Airikita
Member-
Posts
1,192 -
Joined
-
Last visited
-
Days Won
99
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by Airikita
-
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Yes, sadly the immunity-free Epona crashes on console... apparently normal areas are crashing on the N64 too, even though it's a modified clean ROM. My guess is the hack I did to spawn Epona anywhere is causing the N64 to throw a shitfitfest when she can't load in certain places. Even the cow barn/silo crashes, Kokiri Forest, etc... anywhere where I didn't put Epona's group. -
NoName (OoT Mod) [Cancelled, source available]
Airikita replied to CloudMax's topic in Modifications
You'd likely have to nerf the Deku Stick then. Removing it isn't a bad idea, but you could probably just weaken its damage. -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
My guess is it overflows the RAM, and chews out any other model/actor/HUD visual there is until it reloads, causing the flicker. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
With the RAM fix, even my old damage hack works 100% now: -
NoName (OoT Mod) [Cancelled, source available]
Airikita replied to CloudMax's topic in Modifications
Good job making it not calculate the health, can't wait to see what other stuff you have. That Iron Boot hack must have been a bit tricky. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
I will be relocating actors and objects (possibly maps, maybe not) to use the space after 4Mb. Technically Nintendo does this fantastic job of loading actor and object files ignoring space restrictions, just putting in enough files to not glitch or crash the game, then all the extras (such as Link's files and other important sections) are continuously overwritten over spaces where files can overflow. The actor and object files never touch the SP space, nor does it ever touch the global variables or player control variables. If I move the actor files and object files, I can, in theory, add enough to fill in more space than the restrictions allotted in the first 4Mb. I could even use the other spots in the 4Mb section as static references to extra code or bonus features of my choice. I was able to move Link closer to the 8Mb end, so I could move the other files of my choice instead. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Zelda's Eternal Youth now utilizes the full 8Mb RAM with the Expansion Pak memory: -
They likely lacked knowledge on how to secure their game system from hacking and piracy... probably was something they should have hired someone to do before making a bunch of failed products. At least they make good Sonic games. Anyways, I'm loving the textbox xDan.
-
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Miyamotto's dream for Ganon's castle: Iwata: Huh? At first you imagined Ganon's Castle as the only setting? Miyamoto: Yes. I thought about putting in all kinds of adventures into the different rooms, like making a dark meadow or an ocean—like in Princess Peach's Castle in Super Mario 64. http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/0 Miyamoto: That's right. (laughs) Ingo and Link have a horse race. If Link wins, he can get the horse named Epona, but Ingo closes the entrance gate to the ranch. Iwata: Then you jump over the fence on Epona and escape. Miyamoto: That's right. At first, I imagined a scene in which Ingo, in a frenzy, sets the ranch on fire, so Epona jumps against a backdrop of flames, but then someone said, "What about when Link comes back to the ranch later?" So I gave that up. (laughs) http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/2 -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
Actually, I found the error relating to the original Saria... I found that she not only had the limb count as 10000000 for her limbs, but she also had the value 0F000000 next to it. Looking at the limbs, it was pointing to her head. I took that, found the limb with Beta Sarias head, and added 17000000 next to 26000000. I had to shift things, deleted one irrelevant command, and re-pointed her matrices around to fit to the new changes: So it was a bit of a re-haul, but thankfully it was a simple 64-bit shift and a 32-bit word next to the limb count (for alignment reasons, but also how the function was loading it from a 0x0008 reference in a certain function). ------------------------------------------------------------------------------------------------------ EDIT: Saria displaying all the other BETA animations: Animations are unchanged, so the glitchy animations are not my doing. I've seen Shiek have glitchy animations when switching them before, so the glitching on Saria might be irrelevant. -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
Wasn't my thought... also I noticed something odd about how Beta Saria is so screwy. It's not Beta Saria's polygons flying around, it's Link's. I remember some hacking a while back (me and someone else found this sort of thing) that hacking the vertices in the display list of another actor caused Link to warp in similar ways. I'm curious if Beta Saria's vertices in her display list are wrong in some way... I don't know if the hierarchy would cause a similar error though. EDIT: Here you can see the effects: She doesn't make the display melt and bleed colors, but she manages to mangle up Link still... -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
Well I didn't change object_sa or object_oE3 to make Beta Saria appear... so I wonder if perhaps Beta Saria's hierarchy might be an issue? The only thing I did was add object_oE_anime to the end of object_oE3. -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
Animations and everything I checked was re-pointed correctly in Saria... the issue is her display list most likely, because you can see her model and animations work perfectly. Her rendering seems to be an issue, however. EDIT: I found this in object_sa: DA 38 00 03 0D 00 00 00 But this command does not exist in Beta Saria object_oE3... could this be significant? EDIT2: So I changed some things around, but I still get this one issue... the matter of her face is not right, and polygons are shooting all over still: She is a lot better now though, as she doesn't crash Nemu. (Crap, I forgot to change her face to a static texture *facepalm*) EDIT 3: Polygons still flying around even with face fixed: Viewing her with C-up seems to make her appear more solid, so I'm going on the assumption that it's in her AI where a limb index is being misread, and wrongly placed due to her Beta model having a different set of limbs. -
I want Ganondorf to puke real blood in my mod (for reasons).
-
The offsets to the text would be different, so I imagine you need to change the pointers that reference the text. I don't know where to find that, but in OoT the text is shuffled, so it's referenced to differently. After "I am the Deku Tree", it breaks off there, then re-starts a new dialogue. I imagine you messed up where the text is aligned between those places. The English portion of that, the "The children of the Kokiri Forest" part starts on 0x7C, where the "o" is in "Mojo", therefore you're overlapping that pointer, causing that glitch you're seeing. So, you need to find where it's pointing to 0x7C and move it to the start of the next line of hex 06.
-
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
Well, technically I didn't port the model over piece-by-piece... so I imagine the target box might be the issue, but beta Saria's limb count is 0x26 whereas regular Saria's limb count is 0x10. I assume it's in the spot where normal Saria's limb index points to, which is attaching to Beta Saria's foot in this case. A similar occurrence happened to regular Saria porting her over Ganondorf, and her polygons were flying around until I removed Zelda. My guess is that it might have something to do with how she faces Link, because Ganondorf would have a reference to Zelda in the same concept. -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
Oh thanks Zeth... I would imagine that would be the same for other beta models? EDIT: I tried it, but it didn't change anything... I even tried changing every DE to 00 as described here: http://z64.spinout182.com/index.php/topic,120.0.html -
The mouth is used, but those eyes don't ring a bell...
-
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Dat face! -
The Beta Actors - Viewing BETA animations and models
Airikita replied to Airikita's topic in Modifications
With actor models, you mostly need to point to the heiarchy, but also you need to add the animations and re-point the animations. I simply did that, but her polygons still shoot everywhere. Aria is slightly different though. -
I see: I guess I never even thought of doing that... Doesn't surprise me with the level of hand-holding this game does.
-
Quite literally, I took object_oE3 and object_oE_anime, and mixed the two files... here's the result... Beta Saria: I don't know what's making her polygons fly, but her model is in tact... I'm guessing her fairy might be an issue?
-
Don't crush my dreams! ;-; jk though... whatever the end decision is, I'm sure it will be fantastic.
-
I love it!
-
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
WIP Saria: Not all her pointers and animations are set yet... in fact, porting over animations from Saria, Shiek, and child Ruto are going to take some more time.