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Airikita

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Everything posted by Airikita

  1. Airikita

    Saria's Animations?

    Well, I did use it for my Saria mod: You can see it as she's floating. This is a WIP, so Saria is still missing animations and pointers
  2. I look at both. Hex or ASM alone will tell you nothing if you don't know what the commands look like in hex when you do a search for things. Reading zobj data is showing be a lot of things too, so it's not pure MIPS and hex, it's a mixture. Although data is best viewed in hex. I learned to spot different commands that I need in hex when I do changes. EDIT:
  3. Most of it is searched within ASM, but you can also search the headers/footers in the zobj files. It's described here: http://wiki.spinout182.com/w/Animation_Format#Animation_header
  4. Saria object_sa: --------------------------- (called in ovl_En_Sa) --------------------------- 0x7B80 = Saria's Ocarina and hand 0xB1A0 = Saria's limb heiarchy 0xE908 = When Saria raises her arm (before waving to Link) 0xF1D4 = Saria waving her arm/hand to Link 0xEBB0 = Saria running 0x21D8 = Saria standing casually 0x1186C = Saria moving her hand out (before) 0x13008 = Saria holding her hand out (after) 0x15220 = Saria holding her hands to her face, giggling 0x11580 = Saria standing moving arms crossed behind her back, casually (before) 0x12100 = Saria standing with crossed behind her back, casually (after) 0x1D50 = Saria sitting while playing the Ocarina 0x10C44 = Saria turning around? 0xBAEC = Saria sitting while playing the Ocarina (alternate) 0xC500 = Saria putting down her Ocarina 0x1D50 = Saria sitting while playing the Ocarina (again?) 0xCFD8 = Saria sitting, nodding after Link learns a song 0xD7E8 = Saria sitting bringing the Ocarina to her mouth 0x1291C = Saria putting her hand to her face, then moving it away 0x11C38 = Saria putting her hands on her hips (before) 0x14470 = Saria with her hands on her hips (after) 0x14850 = Saria leaning forward? ------------------------------- (called in ovl_Demo_Sa) ------------------------------- 0x1334 = Saria hands on chest, then raising her arms up (when sealing Ganon/Ganondorf?) 0xDF80 = Saria raising her arms up (medallion cutscene) (before) 0xE500 = Saria holding her arms up (medallion cutscene) (after) 0xFFD4 = Saria sitting in mid air (when on Darunia in credits) 0xF580 = Saria sitting in mid air, looking down (when on Darunia in credits) (before) 0xFCE0 = Saria sitting in mid air, looking down then back up (when on Darunia in credits) (after) 0x1113C = Saria standing with her hand on something (leaving Kokiri Forest cutscene) 0x140BC = Saria holding Ocarina to her chest 0x135EC = Saria holding out Ocarina moving away from her chest 0x13CD8 = Saria holding out Ocarina (giving it to Link) ==================================================================== Shiek object_xc: --------------------------- (called in ovl_En_Xc) --------------------------- 0x4828 = Shiek standing casually 0x35C8 = Shiek playing the harp, swaying 0x289C = Shiek playing the harp, swaying (alternate) 0x4570 = Shiek playing the harp, standing 0x0B6C = Shiek playing the harp, swaying (alternate, back) 0x1A08 = Shiek raising elbows back, looking to his left 0x1D14 = Shiek holding hand infront of face (Triforce pose) 0x13AA4 = Shiek standing with arms crossed 0x177F8 = Shiek playing the harp, standing (alternate, tiny notes) 0x12FD0 = Shiek walking 0x17C54 = Sheik moving hand to harp (then bends backwards like a rockstar?) 0x169E8 = Sheik being lifted into the air (Kakariko scene) 0x149E4 = Sheik falling to the ground face-first (Kakariko scene) 0x1C0E8 = Sheik landing on feet from the sky 0x1B19C = Sheik reaching for his ass (to grab harp) 0x19598 = Sheik throwing a nut 0x19C30 = Shiek kneeling looking down (Kakariko scene) 0x1A048 = Shiek burried in the ground with legs sticking up (unknown use) 0x18B00 = Shiek raising arms in a fighter stance 0x19F78 = Sheik laying on the ground raising hand to Link (Kakariko scene) 0x11150 = Shiek's harp and hand 0x11620 = Shiek's bandage'd hand (for the Triforce or Deku Nut?) 0x12970 = Shiek's Triforce symbol 0x12AF0 = Shiek's model heiarchy 0x58C0 = (texture?) 