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Airikita

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Everything posted by Airikita

  1. Of course, there will be possible boss challenges with her. It's why I made it so that Link can be hurt while riding her too. Anywho, I was just testing a few things, and I got this funky error: I think it's from some minor changes, and it also appears some code is going past the 4Mb point when running through some maps........... eeeegh.... I'm not sure if it's because of my RAM expansion, but it doesn't appear so... I may have borked something with one change. The minimap isn't such a big deal to me as I plan to disable it. EDIT: Nevermind, I mixed up some addresses... seems like everything is working properly without the one thing I fixed. It's also stranger it's using Zora's River map considering the changes I made should make it the Gerudo's Fortress minimap...
  2. My brain was too fried to even think of it... but it was a map test, not for ToT. This means Epona can ride through dungeons now, freely. Before she was restricted to Gerudo's Fortress (since it was the only map Epona can go to with map transitions), so I had to change a list of things to make it work. ...probably the most difficult hack I had to do in the longest time....
  3. Nothing to hold Epona back anymore: I'm still speculating over it though... not sure if the fix I made is hardware-compatible, or if it will contain errors. NOTE: This one was a real buttmunch though... had no idea what I was looking for half the time.
  4. Here's a good one for anyone who wanted this badly: ------------------------------------------------------------------- Shut up Navi from auto-alerting you: 0xC0A6E4 -> 3C010020 to 3C010000
  5. Splendid, and it appears to be unused. just by that ugly Beta Heart Container, so looks fine so far. Will test. EDIT: Darn, I saw that D9 before and didn't know how to stick it in properly... anyways, thanks a ton xdan!
  6. This is a notice to modders... You can freely modify (and even remove) everything after 0x03600000 of the Debug ROM as it has been officially tested on multiple tests as junk. The data is from Pokemon Stadium (yes xdaniel, etc, I know you guys know) and can be removed. However the ROM should still end with a good block of FFFF's near the end, some type of checksum for the N64 that is required. Also, ROMs go from 32, 64, and up to 128 Megabytes. I found that my ED64Plus doesn't give a crap if it's even 31Mb, but some carts are picky... so mind the file sizes when finalizing your ROMs. I overwrote the data below in numerous spots, and looked through it to find similarities to OoT's code. The data is far from OoT's coding standards, and nothing uses any part of OoT. Whatever it all is, it has no association. If we're looking for BETA stuff in there, probably not going to find it. My money is hidden content in 1.0, but even then not everything is all that different there (except that I found a beta heart piece [not the heart container] in 1.0 gameplay_keep that was unused, or it was the heart container where it was originally in 1.0). There is also lots of things we haven't unearthed, such as internal display lists inline with zactor files instead of being in zobj files separately.
  7. Ah well, she looks fine in besitu as usual: I'll try her on an actor later in the week though... I need to take a break.
  8. Both tests with RGBA forced and without, both same issue. Only tested on Navi.
  9. Well I tried both, and yeah it was over Navi on a clean ROM. I'll have to test it out on other actors later though.
  10. I think you're on the right track, but now she's invisible.... you sure the alpha channel was correct? At least she's not a big ugly rectangle now, lol.
  11. Uh-huh, and how was I supposed to know it was the same thing? I'm overworked, and there's a point in production where a team makes a project with a guideline for different tools (if any), and since you're a one-man team, you should be giving this info. I know you're overworked, but how am I supposed to know it was the same thing? You should include instructions with your tool. I mean, no software comes without a manual.
  12. Woah, it's related to your tool... I didn't know that was the proper place to type that in, geeze. Need to calm down.
  13. xdaniel: how do I add lighting if I'm not using Sketchup? Is there a way to name it in Milkshape? (I can't export obj files with my Sketchup).
  14. Wonderful maps! I love the concept for the Water Temple entrance. Gj.
  15. Very nice xdaniel! Looks amazing. Don't get me started on cooliscool... *facepalms* he was pretty paranoid.
  16. Okay, to clear up confusion with Saria: she's not a confirmed boss yet, but there are ideas floating around about her. I still have to edit Kokiri Forest before she's 100% confirmed. Not saying she isn't, but there's a whole mess involving things that are positioned on Saria, such as the target box and other things.
