Airikita
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Everything posted by Airikita
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The red dots look like Navi's path during that scene (or the camera more to the point). I have no idea what the green path is... perhaps looking into that by editing the cutscene might help point out what that is.
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It might be part of "Preferences", but it's always on for me so I can't say. I just run UoT and the settings are all set for me. Just play around with it until you find your way around it, I don't have a guide with me.
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Download here: http://www.the-gcn.com/files/file/64-utility-of-time-by-cooliscool/ Utility of Time is created by CoolisCool. Is it both a model and map viewer/editor and is capable of modifying actors, maps, and even the ability to move verticies. Known Bugs: - if you open a zobj file, then try to open a scene and map file after, it will corrupt the collision data. Always close UoT and re-open it after viewing zobj models.
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File Name: Utility of Time - by CoolisCool File Submitter: Airikita File Submitted: 08 May 2013 File Category: Community Downloads I am uploading this for resource purposes. Utility of Time was created by CoolisCool. https://www.the-gcn.com/files/file/64-utility-of-time-by-cooliscool/ Click here to download this file
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A good start is to pick a scene that you want to test a certain cutscene, and lok down the list in hex. The list is very neatly divided into two sections which are easy to seperate... The first half of the cutscene info (for one cutscene) is alot of segments split up into random hex of 0-F, the easiest value to find for actor control is 0000000A for Link. If you start with that, the 4 bytes after tell you how many segments. Each segment after those is 3 lines per segement, so if you get say: 0000000A 00000003 <-- the last 4 bytes is how many segements, and in this case it's 3x3 segment lines, which is 9 lines total after before the next actor segment for cutscene control. Each 3 lines is split up into start frame to end frame. Your code might look like this at the start: 0000000A 00000003 0000 000A 00C7 0000 000A and 00C7 are your start and end frames for that segment (the first one in this example). After the first 8 bytes of that first segment will be 4-byte values per that actor's x, y, and z start positions, then the next three 4 byte chunks after that will be the destination x, y, z for the last frame 00C7. So, for another example, say it looks something like this: 0000000A 00000003 0000 000A 00C7 0000 ????????? 00000000 00000000 00000000 FFFFFFFF FFFFFFFF FFFFFFFF XXXXXXXX XXXXXXXX XXXXXXXX In the second line (the 00000000's) will be the starting x, y, z of the start of frame 000A of the cutscene animation, and the other three 4-byte chuncks will be where actor 0000000A (Link in this case) will be at the last frame 00C7. You can use a map editor to find these positions, and if you would like, here are some sites I use to calculate hex values: http://www.statman.info/conversions/hexadecimal.html (hex to decimal converter) and http://www.squarebox.co.uk/hcalc.html (hex calculator) The last 3 XXXXXXXX's are normals, or something, but they don't seem to affect what the actor does in the animation. The rest is figuring out what you want to do. For the second section of the cutscene, it's all camera actions. After each value, say it's the camera actor value with 2 segments, then it might look like this: 00000001 00000002 That would be the start of it, which includes the start and end frames before each line for each camera positions. The values are shifted around, but it might have some 4X values in it, but the start of each line can be 000000XX usually. I found out that this value determines the speed of the camera movement. The higher the value, the slower the camera moves. You can even reverse its direction if you change the last four digits to something higher than 8000 (but 8000 would be super slow in the opposite direction). After that 000000XX value is a 4XXXXXXX value, maybe sometimes 3XXXXXXX or 5XXXXXXX (not sure), but you will see four 4-byte chunks, and the last two 4-byte chunks are split into 2-byte sections that determine your x, y, z, and something else (to be determined). So it will be segmented into lines that look something like this: 000000?? 4??????? XXXX YYYY ZZZZ ???? Your x, y, z values for that part are listed, and the camera lists several lines for movement, and more than likely other actions that are yet to be determined. Finding which cutscene to edit could be a trail-and-error test. I would recommend making backups of your scene files before you make a mistake.
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You start that cutscene when you enter the area... as for the fish warping to Saria's lap, how would that be on purpose? Perhaps Saria and the fish share the same positioning code because Saria will appear when you enter the proximity.
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Haha, it's quite alright jsa. Honestly I wouldn't have figured it out without your help. Anywho, I fixed everything I needed for this round:
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I didn't find any rotation data in the cutscenes for actors, but I gather there's rotation for camera by the looks of it. Anyways, it's fine. I fixed it so it doesn't matter, but no I did not rotate the actor.
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That's already on the wiki, format (for the most part) and all. In my comment I'm referring to data in the title screen cutscene, that's where the cutscene data starts for the title screen, I wasn't referring to a general "start" of all cutscenes. Now please, where do I control the rotation of actors in a cutscene? Epona rotates on her own in the title screen when she follows the path, but Zelda's horse will not face the direction of the paths, she stays facing one way the whole time. I also know that 0000000A is on the wiki, THIS IS NOT MY QUESTION!!!
