Jump to content

Airikita

Member
  • Posts

    1,192
  • Joined

  • Last visited

  • Days Won

    99

Everything posted by Airikita

  1. I love the new logo you have, pretty sick.
  2. Unicorn is pretty close, and I just got an idea for it too.... Presenting Unicat: I can add Kawaii poop to it too (It won't look exactly like the picture though).
  3. I should be getting to map modding eventually... still working out the kinks in my mod for the beginning. EDIT: Is anyone still looking for a Triforce mod? With an obtainable Triforce? I might work on that... I still have to figure out what I'm going to make it do though.
  4. Neat, and don't usually bots have no pic? Or maybe I'm wrong...
  5. In-SPIRE-d indeed (bad pun, lol), I could make the Ice Cavern title invisible, yeah.
  6. Nope, the cutscene only repeats once already. I replaced Saria's Fairy Ocarina cutscene with this one. Plus the Game Over screen only warps you from the Ice Cavern, it won't warp you from anywhere else. I'm going to make a new Ice Temple, so the Ice Cavern will be irrelevant for my mod.
  7. LoL, I actually like the mash-up Spire did, I'll see how the votes go seeing there's still a tie with the results. EDIT: Spire's concept is winning so far, and it might just work too, lol.. If spire's art gets 10 likes, I'll use that idea. Credit to Spire if he wins.
  8. I am looking for your vote, on what Navi should look like. Navi will be replaced with a new fairy, and I will give 3 ideas: Unicorn: Maybe a more "realistic/realism" fairy: OR A flying kawaii poop: The choice is yours... (Please note that these will not be the final Navi design, and design and features will change) NOTE: What you choose might impact the storyline.
  9. Alternate ending to Link's dream: Required hacking the Game Over screen transitions, loading Link's house, and REPLACING SARIA'S OCARINA CUTSCENE with Link waking up. So, I can officially skip Saria's cutscene, and force when Link can get the Ocarina. This will make things a lot more interesting. There is also room for more alternate endings to different scenarios, possibly 2 or 3. I'll see what comes up.
  10. Issue is resolved, thanks to Strati. It was an issue with the counter for the number of re-locations in the list, and a matter of moving the 0's from the erased re-locations I edited out to the end of the file.
  11. Saguinetti suggested a CRC fix rn64crc.exe, but it still didn't change anything. It's possible there's an error going on, but I have no idea what. There are still debug functions in the code, yet I only removed what I deemed unnecessary. Perhaps I should remove the other code? EDIT: This just confuses things more: If I copy and paste the code from a clean copy back to where I changed it in the other rom, it will run fine in the other emulators, but keeping the changes to about 10 lines of debug code, the rom still won't load in the other two emulators. It is the only change I have made that seems to cause an issue, and it directly alters the hex related to ovl_kaleido_scope, and not the CRC. I am only using a hex editor for this.
  12. As the title suggests, I have a problem. I was modifying a code segment I found to do something else. The code shouldn't matter since it only warps the player to a new location in a certain map after dying. So, I replaced the debug section with JAL 0x80002130 commands, and it works perfectly fine in Nemu64. However if I change that part of the code, and only that change, starting the rom in Mupen64 or PJ64 causes the game to lock up, and not play. The stupid thing to all that is that it's part of the code for the start menu/game over screen, and it shouldn't do anything at the intro cutscene as it is not loaded at that point. So, what does changing JAL 0x80002130 have to do with those emulators not working? Does anyone know? The section is in ovl_kaleido_scope if that helps. It's a bit of a snag, and it's hindering my progress for my mod. If anyone has any suggestions, anything is welcomed.
  13. Sweet, now we just need peeps who will hack MM with this. Awesome work!
  14. Hello guys, just popping in to update my last change made. Currently changing the setup of the intro: I WAS going to alter the cutscene at some parts, such as during Link's Nightmare, but I didn't for three reasons: 1) I was losing my inspiration to hack because I wasn't ready to edit the cutscene, and I delayed it because it was too much for me to do at once, so I delayed the project as a result. 2) adding new actors to do the cutscene was an issue, especially since I want to use those empty actor slots for something useful, like possibly new enemies. and 3) the cutscene was too long on its own, so I said "fuck it" and went for this route. I will be changing the dialogue to fit the theme, since this will be a post-Majora's Mask sequel. UPDATE: Intro is now in working order: I have replaced the trigger for Saria's cutscene with this one in its place. Now, not only will it skip Saria's cutscene, but this makes the intro complete!
  15. I've noticed. I will admit modding/hacking is only a side-hobby, but it is something I still think about.
  16. Hello everyone, I have been very busy this summer, and even more so with my summer job. I have not been working on my mod, and I may not work on it as often as I like. I may even work on my project even LESS with a recent idea I had. I have an invention I want to work on, and have been buying lottery tickets. I hope to finalize my invention, patent it, test it, and hopefully get the money to pay for it all. I am still a Zelda fan, and Ocarina of Time is my life. I have also taken an interest in other hacking/programming to learn more. I am taking up learning about Assembly programming, and am learning about encryption more in-depth. I will probably get back into modding, but recent life developments are taking over. I am an inventor at heart, and hope to get some inventions created. I'm hoping to see big changes in public transit with my idea, and it will be a secret until I get it under way. I am always looking for new ideas, and when I run out of ideas, I always turn to modding to keep myself occupied. I love you all, and you might see me at times. Some people already have my Skype, but if anyone still wants to keep in touch, just PM me your Skype, and I'll add thee.
  17. I see, like attacking instead? Probably better. I was thinking of doing that yesterday, but sorting through the mess is a tad annoying. Still it can certainly be done if I look for the jump speeds again. The silly thing is that the tektite uses 3 different jump speeds, even though they're each the same 4080 value. I didn't document the changes I made, but the stuff isn't hard to find. Also I already figured out how proximity checks worked from Arow_Trap when I was testing it. Based on programming experience, the concept of Assembly isn't too bad when you know a way around it. I could also change the distance for the proximity check for attacking to make them attack from further away, that way I can just boost their attack speed to cause more annoyance. I want to keep the speedy hopping to catch up with Link when he's running. It could make the changes a bit tidier.
  18. Super tektites: I modified some of the Tektites jump speeds and its check for when Link is close. Instead of Link having to be near the Tektite to chase Link, Tektites will go right after Link no matter where they are on the map, which was two changes. One of which required changing a BC1FL to a BEQ R0, R0, and nop-ing out a BC1FL. All jump speeds are the same value, which is 4080. You can find the values as LUI AT, $4080, hex: 3C014080. Debugging which ones to change in RAM makes things easier by breakpointing (Nemu64).
  19. It's the most interesting when Link starts using alchemy when they had the opportunity to use spells, but it's still great. XD
  20. I have to show this: The best stop motion animation I have seen yet. Makes Link look so badass! I don't have the supplies or time to do any of this, so kudos to this person for this awesome short.
  21. The checks are not difficult to find at least... there's not too many to worry about. I believe the proximity check was something like BNEC1 or something... can't remember. I haven't been able to get Nemu64 to work to check, and it's not like it really matters as long as you find it. More to the point was getting the arrow to point at Link. Perhaps using the Beamos eye is a good start since the Beamos likely continuously spawns that laser beam it shoots.
  22. It's great to see these videos, gives you an idea of the level of effort and work put into the project. If anyone is curious, I plan on making special dungeons for my mod. I'm also planning on my own Temple of Light, but that's far from my plans for now. Kokiri Forest will be transformed into a Lost Woods dungeon. I'm taking small steps each time though, so it's one of those projects that will take a while.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.