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Airikita

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Everything posted by Airikita

  1. Someone, then, explain to me why the game crashes with my "damage on horseback" hack when Link is hurt while backing up with Epona... crashes on N64, but not Nemu? Also, @spinout: Your ROM compressor is all open-source files, I don't have time to compile them to use them... why don't you release an exe we can use? Because MOST HACKERS use Windows. Thnxz.
  2. Hey guys... I need to find out where or how OoT throws exceptions, because right now lately Epona throws some sort of error when Link is hit while she backs up, and causes ONLY the N64 to crash (then again I only tested it on Nemu and the N64 lately), so if anyone has any real lead what would cause that little red bar to show on TV, any possibility, let me know.
  3. Sometimes being single has its perks... especially not giving a shit about a guy you told you wanted to go out with, tells you he wants to wait until he has a job, then changes his status to "in a relationship" in the last month... Yup, don't give a f***, and it's good. :3
  4. WARNING: ------------- I just tested running an extended cow object file on N64 hardware, if you DON'T CHANGE THE DMADATA OFFSET TO MATCH, AND RE-CALCULATE THE CRC, N64 WILL CRASH!!! So just a warning for hardware compatibility.
  5. As long as you can get it working, just review some info on the forums or where-ever... I imagine the alpha channels use some specific calculation? Whatever works.
  6. I agree, but I think it deserves a spot in my mod... there will be blood to shed, and tears to cry in my mod... lol. Still, the whole nose ring thing has a beta-feel to it. Hopefully PETA doesn't cry blasphemy over my animal hacks, I have some plans for Cuccos that can be considered cruel... but it's really up to the player what happens, so I won't make it a mandatory thing. EDIT: updated the cow post with a download link to the files for others to use.
  7. (changed) The limb has been restored with some hierarchy hackery: It animates freely from the cow nose, it is not attached with a DE command, but a slightly extended hierarchy... I had to mess with it a bit because the hierarchy was all wrong, and seemed to be damaged somehow by whatever Nintendo did. The new hierarchy is this: 00000000 000001FF 06001A80 0000130B 13E602FF 06001FE8 0000F794 0252FF03 06002760 0000F794 044604FF 06002368 0000FDED 00BC05FF 00000000 0000FFFF FF88FFFF 06002628 I basically copied 0000FDED 00BC05FF 06002628, doubled it, removed the first one to 00000000 and pointed to index 05 so that the next one would be read. I changed the x,y,z values to fit the nose around, and voila! I simply extended the cow's object file to fit the new fitted hierarchy. When I left 0000FDED 00BC05FF 06002628, the cow was flashing seizure disco colors, so by removing the original ring, it fitted perfectly. Note that it didn't show in Zelda OoT 1.0-Debug (US): -------------------------------------------------------------------- EDIT: You can download the files here for use of the cow with the nose ring: http://www.mediafire.com/download/p92qq9m1jr1t8g6/ovl_En_Cow_Custom.zip Includes .zobj and .zactor files
  8. I am not too sure, but there is a missing limb in the hierarchy... I suspect because the child and parent limbs are set to FF FF, that suggests it just gets cut out somehow by the looks of it, but I can't change it to 05 FF or FF 05 because the final limb still needs to end with FF FF. My guess is as good as yours, it might be in the cow, but the drawing function isn't out of the ordinary to me. I attached it to the nose display list with a DE command, I can't seem to force it otherwise.
  9. Recently unearthed a beta nose ring for Cows: The funnier part of this is that it does come next in the hierarchy, but Nintendo prevented cows from rendering it. Stranger still, the animation size dictates the cow should have 06 limbs, but is marked for 05... changing the limb count to 06 in the ROM does not make the game crash when a cow is drawn/animated, but the animations are distorted, suggesting a possible animation existing with the nose ring. It looks a bit discolored, but I assume they removed it in the N64 release because it wasn't too important? So yeah... guess we know why OoT3D has cows with nose rings now.
  10. Well, I tried forcing the function called to win Epona, and you DO end up stuck on her in random spots on a map... however, it's possible to force Epona herself to be summoned by forcing a false flag, or by forcing the condition to ignore the flag and force her to be summoned. I looked into the event flag for winning Epona with glitchy results, but I can make her just ignore the flags, as I can do with Link riding her to other maps. I'll have to look into those things later, I need a break from modding and focus on important things.
  11. Okay guys, I have some bad news... I know you all loved Unicat, but.... she will have to go... I'M SORRY, I KNOW IT'S PAINFUL!!! She isn't working as a fairy, sadly... if the issue gets fixed, she can appear as the normal fairies, but until then you won't see her flying around. A new twist to the story will make way though, so don't feel too sad about it. In fact, ZEY needs a bit of a storyline make-over, and a new challenge. Some notes on things I will need to do next: ------------------------------------------------------- - Enable Epona without having to win her, even the Lon Lon Ranch will not exist in my mod for a new path. - Create an overworld map design to show what the new world will look like. - Make a new creature follow Link, a Cucco hopefully, and disable Navi. I'll keep that list for now, since I'm going to be busy before I get back to these, but Unicat just killed off 3 hours of my homework time trying to fix her because I kept believing I found a solution. I think it's more related to how Navi uses CI textures, so I'm not sure if Navi's code might need to be changed for her to work properly, but it's not going to matter at this point. Navi DOES have a secondary orb that I could test with another day, but that will not be on my to-do list. Sorry, I was really hoping Unicat would work, and I tried my best for her to work on console... I might find a place for her. Maybe as a replacement for dogs, who knows.
