Airikita
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Everything posted by Airikita
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I'm going to start playing arcade games again, they got some really badass arcade games these days. Anyone with me? SOURCE: I will be cheaper too, I will be spending less to play an arcade game than to buy a new game (besides I have plenty of old games now).
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
So now the Gohma room is complete, however Gohma will have to be altered a bit more later for more difficulty. She will never die, meaning the 3 Gohmas will no longer disappear when one Gohma is defeated. This also means you can re-visit the battle even after defeating the 3 Gohmas. Without my Nemu64 Memory Debugger working properly (likely a Windows 7 issue) this took longer than necessary. I was hoping to get more done, but this turned out to be a ridiculous process, and further modding of Gohma will be very difficult and ridiculous without Nemu64 working correctly. -
Yeah, but I can't search in the commands window for the command I'm looking for... I need to find something in the memory debugger to get to a spot in the command window to breakpoint something... is it possible there is another version of Nemu64 in the depths of the web that I could use?
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I tried re-downloading the emulator too, but the memory debugger still won't pop up. I can see it in the task bar at the bottom for Windows 7, but the window is invisible and unusable in this state. Does anyone know how I can fix this? I finally got some free time today to work on my mod, and this just had to happen. I haven't used Nemu64 in a while.
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I'm starting to think we just need to make an actor spawn these arrows instead, not the arrow trap. This is obviously doing no good... anyways, I think the variable for the arrows to hurt Link were 0030 or 0050. I forget as I have been very busy the past few weeks.
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I would love to have the modified actor Jason777 when it's ready. I have an idea where I will be using it. I think I will make it a code stub, or expand another actor to work with it. I don't want it to be made into a totem pole, I want the raw code if it works.
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You know, I was just thinking about that this morning... You also have 3 planes to work with... unlike 2D which only has one. Your (X,Y), (X,Z) and (Z,Y). That should be useful to know how many angles you're dealing with. When I was messing in RAM in my "Link Rotations" video, I saw a good list of degree values, and I think 0x8000 is 360 degrees.
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Okay, what were the actual object numbers when the original was changed (without altering it)??
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I've been looking at Scene_Change, and it seems to handle a lot of graphic-related functions, and effect changes. Perhaps Scene_Change doesn't deal with an object file, but a different reference. 0040 may not even be an object file. Of course, this doesn't make sense either way... in essence, there is no way to tell if this is even a possibility.
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That's what I meant when I said that inverse trig functions have yet to be found. We have normal functions like sin, cos, and tan... but the locations of arcsin, arccos, arctan are still unknown.I know of no straightfoward to way to find angles that aren't already defined in the unit circle. Would not a negative value work? I think there's still a way around it... maybe you will need to subtract.
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Jason777: why not grab Link's position, then use the arrow trap's position to create a line to Link, then rotate it to face parallel to that line? There are trig commands in MIPS.
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You guys are thinking too hard about this without trying different things to figure it out. I haven't had time to look at it myself, but breakpoint everything in it, and see if it breaks after execution.
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Oh, I had no idea this was here.
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Good luck SoulofD, we always need a break at times. Heck, I had to take a break before, and I still came back, but not as the main focus in my life. Perhaps you will find your happy medium soon. Best of luck!
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Add a speech bubble if you want, it doesn't matter.
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LoL, is that supposed to be Tingle?
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Behold, ovl_Bg_Pushbox: Needs to be changed from group 0003 to 0082 (object_pu_box), which requires modification to make it work, but it's a 2-byte change. It can't be pushed, but it's the proper object file, like it should be. I was running my mind crazy when it was such a small change.
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Like the title says... do something with this image. Vandalize it, let it be your inspiration for today. Don't forget to post your masterpiece.
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I think that's part of why they're still sitting there. Something is wrong with them, so we could never activate them as-is.
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ovl_Bg_Pushbox had a weird JAL in it, was calling to a 8FEXXXXX address, which I removed. I added it to the Deku Tree. The intro cutscene to the Deku Tree starts fine, but locks up when control of Link activates. I found inconsistencies in its code for its display lists... the whole issue was it was using 3C040600 24840350 when it should have used a virtual memory reference, not a 06 reference. If I leave it as 3C040600 24840350, it also crashes upon entering the area, but even if I change it to reference the virtual memory, the virtual address is not converted to a ram address. I have no idea how to make it convert from virtual memory to ram, but it also seems as though it doesn't want to convert it anyways, I don't know how the code is converted normally, but apparently just changing it to use the virtual address, it doesn't make the code work the way I want it to. It's a piled mess, and I'm stumped. I will have to study another actor to figure out how it works, but I ran out of time tonight.
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What do you mean? I was the one who fixed it. It's easy to fix.
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So I would have to change the arrow actor's variable that is spawned to 0000? Or are you saying that I have to spawn ovl_En_Arow_Trap with a variable of 0000? I noticed that 0x50 (80) frame timer, too. Simply getting rid of the timer get's around this issue, yes? Here's what I'm getting from this: I would need to spawn ovl_En_Arow_Trap only once to avoid Link being scewered by multiple arrows... I assume I would be using the normal ActorSpawn function (0x80031F50) or would I use the actor dependent one? (0x80032458)Aside from that, I need to add aiming...I hope you don't mind all the questions, I'm just making sure before I start writing it tomorrow. Actually I was wrong about the variable... arow_trap is finnicky. Not only does Arow_Trap trigger randomly on a timer (which can reduce the chances of activating it, which is stupid) the trap is also proximity activated, meaning if Link is too far, the arrows will never spawn. The reason I thought it needed FFFF was because of when it worked during a test. If you get rid of two conditions, it will work all the time. It's stupid, and Nintendo really messed it up.