
Airikita
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Everything posted by Airikita
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Yeah, I was just pointing out how they weren't very accurate with the lines they drew while engraving.
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Yeah, um... no offense, but the "tinting" he did was really sloppy, and I saw they missed the mark on some of that detailing.
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Xu(Three_Pendants), how could you have forgotten this? You showed me this long ago. Ovl_Effect_Ss_Blast Is spawned by any actor that blows up. ovl_Effect_Ss_Stone1 Is the deku nut stun. *You* taught *me* this stuff, it might even be in those notes I sent you. Don't you remember it at all? Fantastic work! You've most likely discovered the very last beta actor there is to be found. The fact that it might be useable is icing on the cake. I can't watch the vid right now(dialup), so *is* the modified version usable? The modified version is functional, but you have to spawn it within another actor. So if you want it to work, you would have to fit it somewhere that an actor spawns something once, then destroy that actor. You can use some actors that spawn itself for things. The Deku Scrub spawns a copy of itself for its flower base, but it's possible to make a custom one elsewhere... if you can code it. You have to modify it's conditions to make it work all the time... Nintendo did the stupid thing of making the arrow trigger activate on a timer, randomly. But I think there is the other flaw that it doesn't aim at Link, it only shoots in one direction.
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I found that ovl_En_Arow_Trap is actually what it says... A TRAP!!! It's definitely beta as it doesn't work if you just add the actor to the map, the actor has to be spawned through a code. It also requires the variable FFFF, and since most projectiles use 0000, I had to change it by other means to get it to work: If you spawn multiples, Link gets scewered by arrows. UPDATE: Looking at the AI, I realized the arrows only spawn SOMETIMES... so here's a modified working beta arrow trap:
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So far, ovl_En_Arow_Trap appears to be a Deku Nut spawner, with actor 0016 (arrows) and variable 0050 which makes it look like a Deku Nut, but it doesn't affect enemies in any way. While it appears to be that arrows where Deku Nuts (?) enemies don't react to it. It seems to me that this might've been a beta version of the Deku Nut, although it might be used by something... it is referenced in code as 24070081, but it doesn't appear to use a normal spawn routine... I will have to re-test something to see if I missed something.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Kid Link uses all arrows: Deku Seeds can still be used. I will have to investigate later on how to get the bow usable for Kid Link. I might remove the Slingshot entirely if I need to. The way to use all arrows is to find 15C0000D 240D0009 and change it to 00000000 240D0009. -
It's way too small to be an actor with an object... it's only 150 length. EDIT: It seems to me that it spawns arrows... it spawns the actor 0016: 24 06 00 16 E7 AA 00 14 86 19 00 B4 AF B9 00 18 86 08 00 B6 AF A8 00 1C 86 09 00 B8 AF AA 00 24 0C 00 C7 D4 24060016 is the actor value, and 0C00C7D4 is your solid actor spawning routine. I assume it's used to spawn either fire arrows or regular arrows with something else... maybe triggers when hit with an arrow? Although, it could be used by Link to fire arrows with, or something else that shoots arrows?
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011E is spawned by switches, and other actors that require the fire arrow to "melt" the ice.... I might be able to do the rest, but it's late for now.
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Doing some research on the URA Zelda Restoration Project...
Airikita replied to CM30's topic in General Gaming
I can understand why you would've done that, there is no shame for what you have done to help someone you cared for. -
Doing some research on the URA Zelda Restoration Project...
Airikita replied to CM30's topic in General Gaming
Zeth seemed to have made a lot of empty promises, and was able to bluff in the face of the community... don't hang on to a bar of soap, it will only slip away without your control. I may not know Zeth, but he really showed some alarming signs since I joined the boards. -
Yup, you can create custom models... however there are animations in the zobj files too, so I would probably suggest against it unless it's a basic model. I don't know though, you can try it out.
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To change the object number it uses, just look for its actor number in its file, and the object value will be near it somewhere. It's always close to the end of the file.
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I should learn about dropping chests a bit later on... should be useful. For now I don't really need to worry about it.
