Airikita
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Everything posted by Airikita
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You can download my tool to find more, but you won't find them all.
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It fits so well, very nice.
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If you move your audio to a new location, you will have to do (start_offset_of_custom_audio) - (start_offset_of_Audioseq) to get your new offset for your audio/music to enter in to Audiotable.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Thanks, I'm also aiming for challenge too. Here's a sample of something I've been working on today: -
The resemblance is striking...
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Come to think of it, my grandpa thought it would teach me how to do things on my own if I plugged in his satellite box (I think he was being lazy). Anyways, I did get shocked, a small electrocute jolt which made me cry. I touched one of the prongs, and I think it was a 3-prong plug, or it might've been 2-pronged. Anyways, it made my arm, and the rest of me, vibrate painfully.
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1. banged by forehead on a skate hanging in someone else's basement, mother never came even though I screamed and cried, ended up with a long-ass horn of a bump on my head (like a unicorn, but not really...) 2. trip numerous times from lack of coordination... 3. hit my head on things a lot from lack of coordination... 4. grated my fingers on a cheese grater a few times. 5. nearly stabbed myself with a meat knife a few time because I would daze off pointing it towards me (yeah, very very bad). 6. bump into walls/lose balance and hit myself on things. 7. rammed my feet, legs, etc... into corners of tables, chairs, freezer causing excruciating pain from lack of coordination... 8. was bullied on a tire bridge, while kids jumped on it to the point of half of my thumb nail bending backwards from my thumb. Accidents are frequent for me to the point of being as bad as an injury. I should probably have had a broken limb from my past accidents, but otherwise just faced bad scrapings and severe agony. Lucky on numerous occasions. I probably have more injuries that have happened, but I prefer to forget about the past.
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Awesome stuff, hope to see the expanded version of this.
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It also won't be easy to relocate it either, since I attempted to relocate the Audioseq table once and the new ROM location bugged up/didn't work.
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I'm moving this over here since this is more related to your thread of replacing Navi. I believe what you found is beta because if what you're talking about is what I'm thinking about, I found that long ago too and replaced it and it didn't make a bit of difference. I've changed my fairy to Tatl so I want to replace Navi with Tatl. I was hoping maybe using Rice's plugin to dump the texture and then convert it to RAW using ZLE2, I might be able to find where in the ROM it is located. There's a PNG2RAW converter in there but I kinda forgot how it works. ^^; Oh, I forgot about the PNG2RAW. You just drag the PNG and drop it over the icon for the PNG2RAW tool. If you find it, let me know the address for OoT Debug, I've been a bit busy lately.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Here's a quick idea of my storyline idea: Link is having nightmares because he misses Navi, so he goes crazy from lack-of-fairy-love, and starts hallucinating Unicat. Unicat is the manifestation of Link's delusion in a crazy hard mode journey, and Unicat is the manifestation of his happiness in his crazy delusion to keep him somewhat stable. The world has been changed by the King; the Deku Tree was revived (because fuck the Deku Sprout until Adult Link's timeline), and Hyrule was totally flipped. The Deku Tree still dies from complications of aging, rather than a curse, because he was already old, and didn't matter if he died from the curse in the first place. The fire inside the Deku Tree, is partially from a curse, but his age makes him too weak to resist the new curse. It also represents a symbolic death of the Deku Tree's age destroying him inside, which only manifests itself more from a curse. This "curse" isn't Ganondorf as Ganondorf is dead, something else is causing it.... I know what that something is, but the storyline will have to be connected later on as it progresses. ----------------------------------------------------------------------------------------------------------------------------------- UPDATE: Dialogues tweaked, and Kokiri Forest cleaned up a bit: What still needs to be done: - Deku Tree still remains incomplete, and needs to be touched-up a bit more for a complete dungeon -
I've never been able to figure it out yet. I guess the only way so far is if you could rip the Navi name in a raw format and locate that hex code in the game? I've been trying to find Navi's texture for the c-up icon in the game, but I can't find the real one. Ripping the textures from hex is tricky, and varies on byte size and type. I'm getting good at deciphering which ones they could be, but finding them is still a trial-and-error process (especially when ZLE2 doesn't dump them). I found "Navi" in do_action_static, but it's not the right one (possibly beta texture). I need halp!!!
