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Airikita

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Everything posted by Airikita

  1. The first x is 02000000, might be instrument sets? It is length 6A90, which is the longest sequence, and seems unrelated to the others. Unless it is the larger chunk of Hyrule Field that is listed in the music value list. http://wiki.spinout182.com/w/Zelda_64:_OoT_Music_Values There are 21 lines of "Overworld" music sequences in the first 23 lines, which seems like an awfully long list, unless those values are incorrect values, and the set_bgm redirects to Hyrule Field music when used? This would make the title screen theme the 7th sequence, after the first offset, in the list if this is the case. EDIT: I calculated 108 different sequences in the Music Values list, currently confirming if it matches the list in ROM.......... Seems to me the list in ROM actually lists 110 sequences, which isn't too odd, but still a bit odd since the two at the start are "Nothing.." EDIT 2: Successful music change made, the music values do line up with the offsets. This means you can add music to Audioseq and change the offset of the music of your choice! Also, 00000028 00000000 02020000 00000000 seems to match up with "Fairy Fountain", this might be incorrect, and the list probably shifts after this point.
  2. I love the digital world, it's a place to connect, and the world has changed greatly because of it. You can't disagree with the positives.
  3. I spoke with Sakura about the issue, and apparently Shadow Fire is unable to log into the Admin CP. His host's security team is working on the issue.
  4. Thanks Three, I'm glad you like it. I would like to report that there has been a current issue with the Majora's Clock. While I had it working fine for some places, it seems to not function the way I want it to all the time. While it works well, it works for some situations but not all. I will have to crunch to find out how to make it either do what I intend it to do, or make it do something else that is just as useful.
  5. Audioseq pointers in Debug: $00BCC6B0 00000000 00006A90 02020000 00000000 00006A90 00001040 02020000 00000000 00007AD0 00002500 02020000 00000000 00009FD0 00000AB0 02020000 00000000 0000AA80 00000890 02020000 00000000 0000B310 00000980 02020000 00000000 0000BC90 00000B80 02020000 00000000 0000C810 000007A0 02020000 00000000 0000CFB0 000005C0 02020000 00000000 0000D570 00000730 02020000 00000000 0000DCA0 000006A0 02020000 00000000 0000E340 00000740 02020000 00000000 0000EA80 00000900 02020000 00000000 0000F380 000006F0 02020000 00000000 0000FA70 00000820 02020000 00000000 00010290 000006B0 02020000 00000000 00010940 000007C0 02020000 00000000 etc... Format: aaaaaaaa bbbbbbbb xxxxxxxx ???????? aaaaaaaa = start of sequence offset in Audioseq file (starts with D3) bbbbbbbb = sequence length xxxxxxxx = unknown? Sometimes is 02010000, usually 02020000 The table in RAM will be converted to this: UPDATE: Other actions: - Breakpoint set at $80099174 - JAL 0x800FA00C (set_bgm) - address 80155500 stored at $801719B0 beforehand
  6. So I can see how the Audioseq works, my queery is how it uses a music value to load that sequence from these values: http://wiki.spinout182.com/w/Zelda_64:_OoT_Music_Values I understand it loads the offset from Audioseq, and I could do some digging to find out, but I am wondering if I can find the info somewhere? Even a source from Super Mario 64 hacking would be helpful if it relates to how the value loads the sequence.
  7. Hello all, I am a bit tardy with this, but I would like to say hello to everyone! I am a hacker/modder of Zelda - Ocarina of Time as some of you already know, and I am an ex-member of ZSO. I know some of you already, and perhaps some of you have seen my youtube channel. I am making my start at the-gcn for my debut hack Zelda's Eternal Youth - a spoof/parody hack that I've always wanted to work on, but was limited before all this new knowledge. I can also help everyone out with things, but keep in mind I am a very busy person. I have a list of things to work on in my mod, and real life things to keep up with. I guess you could call it a double life, but I've always had my heart set on Zelda OoT, and I guess getting into its mechanics is my way of enjoying the game more. I glitch hunt for the same reasons - to dig into a game's mechanics to figure out things to learn about how a game works. I also would like to debug and glitch hunt for a game company, to help better their games, because even glitches can spark some interesting concepts for video games. But I also enjoy hacking as a way to expand my knowledge in programming and computers too.
  8. Welcome Aiko, good for you for posting an introduction!I was silly, I came to this forum and didn't realize there was an introduction topic, I just went straight to modifications to get my project started. Am I still allowed to post one, or am I too late? lol...
  9. Oh I see, then yeah, use any old data that you're not using and overwrite that.
  10. New completed intro: I will be editing more cutscenes, and I have some fun ideas for the beginning and Ganondorf cutscenes.
  11. Airikita