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I will use this as jot notes... 000A 000E Treasure chest - file: ovl_En_Box 00AA 000E ? - file: ovl_Demo_Tre_Lgt Within ovl_En_box: $E5C (Debug) - 240700AA - ADDIU A3, R0, $00AA ---> Treasure Chest spawns light animation during cutscenes, 00AA is the actor for the effect. (cutscene data might exist in ovl_Demo_Tre_Lgt, might look into it) $E4C (Debug) - 240FFFFF - variable? ------------------------------------------------------------- gameplay_keep: Why am I mentioning gameplay_keep you might ask? Why THIS: http://wiki.spinout182.com/w/Debug_ROM:_gameplay_keep source: 0x33720 - 0x33EE0 = Look like magical paperwads Revised: 0x33EE0 - is the ice that Link becomes encased in. It is drawn from ovl_player_actor at 0xC19990-97, before it are the ice chunks when Link "breaks free" from the frozen state. When the chest freezes Link in ice, it is Link creating the ice, not an actor spawning... that, or perhaps another Link actor spawns as a wrapper for the ice.
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Doing some research on the URA Zelda Restoration Project...
Airikita replied to CM30's topic in General Gaming
I also noticed he was able to bluff so casually to the community.... claiming everything was alright and was going back to the project. Such an empty sense of honesty and trust. -
Adding music of any length: This should be a simple explanation... you create your new music sequence with deathbasket's InstEd, and place the song itself (not the Audioseq file) in a new location on it's own. I picked F62A00 (as an example) because I had free space there, and the song was 1F46 in length. It was for the boss music 1B, but the song was too big, and I wasn't going to replace any other music. It also wasn't working when I changed the address of the altered Audioseq file to a new location I put it in, as the dma file still loads it from 0x44DF0 for some reason... So, if you subtract 44DF0 from the new address, you will get your new offset to the sequence. So, I do this: F62A00 - 44DF0 = F1DC10, and get my new offset for the list of audioseq offsets. So I enter 00F1DC10 00001F46 to the offset where the boss music is used.... $1B0 away from 0xBCC6B0. By doing so, the new music will work. You can likely create some elaborate sequences with this and create sequences of any length. But still use caution when making sequences, and aim for the smallest size possible.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Added new boss music from Skyward Sword: With a little calculation, music of any size can be added the same way. -
Thank-you. :3 And I have in-fact, that is where a lot of my projects shall be in. I probably should have mentioned that I love modding. Great! Can't wait to see what you have.
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Oh, excuse me JSA, I haven't made maps myself, so pardon me if I failed. I didn't take a class.
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File Name: 3ML Editor - Mid Music Editor File Submitter: Airikita File Submitted: 23 May 2013 File Category: Community Downloads A full mid editor for easier music importing. https://www.the-gcn.com/files/file/66-3ml-editor-mid-music-editor/ Click here to download this file
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Here's a tutorial I made for using 3MLE2 with InstEd to import mid music to Zelda 64: (I know I fumbled a lot, but generally I suck at tutorial videos) Deathbasket's InstEd: https://sites.google.com/site/deathbasketslair/programming/ocarina-of-time-instrument-set-editor-oot-instedInstrument lists:https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-listshttps://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-sets-and-sequences3MLE2: https://www.the-gcn.com/files/file/66-3ml-editor-mid-music-editor/-------------------------------------------------------------------------------------------------------I also forgot to mention that you need to change the music instrument set after you select your instrument set... I should've changed the set from 06 to 03, which is mentioned in deathbasket's instrument set list. You can even extend the Audioseq file and add your own music (which I did not show in this tutorial) by changing the offset and size of the selected music placement. More info here: https://www.the-gcn.com/topic/2369-audioseq-and-code-notes-debug/ EDIT: Watch this follow up to get a better idea on how to use the instrument sets: Also: DO NOT crop the sequence I did without changing the last byte to FF, it's generally a bad idea in the first place.
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I recently found that gravity is a static float value... like I said, it will be a while before I ever get around to editing my program.