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First time success: I will change the pixie sounds when she flies to a bell ringing, but I need to change "Navi"'s name to Uni.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
The new Navi... Unicat: UPDATE (now with new sound effects): -
After swapping Navi for a new actor, and copying-pasting a new section to make her uniquely pointing to the new list separate from the other fairies, this is the result: Making Navi a new actor keeps her model separate from the rest. It's possible. There's multiple pointers to one part before fairy wings are rendered, which seems to suggest it renders the 4 wings. Strangely enough the ones before it are wings too, perhaps part of the wings are animations, but the rest are just rendered.
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Double posting because this is separate. I then place DA 38 00 00 01 00 00 00 DE 00 00 00 08 00 00 00 at the end of my file again, placing it at 0x5BC00, I replace the pointer I originally made to point to 0405BC00, and add DE 00 00 00 04 03 B0 30 DF 00 00 00 00 00 00 00 on the next line. The first line will allow the heart piece to face the screen, and DE 00 00 00 04 03 B0 30 is my heart piece test subject. Successful result: It's difficult to notice because we're used to this playing OoT, but without DA 38 00 00 01 00 00 00 DE 00 00 00 08 00 00 00, the Heart Piece would not face the screen, and show the sides and back.
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I've been attempting to replace Navi with a new character, so lately I've been testing a new theory, and got it to work. However it is still incomplete, I would like to post the info here for future reference. In the fairy AI the display list is loaded in code: This makes it 0x16A48 within gameplay_keep, which comes up with this list: 0x16A40 points to 0x16A10 which points to the start of the list at 0x16968, which appears to be a rendering list. When I copy and paste it to the end of my gameplay_keep, it starts at 0x5BB10, and I change around the pointers to match up with where they originally point to (except the ones I don't need to). You also want to change the fairy code to 3C060406 and 24C6BBF0 to point to the pointer it should start at, highlighted in green below: Each corresponding start per rendering section (that ends with a 04 reference) in cyan are re-pointed until I repoint them all to go to the new display list I want to replace, Navi's orb (originally 04015780). I did a test with the Heart Piece in this example, however if you use a square plane to orient the new model to always face the screen, might need to point to this before your new display list model: DA 38 00 00 01 00 00 00 DE 00 00 00 08 00 00 00 In case you're wondering why, when each line reads from its offset, the display list it corresponds to ends in DF00000000000000, which brings it back to the next line where the last left off (I'm guessing), without the other pointers pointing to the correct offsets in order, you will not get the end result. You might have to pad an extra line and re-point the texture you added, or add it to the end of gameplay_keep, and add a DE - DF pointer to reference your new model after those commands. I haven't been able to test doing so with my new model (Milkshape is not working) but here's the result of the successful test with the Heart Piece: This was done with the new list I created, and is separate from the original which still remains in tact for a normal fairy. You can even change the other ones if you know which ones you want to change.
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N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
The DE is calling inline to the actor, which in the actor file is JR RA at 0x0. I don't see the purpose in it on its own, unless it's used with other combinations. EDIT: I did a successful test with switching Navi, creating a separate list: https://www.the-gcn.com/topic/2618-singling-out-navi It's possible it's for Navi-only, but without it, it wouldn't work properly. EDIT 2: How to do transparent part again: -
N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
Actually I did a quick test with replacing the pointer to Navi's orb with the Heart Piece, and behold! It doesn't face the screen. Seems related to those attributes it originally points to. EDIT: I put a DE - DF pointer at 15790, and guess what? The heart piece now faces the screen! Those commands before E7 have something to do with it. -
N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
I need to make this suggestion... Some objects use flat planes to render textures in a 2D illusion, such as the Hookshot pointer and Navi's orb.... both of them rotate to face the camera. I noticed in Navi's code that the display list doesn't point to the "white square" that's her orb in gameplay_keep, and none of the display lists loaded point to it. The address is 0x15790 in UoT, yet in gameplay_keep there is a pointer 04015780, which apparently references this model. It's possible I just overlooked something simple in the display list, but when I switched the hookshot pointer code to use a new pointer, the new pointer did not rotate properly to face the camera. It could just be part of the code, but is it possible the display list has something in it that might utilize a rotation -
Hegoessuperfastbutnotfasterthanmycar-ohhhh?
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Okay, deal. Actually I've already decided on a new replacement Navi, it's going to be like a unicorn, but different. Seeing as there's mixed votes, I'll call it quits here, and use your idea. I can't promise I'll get to it yet though.