0x4CC0 = (texture?) 0x50C0 = (texture?) 0x54C0 = (texture?) ==================================================================== Ganondorf object_ganon_anime2: ----------------------------------- (called in ovl_Boss_Ganon) ----------------------------------- 0x5FFC = playing the piano animation 0x4F64 = head down staring at piano animation (???) 0x6AF4 = head down staring at piano animation 0x4304 = Straightens back while laughing (facing Piano) 0x89F8 = Standing straight after laughing 0x1F58 = Pushes cape back (like a bawss) and turns to face Link 0x3018 = Facing Link after pushing cape away 0x7268 = Brings arm/hand up for Triforce/energy wave 0x7A64 = Holding arm up w/ Triforce during energy scene 0xEA00 = Grasping his neck after hp is 0 (GRUHHHHGGGLUH) 0xF19C = Lurched over in pain/agony (gasping for air) 0xB668 = Pukes/barfs 0xBE38 = Shocked face after puking 0x10298 = Lurches and stands up to explode (RRRAAAHHHH) 0x10514 = Arms up, exploding in bursts of light 0xADDC = Falls to knees after defeat, then laying on the ground object_ganon_anime1: ----------------------------------- (called in ovl_Boss_Ganon) ----------------------------------- 0x2D2C = Ganondorf punching the ground 0x343C = Ganondorf recovering from punching 0x1B0C = Ganondorf raising arms to change multi-orb attack 0x1FF8 = Ganondorf with arms up gathering energy 0x0540 = Ganondorf, arms in, readying to throw multi-energy blast 0x0FE8 = Ganondorf throwing multiple orbs 0x1440 = Returning to floating after throwing multiple orbs 0xAA24 = Raises hand to charge single orb 0x738C = Throwing one orb 0xB4AC = Blocking orb with cape (when Link hits it back) 0xBC28 = Blocking orb with cape (when Link hits it back) (alternate) 0x8128 = Recoil when struck by his own orb (before) 0x8F44 = Moves arms to crossed after being zapped by orb (after) 0x8A88 = Holding arms crossed (floating) 0x4884 = Recoil when struck by Light Arrow 0x4DA8 = Zapped by Light Arrow blast (before) 0x3D40 = Flailing after blasted by Light Arrow (after) 0x63CC = Flailing after blasted by Light Arrow, falling down (after) 0x69A0 = Kneeling down after blasted by Light Arrow on the floor 0x58C4 = Hunched over on ground, gasping for air (after Light Arrow) 0x6028 = Standing up, back to floating, shaking off Light Arrow energy 0x9D5C = Puts cape up if Link shoots an arrow unstunned (before) 0xA598 = Returns to floating (throwing arms back) after shooting with arrow unstunned (after) 0x96B0 = While on ground: recoil when hit by Link's sword 0x9A14 = Returns to floating pose (shaking off electricity) (before) 0x9A20 = Floating with hand on hip (after) ==================================================================== Child Ruto object_ru1: ------------- (Child Ruto) ------------- 0x690 = Ruto with arms behind back facing Link 0xE54 = Ruto standing with hands on her hips (in warp portal) 0x1488 = Ruto (in warp portal) moving her legs, crossing her legs, floating 0x2058 = Ruto (floating) with her legs crossed, waving hand at Link 0x2990 = Ruto (floating) uncrossing legs before teleporting 0x3784 = Ruto raising her arms up (Zora's saphire?) 0x3608 = Ruto holding her arms up (Zora's Saphire?) 0x2EC0 = Ruto putting her arms down from holding them up 0x97B8 = Ruto standing casually 0x4074 = Ruto turning around 180 degrees from facing Link 0x78E4 = Ruto walking 0x7534 = Ruto lowering herself to sitting position (before) 0x6B9C = Ruto sitting in lotus position on the floor (after) 0x4350 = Ruto flailing on her back 0x4648 = Ruto flailing on her back (pointing at Zora's saphire scene) 0x63F4 = Ruto Running to Zora's Saphire and picking it up 0x4BF0 = Ruto recoiling (when platform shifts before rising) 0x9060 = Ruto's head popping out of the water during ZS cutscene 0x13A64 = Ruto floating in water (ZS cutscene) 0x8AA8 = Ruto flipping underwater (ZS cutscene) 0x12E94 = Ruto kicking/swimming on her back (underwater) during ZS cutscene 0x8100 = Ruto rolling forward after swimming backwards to give ZS
  5. Airikita