    Help editing Gohma

    Just use google to find up what each MIPS term means. It's all composed of abbreviations or acronyms that do math, linking, conditions, and stack points to store local/temporary variables. You can use the RAM Map page in the Z64 Wiki to find what you can manipulate with assembly if you want to get in-depth.
  12. You inject it, not replace the FFFFFF'sm you insert it not overwrite the F's.
  13. Pick a spot where you can inject your new file. I chose 035E0000 as an example, just copy and paste it at that position and you can let the rom go bigger without any damages. You can then change the offsets of the old file you changed to the new location at 035E0000 to XXXXXXXX (however big your file would be). You should see a lot of FFFFFFFFFFFFFFFFFFFFFFFFFFFFF lines where you can just inject it.
  14. Airikita

    Help editing Gohma

    Actor AI is complicated to learn, but there are basic principals I pointed out for heavy. If you can't grasp the code, I have a tool called "Ocarina AI Value Editor" to change the hex values for speed and other things (except the JAL functions should be left to know what should be done with them).
  15. http://www.avgthreatlabs.com/webthreats/info/blackhole-exploit-kit-detection/ I am getting alerts from AVG from the shoutbox javascript about a Blackhole Exploit virus. I cannot use the shoutbox, and a lot of functions from the forums are not working. Everytime I refresh the page, AVG pops up with 10 or 20 threats detected and removed. I am locked out from viewing certain options from my profile options at the top. I also was unable to view any of the forum topics today for some time. EDIT:
  16. Hi everyone, I've been noticing a lot of stress in this community, and I would like to suggest my favorite music I listen too when I get agonizing anxiety, stress, headaches, or tension: It brings me back to a calm mood, and feels good to close my eyes and tune in with some headphones. The ambience does wonders to relax any tension in the mind. Feel free to suggest your positive feel-good relax-time songs here~
  17. Only a few people will be able to see this today... I couldn't read this when the page looked like it disappeared.
  18. Posting to bookmark this for reference.
  19. I am going to try this program out today then and see what I can pull out of it. I've always wanted to really edit the landscape to my liking. I've tried editing landscape in ZLE2, but the problem I had with that is, you could edit the vertices but then the collision wouldn't follow. So the original collision would sill be there, but with funky walkthrough graphics. Does UoT deal with the collision at the same time, or is that another step? I'd like to be able to put up some proper videos on this tool as well. UoT does handle the collision mesh too, but the verticies for it are seperate. Keep in mind that moving verticies are extremely picky, and sometimes you have to zoom the camera right to it to even move it.
  20. 80 is a negative value because: 10000000, where 1 is the leftmost bit, and causes a negative value in decimal form. It will actually be 01111111 when flipped, which is what the processor does (as a negative value).
  21. Wow, this will be extremely useful! Keep going Three_Pendants~ ^^
  22. It's possible that the other path, that isn't the camera, is just a reference pointer, kind of like how Link becomes a reference point for the camera during gameplay. So if you want the camera to "rotate", the pointer would have to be placed circling around the camera itself.
  23. You should make a visual diagram with photoshop to help you remember that... some arrows pointing to things with text descriptions.
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