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There is also not much "map" to look at. The textures are repetitive and not UV mapped very neatly, and of course the polygons and collision seem to be off. It's possible the normals are all wrong, and a lack of knowledge on both fixing it properly and adjusting video recording settings seem to be a lack-there-of. Sorry, but if the audio was an issue, then the author should've put music over it. Was this really part of URA's project? Seems like a joke to me.
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Okay, this is driving me nuts, I have to post this to make my point: Also THIS: http://wiki.spinout182.com/w/Cutscenes End of cutscene data: FFFFFFFF (and yes, I know it's not based off of complete research)
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Now semi-fixed Title Screen: I have recently cleaned up Zelda's horse so that she's not going through the ground after this video, but I won't be posting the final piece until all changes are final. Remember to subscribe to the project channel to see secret spoilers that will come up later on. EDIT: Free preview of Majora's Clock: Don't forget to subscribe to the channel to see more with the development. -
This just in: 00 00 00 12 <-- Zelda's animation (probably Impa and Zelda's Horse) EDIT: Zelda's Horse in title screen: 00 00 00 11 <-- Zelda's Horse
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Good job with the music, it all sounds great.
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New findings: 00 00 00 21 00 00 0B B8 00 00 00 0A 00 00 00 03 (from Spot00 scene) 0000000A 00000003 <-- Link in Title Screen Format: gggggggg hhhhhhhh 0000000A 00000003 gggggggg = Controls how the cutscene acts (001X to watch Link in normal perspective, 002X and up for regular cutscene camera, 0000 for full control - no cutscene) hhhhhhhh = maximum number of frames for cutscene duration (if smaller than last frame, Link is controllable before the end of the cutscene) if gggggggg or hhhhhhhh are 80000000 - FFFFFFFF, the cutscene will not animate (negative value) Official format: 00 00 00 00 00 00 00 01 FF FF FF FD 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 21 00 00 0B B8 Cutscene initiator: 00000000 0000xxxx - xxxx = number of segments 00000000 0000xxxx aaaaaaaa bbbbbbbb cccccccc xxxxxxxx yyyyyyyy zzzzzzzz gggggggg* hhhhhhhh* * gggggggg and hhhhhhhh are explained above.
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That's because you can't change the segment before the camera controls... you're changing the path markers, not the camera data. If you search for 42 70 00 00, you will find a repetitive segment of values and formats. I'm not sure what they all do, but values 000000XX control camera speed. Also, I show the hex segment in the first video, the other data is paths for actors.
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That could just be part of the animation file, I don't think it would be in the scenes themselves.
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To start this topic off... Video: Viewing the RAM Map info from Z64 wiki: 000270(actor*) 80212290 Actor that camera follows001CCC(actor*) 80213CEC What actor is being z-targeted Currently I have been tinkering in the ram memory in Nemu, swapping the address pointer at the z-targeted actor to the actor that the camera follows. A code hook could easily be implemented to control this when Z-targeting is activated and deactivated if the stub for it is found. Controlling it otherwise might be doable by using a code stub of choice within an actor, and using its virtual ram address to allow the camera focus to shift to an actor of choice, but this should be done with a unique actor and not one that has multiple spawns. This is a theory for now, but it could be done.
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Because cutscene actors are not normal actors that you just hack in, the cutscene actors are also loaded through actor 002A (ovl_En_Viewer), that is likely why the actor numbers are different. EDIT: I found this interesting tidbit when messing around with 0000000A: 00 00 00 0A 42 70 00 00 00 0E 00 25 01 29 00 DC This in is Spot00_scene, and when I changed 0000000A to 0000003E, during the cutscene where Zelda has her flashback, the camera doesn't stay focused at the horse's head, but wavers around. I assume it's because the camera is trying to focus on Navi during that animation. EDIT 2: Changing it to 0000000D causes the camera to focus on Zelda. EDIT 3: Video: EDIT 4: Guys, looking at the values 0000000A and whatnot, it DOES NOT dictate the actors in the scene... instead it dictates the amount of TIME it takes to get from point A to point B in the camera cutscene modifications I did in my last video. If the value is 00000000, the camera will not move at all, but if the value is 00000001 the camera will jump to point B in no time. Cutscene camera speed control: 0000FFFF will decrement by 0x1 and 0000FFF6 will decrement by 0xA. Changing only one of the segments will cause this effects, and different results can occur depending on which line you choose, but may not be greatly noticeable unless the speed is noticeable.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
You mean the size? It's supposed to stand out. -
If you could list how actors are used in cutscenes, it would be very useful. I would like to know how to replace cutscene actors.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
The new logo is in: I still need to fix the colors for the blue text. It's not part of the textures since "The Legend Of" and "Ocarina of Time" textures are both black and white i8 textures... the color is in a file somewhere, so I need to find it. -
I doubt the hex editor was an issue, I think that just might be a texture import issue... but anyways, feel free to PM me for any questions.
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I just need to ask... are you going to change the animation for Link holding the harp? Or just leave it? I'm sure you're aware it would look weird if Link looked like he was licking the harp, but I'm just wondering if you have a plan to change the way Link holds it?