Airikita
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Everything posted by Airikita
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Ermahgerd! Shh~ It's supposed to bee a secrt! ;o
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(No worries, I don't expect fast replies anyways) Yeah, but do you think there would be a difference in performance compressed? Perhaps it's a silly question, since that the problem for my mod (and everyone else's who converted models) is graphical. Apparently the "fix" I did didn't work, so I'll have to run some more comparisons later and fix up Unicat. I haven't been looking at my mod lately, probably won't until the holidays. But... my concern was the placement of my data, which doesn't seem to be an issue with dma considering the way OoT loads the files. As long as it's a rumor, then I shouldn't have to worry about it. I anyone has more ideas for hardware compatibility, it would be good to get other insight on this topic. Like you said, the compression tool mixed up things up. The emulator is being picky, and I went over the stack function a few times. I'm pretty sure I might have to do a copy/paste of the POP command likely. (Goes to read wiki) -------------------------------- EDIT: It's likely I'll have to compare some other objects, like snow, and the dot that faces Link when using the Hookshot. I could also just remove the Push/Pop commands, and see if that resolves anything (if that's the source of the issue, which I don't think it is).
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Oh I see, neat~!
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I like mine salty/spicy, so I go with: - Mushrooms - Olives - Jalapeno Peppers - Bacon It's the kind of Pizza I have when I REALLY want to spoil myself.
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It works on console too? Does that mean you figured out the issue with OoT models? Btw, it all looks fantastic!
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I CANZ CHZEET WIT DIS, I GETZ POKYMANS WENAVER I WANNA DO WUT I WANT!!! CHEK DIS SHET OOT: I CANZ PLAY POLKAMENS ON POKYMENS SATDEEUM 2, CUZ I PRO! I ALSO SAY OOT CUZ I EM CANADIENNE, CUZ IM ALL ABOOT DAT! HOLY SHET, PLOKYMOMZ!!!!
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OMFG, DIS SHET WERKS AWN POKYMAN STADEEYUM TU: http://store.kitsch-bent.com/product/usb-64m-smart-card GIT ET, I CANZ TRANZFUR HAKKED POKYMENS TO EET!!! HOLY SHEET, I GUTS TO GIT HACKZING!!!!
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On the note of hardware compatibility... HeavyZ has notified me that mods with new textures tend to crash or do weird things on his console... he tested a mod with custom textures (maybe it had model import, but maybe not) and he mentioned there were errors... My Unicat crashes the console, but apparently some other mod he tested had a similar issue.
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Final title screen edit: I worked out the kinks... while it's still messy, it seems to work. it's my first import. I might have to clean it up more, but it seems good. I will be able to test it later.
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Finally got good music working: (Music import around 5:40) There was documentation for it, but the information was missing other details... however, I think I'll be able to get better music done with more practice in GBC, might be able to compose my own music for my other project~
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You can name it something else, and use similar concepts... I mean, the concept of a Light Temple is nothing new. Just, of course, make it your own. I'm also glad people want URA to die... I mean, it's hard to bring it back, we need to get away from it. Original stuff is more fun/interesting. I'm mostly glad because I thought people in this community were still clinging to the idea. Not all of us, but some people... eh...
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Well okay, I think people still have trouble moving on, but maybe this will spark some interests again. I don't see a problem, other than you'll likely never do the level of ASM hacking the URA team did, but you can probably make something unique! I am intrigued that you're interested in tackling such a big project... just be careful, you might get a lot of good/bad feedback. I think everyone should just sit back, and let the guy try~
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Hey guys, I haven't got around to any changes lately (really behind in school work, a lot of work...), so I might release a prototype for now... I could add a save feature, and just slap it on my MediaFire for access. I'm also still waiting for someone to test my mod, so it's not like I'm out yet, just everything is held back. So, is anyone interested in a prototype? I could keep working on it, but I'll have to review things again to be sure I'm getting the right functions, etc... from actor data files. It can get messy, since there are functions within the code that I will have to convert, and think about how to use that. I would have to read the data like an interpreter would.
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Great work CloudMax! I've been too busy to work on my tool... I might release a prototype, but I'm still unsure.
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Footage of URA Zelda Trailers on YouTube
Airikita replied to _MarcMadness_'s topic in General Gaming
Well, projects that are overambitious have a tendency to have members with high egos... it becomes predictable. Not saying all over ambitious projects suffer the same fate. -
Footage of URA Zelda Trailers on YouTube
Airikita replied to _MarcMadness_'s topic in General Gaming
There are other projects going on, so enjoy what The GCN has to offer. There are plenty of interesting hacks going on. -
That has been my thought... yet for reference, if it is necessary, to change it as needed.