  17. It's gorgeous! Though I expected a bigger entrance... it's very peaceful.
  18. Hello, and welcome... I am just curious... what kind of re-texturing? Are you looking to make it permanent in the ROM itself, or are you looking to making a distributable zip file with textures? Permanent textures are more difficult since you have to use a mixture of rice's video plugin, and converting know-how to really find what you need... but you can get some high-quality results with just rice's plugin and messing with external textures. You won't get hi-res textures into OoT permanently, but you can get amazing results by using rice's video plugin.
  19. Mmhmm... I propose a challenge for someone to get a custom Navi working... one with transparent PNG... If someone figures it out, call me.
  20. Updates on the front page: Known bugs with damage on Epona hack: ----------------------------------------------------- - Sometimes Epona doesn't stop running after Link falls off, doesn't happen all the time, but in odd situations. (fixed) - Bug fixes have been made to prevent crashing on console, but has created new smaller problems I don't intend on fixing (not that big of a deal) - Once knocked off, can't go into proper perspective using Boomarang or related items - She can't be paired with Ingo's horse in Lon Lon Ranch, the custom code skewers any chances of using the rideable brown horse (which is avoidable for this mod) Improved provisions on the damage on Epona hack: ------------------------------------------------------------------ - Can only "jump" once before being hit, locked out R-button spamming to avoid an error that caused Epona to be controlled and wouldn't return to Link - Camera fix to avoid crashing on console (which also raised some minor bugs) - Code sequence is more iterative instead of called on as one big block of code, multiple conditions have been used to avoid console crash (camera error) - Epona no longer locks in mid-air while jumping after Link falls off (for obvious reasons) - Code was revised multiple times for a much cleaner check to compare proper values, also in the order of preventing console crashing - Bug fixed: Epona no longer runs after Link is knocked off when Link doesn't move*** - NAVI NO LONGER NAGS SO THAT SHE DOESN'T BORK LINK WHEN RIDING EPONA!!! Mostly had to rely on wits for fixing thus problems. Working on: --------------- - Unicat (still not working) - Tried to make tokens dropped by Iron Knuckles trigger a clear flag by using the enemy category, but is not working - Intro storyline is under re-construction for a new flow (things will be changed for the better) which is currently involving a Kokiri Forest makeover. ====================================================== Random Updates: *** Link now starts with the Fairy Ocarina after waking up - a by-product of forcing the Navi cutscene in Link's house by replacing the check for Saria's cutscene on the bridge to start Navi's cutscene. *** New sun (enjoy your nightmares):
  21. No, for some reason it looked really grainy (in general) on my TV, and Link appeared pixelated. When I removed the exception handler, it played and felt a lot smoother on the eyes. It's just the way my TV was displaying. I think mine's digital (grey box Toshiba TV) of course it could be from the counterfeit ED64Plus screwing up visuals... just something to keep in mind as it improved the gameplay quality.
  22. Possibly a slow-down on the os for the renderer? osStartThread is used every single clock cycle, so it iterates maybe 60x more (60Hz?) than the game does by frame.
  23. These things so far have improved speed on console, and improved resolution by: ==================== Step 1: Removing printf Debug function (or make it JALR RA to skip it) ---------------------------------------------------------------------------------------- 0x2CF0 : [27BDFFE0 AFA40020] to [03E00008 00000000] (JAL RA, NOP) ==================== Step 2: remove the exception handler on osStartThread (which slows down the game quite a bit, and for no reason) -------------------------------------------------------------------------------------------------------------------------------------------------- 0x5250 : [0C001CA0] to [00000000] AND 0x5278 : [0C001CBC] to [00000000] ==================== This improves performance, and Step 2 apparently reduces the grainy effect from the visuals quite a bit, makes it feel more like it's on an emulator. Even riding on my custom Epona in Hyrule Field feels more natural, and no slow-down near trees.
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