    Saria's Animations?

    And yet it's in her file, not Ruto's...
  6. Airikita

    Saria's Animations?

    So, I was digging through Saria's animations, and I found this one: Saria with her hands on her hips? I don't remember seeing this before... any ideas what scene this is from? This is different from her animation with her hands behind her back: ----------------------------------------------------------------------------------------------------------- 0x11580 = Saria standing moving arms crossed behind her back, casually (before) 0x12100 = Saria standing with crossed behind her back, casually (after) 0x11C38 = Saria putting her hands on her hips (before) 0x14470 = Saria with her hands on her hips (after)
  7. I'd like to see you use this one:
  8. LOL, I'm so laughing at how people will be raging over your Forest Temple... I would rather give a timer that resets the room if they don't clear it, and some obstacles aside from flame pillars that players can avoid a bit better (spike traps are good), but that's just me. Keep in mind the playability of it Petrie911, not just by making it a guillotine, because even a guillotine should have points of playability, and there's a high level of unfairness to that Stalfos fight.
  9. I'll release an updated patch when more changes are made to Epona. I will allow freedom to win Epona as a child instead of switching to adult just to run around with her. I'll also be changing her voice to sound more like young Epona's (it's not even close to the Epona in MM because she sounds like adult Epona). EDIT: New updated patch is available. Changes are: - Epona can escape Lon Lon by jumping the fences with young Link - Epona now makes child Epona horse noises (except I didn't change the galloping/clopping, which I didn't see necessary)
  10. Everybody deserves this Epona, so no worries. I'm thankful for MM Epona being identical to OoT's little Epona (by model design/structure, and not so much the display list itself), so it was a much easier copy-and-paste of animations. Animation headers were identical to adult Epona (aside from the two offsets), so it was just a matter of copying MM Epona's set and re-pointing everything that was similar. Of course finding where the limb index was applied was tedious, but I figured it was in Epona, and thankfully it was.
  11. Use associative arrays perhaps... those are quite useful depending on what you do.
  12. Disclaimer: This patch replaces the original Epona. If you want to modify it to use both, that is up to you. Also, Epona's groups are placed in almost every map (just don't go to the Master Sword with her ) Download: Young_Epona_by_Airikita **Latest Update** Mirror: http://wiiking2.com/files/Airikita/Young_Epona_by_Airikita.ppf **Latest Update**
  13. Epona is now ridable: I found the pointer, which was literally.... her ass... Link was riding Epona's ass. More specifically her left butt cheek!!!! Derpona showed me the way.
  14. Airikita

    This or That?

    I saw Soul Calibur, but never played it... I loved the appeal of it, but never heard much rave for it. I'd say Mortal Kombat because I've played it a lot as a kid. Epona or Crimson Wing?
  15. Some Derpona moments to fill in the void: Trying to figure out which part of Epona's body is supposed to position the saddle. I managed to add a space for the saddle, but I need to position it so Link will stop humping Epona's leg. EDIT: Even MORE Derpona:
  16. Fantastic. A lot of this will be very useful. :3
  17. Pretty accurate comparison to Nintendo's code... I'm working with something which already existed as a glitch, so nothing connects directly.
  18. Current situation with attempting to disable Epona when Link gets knocked off/hurt from Epona: There is a solution of forcing Link's function to dismount Epona, but much revision is needed.
  19. I have now, but for now I need to force the setting that switches the camera to Link. I'm still digging for it, but I have also been busy too. I may not fully fix it until the weekend. I changed three things to make Epona stop clean without errors: - changed one value from player control to disabled - 0'd a pointer that was referencing player values in order to keep Epona from moving - 0'd out another value in order to prevent Epona from locking up when Link mounted her again So, what's left is the pointer for the camera, and I already know where it is. It's a matter of finding where in the code it gets changed.
  20. This is actually OoT Epona, I just fused her adult AI with her child model, and added MM Epona's animations. Afaik I could be missing animations, but to me I know I tested all the possibilities... I'm still working on getting Link to get hit while on Epona, and it's taking a lot of digging to perfect this feature.
  21. I didn't even have to hack MM to figure out Epona's animations, turns out the headers in OoT adult Epona are identical to MM Young Epona's animations. :3
  22. Perhaps... if I knew where to find Epona's position... I'd have to look for it, but I have a general idea of where that might be. I could "fix" it so that Stalchildren don't grow so huge for no reason, and force the size I want. That could be a fix for making Epona work in child maps, but I'm better to remove the Stalchildren regardless because they're causing problems with Link using the power spin, and some other tiny things (like shooting seeds/arrows). I'm guessing there's too many objects in the map, and their zobj files take up too much space.
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