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Airikita

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Everything posted by Airikita

  1. Interesting... they appear more frequently with Epona though... more often than any big Stalchild. On a side-note, Epona was not made for drawbridge:
  2. Fair enough, but this isn't modified... I've never seen this stalchild playing a regular game on OoT... I didn't change the stalchildren in this ROM as I used a fresh ROM to hack Epona with. EDIT: Here's a different shot, showing the body as much as I can: Maybe they didn't keep this because of how they glitch when Epona hits them?
  3. I'm guessing this is some beta code... it seems like it was meant to appear in adult Link's timeline too? I think maybe they scrapped it because it was too big, or didn't fit with the story? Normal stalchildren are still normal size. PS: it's in the day time because it's glitched... when I hit it with Epona's hooves, it froze up like that.
  4. WELL WELL WELL, this happened to appear during playing around with my Epona hack: It glitched and got stuck, so I was able to get a shot of it seen here,,, but this is an unmodified Stalchild, I didn't change it's scale/size. Somehow this Stalchild appears only on Epona. The normal large Stalchild still appears while on Epona, but this third monstrosity appears when on Epona... seriously... how dafuq??? I never seen this on a normal game. Is this for MQ?
  5. Success, but with unfortunate problems: Epona works fine in Nemu, yet has some weird problems... Ocarina Songs don't work properly (and I expect other things that Link does too) and no Stalchildren? Epona does not load in Mupen at all... EDIT: Bugs fixed, Epona works fine... minor problem: I had too many groups loaded.
  6. Hey guys, currently working on making Epona work for kid Link: So far she now can be summoned by kid Link, but also figured out how to make kid Link appear in adult's timeline! If I can separate the two, I'm sure to make it controllable with an item to put kid Link there.
  7. That's customer service for you though... they don't always have the answers.
  8. I have Deku Tree's cutscene to do, but there's plans for switching models for it. I've been picking at the cutscene info lately digging for info. Also a map I want to make that won't happen without a working importer, so I'm not really worried about that currently either. I've been brainstorming today too. There are many things I want to do that will require new models. I'm still making notes as I've already completed the Deku Tree I worked on.
  9. I feel awesome and want to hack today, but I'm still stuck until my Unicat gets fixed... has there been any progress on this?
  10. I was thinking the exact same thing today...
  11. OMG, guess what comes before besitu_scene? ~~~ GANONDORF'S BOSS ROOM: ganon_demo_room_0 16720 .zmap 0353F000 - 03543150 besitu_scene 1200 .zscene 03544000 - 035444B0 The way this is ordered suggests that they were making room 116 AFTER working on Ganondorf's main chamber. BADABING!
  12. No, but I'd like to know how to compress an uncompressed Debug ROM...
  13. *.* OMG, those girls and boys are CCCUUUUTTTTTEEEE!!!!
  14. lol, I should... stalker blade trap... So, here's the result of masacre speed, and changing the radius, etc:
  15. 0080 0085 Sliding spiked metal trap xyzz x seems to control speed, 3 is pretty fast 0 or 1 - probably doesn't move... F - chainsaw masacre y determines the distance the trap slides, or the radius of which it spins in a circle (when zz is 20 or A0): 6 - normal A - as wide as Ganondorf's chamber zz: 00 - normal 20 - spins in a circle 30 - vertical 40 - stays still, no sound (maybe moves when Link is near?) 50 - vertical 60+ - doesn't move, but still makes noise A0 - spins in a circle FF - Doesn't move or make noise (Notes are WIP and being updated as testing progresses)
  16. It could be that they couldn't match the theme with him very well, considering it didn't look like his "room" that he'd want to be in. It's very grungy like a dirty, dingy basement. I guess it wasn't the right setting. Ah still, I could just picture you killing him the first time, and before you think it's over... POOF! You're in another room and Ganondorf has more health and shit to throw at you! I love the textures in this room, though, but surely it doesn't fit Ganondorf's exquisite taste in aesthetics.
  17. Yeah, I pointed out the alternate headers for him. I think it's a matter of figuring out which one is for adult, and which one is for child.
  18. Check this out guys, proof that this room MUST have been designed for our little Gannydirk here: One step past the conveyer belt into the tiled floor, and Ganondorf can hurt link when he pounds the ground... standing ON the conveyer will avoid any damage when Ganondork pounds the ground like a fister. Not only that, but it's more apparent that the animated conveyer belts signify some sort of obstacle to keep the player inside the tile floor so that Ganondorf can wail on Link with his shockwaves. This adds some difficulty. My guess is Nintendo thought it would be more challenging if the player fell and had to climb up? Idk... but it seems as though this would have made Grannysmurf more of a challenge, maybe a tiny bit of a pain in the ass. Perfect final boss challenge... but they failed by making Ganonbork too easy in the final make... maybe the final form didn't exist, and this was planned as the final room. Perhaps this was meant as a 2nd room where Ganondorf teleports Link when the HP gets down enough, and this room could have been a twist to the fight before the castle collapsed? My guess is they might have been unable to change the room to this one easily, because of loading delays, if this was meant as a 2nd leg-up before he passes out from Link. What do you guys think? Maybe it could have been good for a round 2 against Gonanfork here before his final form, making the final boss longer and more interesting...
  19. I figured as much.... even so, the original besitu file wasn't changed... so, uh... ??? Uh? I just usually don't have a response to everything... anyways, whatever the solution to this bug will be appreciated as long as it works. Mzxrules made the situation clearer to me. The mask is still staying at 1111 1100 without changing to 0011 1111 to shift the bits in order to display the proper hex value. Still, an option for advanced binary editing would solve some of these problems. Could be something you can check off, like "Advanced Editing".
  20. Thanks for the files, very much. I'll have to dig through these, but at least I have map files I can recognize... some actors have been moved/removed in Debug for MQ.
  21. Airikita

    Is Chi real?

    I fell into the chi/ki path before, spells are more effective in wicca than this hoax. I used to try everything to control it, and yeah I could feel my hands get hot, so there's something to control... but a lot of these "documentaries" are a buttload of bullsh**. You're healthier/stronger to be more down to earth and exercise and eat right. You'll be stronger than focusing on some supernatural ability. I also controlled the wind at some points in my teen life... I could try to redo it, but it makes my emotions unstable. Honestly, why bother controlling powers and elements? You'll probably mess up something... even if you could fully control something, which even I had limits. I might sound weird talking about this, and I don't really care about it anymore... real power is in yourself, not some aura or magic.
  22. Screw the bikini/bra too, show some nip-nip dangit! Don't be afraid.
  23. I would rather be able to edit the binary as an option myself... I'm nerdy/geeky enough to know what to do. There are different actors that use different masks, and frankly I think I'd rather have binary mask editing as an optional feature. I'm sure xDan will think of something for the other part.
  24. While we're on the topic of fixing SceneNavi, problem: Because I moved the scene and map file for besitu, it doesn't detect the file. This could be because I didn't change the DMA data, but I changed where it reads the scene file... I didn't want to have to re-calculate the CRC/CIC to run a test... eh, not sure what you could do about it? I mean I'd have to re-calculate the CRC to run it again on mupen64 if I changed the address in the list (which the game doesn't really "use")...
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