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Added shiny rate ASM hack and new Rival Trainer sprite: EDIT: fixed her legs up, and colored her in more... she looked terrible before. I'll probably look into making new Gym Leaders possibly. I haven't edited the Rival's overworld sprite yet, I've been reading up on music editing to try to import my own midis/FMTs... I might have to make a tool, Pokemon games are not as extensively documented as I assumed. I want to customize the Titlescreen music, but there's nothing on that, and, due to the RAM limitations of Gameboy, I am having difficulties finding the music sequence for the Titlescreen... my thoughts are it's loaded on-the-fly as the game is running, rather than have it pre-loaded into RAM. It's probably easier because the ROM is smaller, and you can find everything... but it's still a butt to hack. I didn't expect extra work, but, as far as I can see, nobody made a tool for importing GB/GBC music (I could probably dig more... not sure though). -------------------------------------------------------------------------------------------- EDIT: Yeah, pshaw, I can probably make a tool for it: It's not obvious what to do with it though, for now.
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If anyone is experiencing hardware compatibility issues, is there any information regarding the dmadata table? dma is used for hardware-specific access, and it might be necessary to change the table according to changes when modding, perhaps the lead cause of hardware incompatibility. Has anyone tested this? I could get a test, but I don't have my own ED64.
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Why Documenting ASM Hacking is Difficult (Pokemon Gold Example)
Airikita replied to Airikita's topic in Modifications
Exactly, and my way of hacking is just... the way I think, I dunno, I forget at the end my thought process. Short memory span likely. I find videos are going to give people a perspective into the difficulties and problems ASM hackers face, because I do hear a lot of complaints to ASM hackers, so I just want to raise some awareness to what we are dealing with at times. I like to pick at small value changes, and the Majora's Clock picked at one value. I like to simplify things, and that simplification is what throws people off... I mean, look at this explanation some ASM hackers are giving to beginners (ignoring my post at the end): http://hax.iimarck.us/post/31226/#p31226 Like... holy geeze, you're going to show a WACK of ASM code to beginners? Just doesn't work... me, personally, I got headaches trying to read their explanations, and I am experienced. I do believe these guys know what they're doing, but throwing chunks of code/algorithms at beginners is like throwing potatoes covered in grease fire, and expecting them not to panic! So, to give some front-views, I'm going to record my findings (especially when I know I can find something) I basically simplified their explanation: Like... it was useful documentation, but it was like "tl;dr", I just couldn't stand reading it. I do best when I breakpoint, and find my way around RAM. I guess the visuals help out better. I mean, most people are visual, so videos give a better perspective. EDIT: and yes, I understood what they were talking about, I just.... couldn't read all that at once. -
This is when I'm trying to find something: And an hour later (when I find it): I get lost in part of that video where my mouse.... sits there... It's not like I'm trying to keep things to myself when I do code, but this stuff is tricky... sometimes we get lost ourselves, but it is called "hacking" for a reason. Picture you're taking an axe and HACKING away at a log... sums it up. We do something until we hack-out a result. The result may lead to weird things... Some code is used in multiple places, stored in random places, changes into another value, transforms, goes to another function, turns around, and.... eventually you crap your pants if you find anything. Fail one day, try again the next. When I try to explain it I can't... and I think I speak for all ASM hackers here when it's like "we did...... stuff......." Yeah.... stuff...... It's not to be cruel/mean/rude/snobby, it's the way we do things, in the end we can't always write it all down either. I make notes, and sometimes those notes are in spots that are irrelevant to what the code is actually doing to what I'm looking for. You/we can get stuck in LOOPS, and those nasty shits are what confuses us more... it's like sailing in a boat, and you hit a whirlpool. In all honesty, this video is probably a good beginner's tutorial, so it will help you if you want to learn ASM hacking tips.
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You need the other objects... I think Kokiris use 4 or 6 objects, including animation files. Some actors (like Ganondorf) use multiple object files. It's a bit convoluted, but look at Kokiri Forest, and use any group values there that don't match up with things like Kanban(sign) and greenery, etc... If you want, I can post a video of me doing that.
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ovl_Kaleido_Scope for the chests for dungeons on the status screen? Should be fun moving those to match the minimap. Of course, you can do the minimap later.
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Some more sprite changes: I think I'm done for Miku's sprite.
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Found the palette flag for the overworld sprite: And uh... it was tricky, not one of those simpler things to find. Gameboy assembly is all over the place, like jeeze... your commands can range from 1 byte to 3 bytes in length. Editing is not very flexible, although it can be really easy since the jumps (calls in Gameboy) are just straight addresses. Although there's multiple stacks within the stackpoint list (sp). I think I'll edit the sprite eventually.