Airikita
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Everything posted by Airikita
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N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
You're probably not setting the flags for the materials correctly... uncheck cullface and lighting and check off texgen. -
N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
Here's a zip file of my files: http://temp-share.com/show/KdPf2a58h -
N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
Well the thing is I had it working a while ago, but now I forgot how... what would I set my combiner settings to? -
N64/Zelda hacking tools (DList conversion etc)
Airikita replied to xdaniel's topic in Community Projects
Hi xdan... I seem to have forgotten how to get textures to work in OoT with your ObjToN64 converter... when I want the texture to show up I checked "texgen" on the materials, and I checked "Texured, solid" on the groups, yet the textures still don't show up properly in OoT, but instead come up as solid colors. Two of them are patterned and don't show up like normal. Problem: Texture on the black part has a white spot on it, but it doesn't show up. Also, the texture on the hand is a solid color too, and darker than the original. These are the settings I put on: -
I imagine it does, they're all gorgeous~
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I really enjoy your renditions... I especially like the touch you put on the enemy encounter. I find the bird sounds in the Title Theme a bit awkward, but the melody has a nice feel to it! I loved Lake Hylia.
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Oh! This stuff is amazing! I would buy something from you if I had money. (The cross-stitch that is) I wanted to take on cross-stitch someday, and this just makes me want to do it more~
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Save feature now disabled in Grottos to prevent any player error and avoid a dead-end by exiting a grotto with no Link to control: EDIT: I don't like the way I coded this, but apparently it works well, so it looks all safe so far... works everywhere. -
Well, maybe not adding code, but is there a space in code.zdata to put in some code of my own doing? I heard there are some unused debug functions/protocols not used, so I guess it would be possible to stick some code in there somewhere?I'm using the OOT debug rom, so where would I find the unused code to replace?
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Save Position No Reset: No more starting at kid Link's house! While I didn't fix the part where it sets you at Temple of Time as adult Link, I only needed the command that sets it for kid Link in this hack. The digging for this one took almost all day to find. However there is a bug when saving in a grotto, then resetting and exiting the grotto causes the game to break. It will send you in the Deku Tree out-of-bounds with no Link to control. Basically you will be stuck. I can probably fix it, but I might be busy for a bit. -
I found the missing item to the Hookshot. I have it working now, no need for any more help. You were missing this SanguinettiMods: Hookshot Holster (FPS): 0xB907598 (3C0F xxxx 25EF xxxx) I thank SoulofDiety for helping me locate it. EDIT: working hookshot test:
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I'll give it a go. EDIT: I will record it eventually, although I think I found where the problem might be, so I will look into it a bit more..
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Alright, makes sense then. EDIT: I activated the Hookshot for kid Link, re-pointed all the display list pointers to Link's hand model to test it out, and it still crashes. I'm assuming that I need to use the actual Hookshot model from adult Link for it to work? I'm guessing that the chain has a special animation property that OoT needs for the Hookshot to work properly? EDIT 2: video: So the chain shows up fine, but it seems the pointer is glitching up (I used Link's hand model to replace everything)
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All I did was add a new model to the end of object_link_child, nothing else was changed, just an add-on to the file. I inserted it into the rom, changed the addresses in the tables, and this is the result: WHY?!?
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Yet the offset for the pointer is actually 0x2CB78, even though the last byte is 48?
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Circle: 0xB07E54 -> when I grab the 8-digit hex value, I get: 0603CB48, which means the pointer is at 0x3CB48 in object_link_boy? But when I look at object_link_boy in UoT, there's no 0x3CB48 in the list... the file itself doesn't go past 0x37800.
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I fixed that problem, but now I have a new problem (above your comment). I don't get the endless loop error anymore.