  12. Wait... I see 03 = bomb... does that mean what I apply it to makes it explode? lol. But yeah, looks like some values seem to be referenced to Link spawning them... Also, good to know to make Gohma an enemy instead of a boss, and some other things.
  13. You can still write to the Expansion memory without my RAM Extension, I use 80780000 for my code hooks.
  14. I was about to quit on this last attempt, but I managed to finally run the game on N64 with Unicat... but she doesn't appear on TV like she does in Mupen: I'm starting to think I should start by modifying Navi to use Unicat's texture instead, and see what happens... ------------------------------- EDIT: I figured out how to make Unicat transparent by adding FC 26 2A 60 15 0C 93 7F before the texture draw command FD 50 00 00 04 05 69 B0: She still turns up funky on TV, but at least this way works. My guess is it uses a pixel on either the bottom-left or upper-left corner of the texture to determine the transparency, just like any 2D Game Engine that has transparency. Considering Unicat was a transparent PNG, this works with her. It's directly copied from Navi's display list for her orb, where she uses a CI texture.
  15. Seems to remove the blur effects... works fine on console, but doesn't look like it's safe:
  16. Well maybe... but any idea why an actor that uses group 0001 (gameplay_keep) would not use another group number? Navi is removed before her code is invoked, which leads me to believe there's some check I'm not aware of.
  17. This is in regards to getting Unicat working... I've been looking at Navi's header, and I need to know something about it: Navi: 0018 0700 0200 0030 0001 0000 0000 02D0 I know 0018 is the actor number, and 0001 is her group... but what of 0700, 0200, and 0030? In the Anubice, we can see this: 00E0 0500 0000 0015 00D6 0000 0000 0314 Epona: 0014 0100 0000 0010 001A 0000 0000 03FC In Spinout's wiki, I quote: "Now, I'm not completely sure what this all is, but I do know that the first halfword (0x0002) is the actor number. The upper byte of the second half word (0x05) determines actor category. The fith halfword (0x0032) is the object number." http://http://wiki.spinout182.com/w/Actor_format I would like to know what the filler is, because it seems 0500 means something, and Navi has 0200 while other actors have 0000 in that spot. Any thoughts on this?
  18. Don't see how that doesn't make sense, because the save data is massive, and one byte could store multiple flags if it's bitwise. If you look further down, the save data is more massive than you think.. Bosses have their own flags, and yes it's hardcoded in a relative sense. The bosses check the save data. Seriously, you're not making any sense, I wasn't referring to scene data, I was referring to boss flags. You can't battle a boss if you actor hack them to a map if you defeated them in the dungeon, because the bosses check that flag. I was saying to REMOVE the flag check to force Ghoma to be an enemy without her dying and spawning a warp portal every time you see her. EDIT: ------ http://wiki.spinout182.com/w/Save_Format "The structure for the scene related save data. Located at offset 0xD4 into the save file. Each record is 0x24 bytes long. There are believed to be 110 records, one for each scene." In any rate, flags are read through the save data, and bosses don't work once they're killed in a dungeon even if you hack them outside of the map.
  19. I have to create my own notes when making animation and model ports/swaps, there are no notes on all the hierarchies or animations. I can figure them out though, if you want a certain thing done. If you like the animation of a particular model, I can look into it. If you want the limb counts, they're listed here: http://wiki.spinout182.com/w/Debug_ROM:_ZOBJ_List Animation headers, values, etc... are here: http://wiki.spinout182.com/w/Animation_Format
  20. Animations are limited to the number of limbs, however if the animation being applied to another model has fewer limbs, some analysis can remove some limbs per frame, or pad the animation rotation values with 00000000 values to compensate for a model with more limbs (which may not work, but I haven't attempted this)... but no, that part is not easy, but it could be done by separating each frame with the limbs, and analyzing them. It would require extra work. Luckily the animations can still be transferred and manipulated. I would also assume padding with 00000000 would result in some parts sticking to the ground, making the character look disconnected. You could, however, take a model with more limbs that has animations, and trim them down to attach them to the limbs of the model with fewer limbs to get a similar result with animations. You'd have to check with the hierarchy which rotation goes to which limb on each model. Animations with the same limb count can be easy, but it's very picky. I was able to port Shiek's animations to Saria because they both have 0x10 limbs, however, even though Child Princess Ruto has 0x10 limbs, she has fins that animate, and her animations could not port over without Saria contorting herself. Shieks animations are still misplaced on Saria since it makes her float higher, and there's other issues with Ganondorf's AI not agreeing with Saria's limb hierarchy.
  21. There are so many ways to do this, most of which are messy ways to do it. I would imagine my model-swapping technique would work best, but the sword or shield might appear on Sheik's ass (or the other ones for that matter), as my experience with model-swapping results in certain attachments attaching to the other object's ass. Special additions would be required in order to point to the new display lists, or make a generic reference at the top of each object file and use it as a general reference for all objects (requiring to expand Link's file mind you), so etc etc...
  22. Navi's Display List: ----------------------- Unicat's Display List: -------------------------- Files: http://www.mediafire.com/download/2u7ujpj6094ypdq/UnicatV2.zip Unicat's Display List looks no different from before, and it's the same size.
  23. What the hell? I can't seem to use this... EDIT: nevermind, I got it working... seems to be picky about what I enter. Also, how do I uncull a face I want to show? I want my object not to make one side invisible. ----------------------------------- EDIT2: -------- I see nothing different from Unicat other than a borkload of extra stuff after her display list... now she's twice the size, which isn't what I expected, but I'll look into it.. She also still crashes, even just plain on her own.
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