder why young Epona still worked. Oh well.
  15. No, because I rotated the mesh, and the water still flows one straight direction. It's not restricted to the mesh or mapping. That's why I said rotating the map to your liking will control the water direction when importing maps.
  16. Good job xdaniel, you kept testing on besitu even though I kept explaining how it wasn't working for Navi. Now you get this and you give up after doing the same thing? "Insanity: doing the same thing over and over expecting different results" I gave you the patch, so why not test it over the teletubbie I sent you? Don't use besitu, use the zobj in the patch I sent you... in fact, you can have the zobj if you're still interested.
  17. You're not noticing that the scaling is done because the models rendered on actors come out too small. Also, the besitu patch might work but the stalchildren don't. You're going back to besitu and repeating the same results, you're not looking into other ways to test this. It's great the map works, but that's not the apparent issue that needs to be resolved. You keep testing on besitu, which you did with Unicat even though I kept saying how she was failing with Navi. This is prolonging the issue. Also, testing this: http://wiki.spinout182.com/w/Debug_ROM:_Scene_Table I noticed switching tt values causes graphical errors. I don't think you should be relying on maps for this, they're highly inconsistent.
  18. Okay weird, I did update the patch... might need to recalculate the CRC...
  19. Custom enemy based off of Stalchildren is crashing on hardware: http://www.mediafire.com/download/gisa51g4kaid0sh/TinkyWinkyStalchildren.ppf Used the Model2F3DEX2 on the model. Here's the model files too: http://www.mediafire.com/download/krw4aw3v3lb1276/Teletubby_TinkyWinky.zip
  20. What I suggested only needs a few lines, but okay, sure... if you think that's simpler? I don't think that's even a good idea, because disassembled and re-assembled actors will crash on console (likely) especially if it's spinout's tool.
  21. Space? No problem. Add code to the end and change the size value at the end, make a JAL reference to it and a relocator in the section of code. It's better than a code hook. This warp portal is a spare actor for my mod anyways.
  22. Collision? Perhaps.. although how would that explain just moving the mesh? (Unless I moved the collision without realizing?) EDIT: also waterfalls are just the mesh, and not part of any collision. So what about that? EDIT2: kk, I assumed this wasn't posted since JSA agreed with me.
  23. So I had a theory, and ran a quick test... I'm not 100% on everything, but I've figured out 2 things: 1.Water texture animation is based on what scene you're in (based on scene index), so a map that has water will work 2. Water (animation) flow/direction is fixed on what scene you're in (or just based on a fixed direction) ----------------------------------------------------------------------------------------------------------------------------------------- **EDIT NOTE: the direction is not fixed for water textures on map mesh, but it seems like the animations for ToT, and maps with water, have similar scene table values, but ToT animations seem to have an apparent different animation. Likely based on a scene check in code? ** ** Some scene-specific things still occur, but both theories are proven otherwise. I still hold the fact that there's a possible DA command in the zmap display list that dictates which textures animate a certain way ** ----------------------------------------------------------------------------------------------------------------------------------------- I figure if you make a map for a level with water, you have to add the texture to the map, and possibly give it a special value and rotate the map so that the water flows in the direction you want it to. Might be a DA command in the display list (which needs to be confirmed). So when you have a map with water, you have to add the mesh to the map with the water texture, and give it a special value for it to work. Some maps might not have a fixed direction since it's possible the Water Temple has special properties for some parts, like the whirlpool chamber. Anywho, Lake Hylia is special in that it seems to generate the texture automatically, so you will have to figure out the rest on it. *Test was done rotating the river texture/mesh in Gerudo Valley.*
  24. Oh Jason777, I was just curious... is it possible to make the Z rotation force a cutscene value? I want to be able to change the cutscene value so I can force a custom cutscene rather than rely on the cutscene scene index list.
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