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It is definitely decompressed, it's the DEBUG MQ rom. I changed both file data pointers, but I get the same error on PJ64. I am able to run it on Nemu64, so I made the changes according to SanquinettiMod's info on Link's pointers for the Hookshot, pointed all the DLists to the empty DList in the new file created, yet it still crashes. Technically it shouldn't crash when I have a functioning DList. I followed these guidelines: EDIT: even when I change the DLists to young Link's hand, it crashes after the view comes to FPS: (this screenshot was taken when it crashed)
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So here's the deal... I edited young Link's model, aka "object_link_child", all I added was E700000000000000 DF00000000000000 at the end to create an empty DList to use as a dummy offset to test something. Anyways, I did nothing else but add the file, and change the table data to point to the new object_link_child model which I inserted at offset 0402DE00. I tested it without changing anything on Link (no DList pointers were added), and the emulator gives me this "endless loop error" pop-up message until I switch the table offsets back to the original object_link_child in the ROM. What am I doing wrong? Can't I change object_link_child at all? I only added one line, and it's giving me problems which won't let me play the game. Nothing in Link's model data pointers were changed at all, everything else was clean.
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Well, I have spoken to LogitechSDAZ on Youtube about it, and he mentioned various spots he has tested. Apparently some of the spots that worked for EMS don't work during regular game play. I will consider ZSR when I get closer to a conclusion, but again I get busy with life, and things get put on hold again. I should have time during the summer to get back to what I do. EDIT: I have discussed it with ZSR members in an irc channel, but we'll see if it works out.
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I think he misread my topic, I can see how so I edited it a bit. He was thinking of jumping off Ordon bridge and resetting the game for BiT/BiTE. Not a bad suggestion, just not what I was explaining. Anywho, I will take the opportunity to add this: in BiT/BiTE map(s), there is either King Bulblin, no King Bulblin, a map with the twilight wall, a map without the twilight wall, or any mixture of those four. My hypothesis is this: in the credits, there is a scene using this exact same map where King Bulblin and his minions run across the screen... I believe BiT and BiTE is a way into the credits, yet there has to be some way to activate the scene somehow without triggering a battle. So, I'm searching many different save locations to find out if I can trigger this event somehow... I might be unsuccessful, but the areas with the most results of BiT and BiTE are in Kakariko and Eldin Hyrule Field. Both those fields are in the credits, and both act differently depending on where you save after certain situations/events. Link's placement will vary, and this seems to do something. Also, after clearing the Goron Mines, saving, and resetting, it seems as though it creates a weird save. if you fight King Bulblin in BiT, this creates a storage glitch where the value for the intro cutscene of King Bulblin gets "stored", and doing a BiT after starting the fight and entering BiTE causes the cutscene for King Bulblin to be "skipped". It also has an advantage if the BiTE has a softlock, where you can un-softlock Link and move around... however dying into a void will result in another softlock.
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New games, new games.... can't think of any cuz I'm broke! ):< EDIT: although I DO plan on buying GCN Zelda TP, and get the Playstation Vita.
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EDIT: These are save locations, not actual spots you can BiT at... these are locations you SAVE at, and open after falling off in BiT. This is BiTE, not "fall and perform BiT"
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This will be a list of locations for all BiTE spots in the game during regular game play... from a bit of digging I managed to dig up some files from Zelda TP to confirm that the BiTE map is also used in the credits, so a lot of the maps used will likely be related to what is used in the credits. Note: these are SAVE spots to save at, then open the file when you fall off the bridge in BiT.The list will be in order. Also, some of the locations are documented by others, such that LogitechSDAZ discovered the spot in Ordon Ranch, and possibly other locations that may have already been discovered.BiTE - Regular Gameplay (airikita) (Before Master Sword) - Ordon Village - save after buying the slingshot, yet before you see Renado about the wooden sword. ~~[King Bulblin Fight]~~ - Ordon Ranch - 2nd Goat herding (before) ~~[Empty map, dark]~~ - Ordon Ranch - 2nd Goat herding (after Ilia takes Epona: go back to the ranch, save, and commence BiTE) ~~[Empty map, bright]~~(More to come, this will be updated as I go along) Example of the earliest BiTE location: - Ordon Village - save after buying the slingshot, yet before you see Renado about the wooden sword. ~~[King Bulblin Fight]~~
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How would I dump the files to read them? I just have the rom file..