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Airikita

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Everything posted by Airikita

  1. I would be interesting in actor AI hacking for TP, but I am looking for map data if anyone knows where I can find it in the ROM? I need to see what the actor data is like in TP to understand how to work something out.
  2. I think he went by chance that the trick would work, he didn't look like he took his time to time his setup. Unless he used a different way to do it, like the timer on the TAS?
  3. Values are variables, but it's more than just variables being changed, it's different values. It would be called "Ocarina Song Note Editor" if it changed ocarina songs. I have explained, in my first post, that it's meant for AI of an actor.
  4. Well, you use it to gather offsets of AI you're looking for... such as, if you want a horse from Lon Lon Ranch, you would look for ovl_En_Horse in a directory from the wiki, which in MQ Debug is 00E11ED0 - 00E1E130. So, there's a list of them in the drop-down menu next to the file box you loaded your ROM in. Once you're there, the table will display ALL values that reference to different values the AI uses. Floating-point values can do many things to the AI, such as size, speed, and anything 3D-related in the game. Sometimes it messes with positioning of objects the actor can use (such as the target box). There are other values you can load in the table to mess around with that create various effects depending on the actor. JAL values are considering function-like commands, or a GOTO of sorts. They usually point to various stacks in RAM to use or load (usually found via debugger in an emulator, which can be tricky), but should be edited in a HEX editor, and not the table itself (for this can cause some errors). If you know what to do with the JAL values, it's up to the hacker to use them to their advantage. A good example would be item drops. Regular item drops are called with a JAL. Replacing that JAL with another JAL will cause an enemy that drops hearts/rupees/etc to do something else when dying. Depending on what that is is up to the hacker to figure out. The table will also display the offset found in ROM to edit, so you can find them easier in a HEX editor for altering. If you want to get more advanced with your searches, accompany this tool with a disassembler too.
  5. By CosmoSpeedruns: Got it in my feed today. I wanted to show this off when I got the chance, but this was still good nonetheless. Congrats to the hacking and glitching community for putting the pieces together, and CosmoSpeedruns for explaining it (which looked awkward given he was playing OoT while talking).
  6. It's probably a real console, but it's just not like an official console. Anyways, I like the look of the Ouya better, and I will agree it looks a lot better. It's not a bad price either. Anyways, a friend of mine told me about the Gamestick, so it was just something I haven't seen yet, and I thought it was a great idea to make an affordable console. I can't afford consoles and new games anymore... and I have other things I want to buy/do anyways.
  7. That, or all the counterfeit devices these days...
  8. Hey guys, sorry I've been busy, won't be back to my projects for a while... Anyways, I found this really cool new console, and thought I should share it. It only costs around $79, and plays HDMI quality games!
  9. It is, I'm talking about skills related to Maplestory... the flashiness of them. The game play style IS like Zelda OoT.
  10. Well, it will be free for testing, and then later I suspect to implement a paid user subscription model with a website along with free trail period (either a 30-day trail, or player will be limited). So far it's only in the development stage. I need to figure out if I can program a 3D game first. This is an online game. I guess it's like Okami? Or are you thinking of the reference to the wolf character? Because I was aiming for a maplestory-type appeal with skills; lots of skills and magic.
  11. Hey all... I just wanted to post this, as I have been working on a concept for an MMORPG. I have been mostly pondering about it, making some changes and mild progress. So, here's what I have so far: To keep it simple at the start, I'm taking baby steps. My first design is what the player will be. The player will be a race of cute bipedal wolves in another world. Nothing too elaborate like a werewolf, just a fantasy-style game. Here's my sketch of what they will look like: They will be called Lupians (or a better name if I can think of any), and in this world, they do not need to hunt other creatures as everything is provided for them in nature. They evolved differently, so meat is not on their menu. (Of course, this also caters to vegans who enjoy games, but don't like the meat reference... and it worked out in its own scenario) Their current world will be a forest to start with, and many types of fruit to choose from. There will also be farming in a newer addition later on, but I will not get into that until much later in the development as I have not begun any programming or models yet... Also, to keep this game from just being a mining/farming game, there will be enemies. Ghosts might be a good start... Also, levels will not be an objective, but leveling up skills. No weapons or armor in this game, but stats will be allowed. The game will be kept as fair as possible relying on a player's skill (or not, for the casual gamers) to complete objectives and missions in the game. The game will have hunting and gathering elements in it, considering that, even though these wolves never hunt for meat, they still have fighting abilities when danger is present. It will have the same game play style like Zelda, which streams away from other MMOs that have automatic battle tactics when faced with an enemy. It will have puzzles, dungeons, and bosses similar to Zelda, but with a different style. Enemies will take on forms of real life creatures, so it will have some educational value along with nothing but action. Targeting will be an obvious must for this, since it would be annoying and tedious to fight anything without targeting it. I'm also hoping to build up the game to have 100 bosses with dungeons included. In fact, some bosses won't be fought inside a dungeon, but a dungeon will be required before fighting a boss. Stats will be a key factor to defeat some of these bosses... no levels will be given, but a threat level will warn players of the level of difficulty for enemies/bosses determined by stats. All stats can be maximized too, I hate MMOs that limit your choice of stats when you level a character, so I'm making it so that skills and stats can all be learned and mastered by one character. There will also be options to raise the stats, including exercises; kind of like the dummy in Runescape, but different ways to do it. Things still to be worked on: - A title - Registration system - A website - The game itself - Enemies / bosses - Character model - Map design - Dungeons - And anything else I can't think of right now... I forgot something... Cash shop ideas: - coupons to speed up stat growth - clothing and accessories - running speed enhancement - other sparklies and goodies - automatic item looter (to pick up items easier without always touching them, which may come later on) - maybe some special skills that can be flashier than the ones in the game, and has more effects Extras: - one of the main antagonists in the game will not be a toony-type bad guy, but something more intense. Nothing too graphic, but can scare the crap out of people playing the game. I have a concept for that, but I'm not revealing too much at this point.. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Current progress (editing phase): I currently have completed the head and the body so far... still to go: tail, textures, and extra details to match the picture.
  12. I'm still giggling at the idea of opening an NPC like a chest... hehe. Keep it comming Three_Pendants.
  13. Thanks, it is much appreciated... any help is welcomed. Also, it's nice to see an old friend again. :3
  14. Nice work! It's good to have a complete list of every item for sure... I was going to get around to this, but it's great that you did this yourself.
  15. I wish I could just say "I'll get right on it", but I'm close to exams, and my task skills are lacking. Although I have plenty of spare time, the stress of college has been getting to me lately... I also have some other things I need to do before I get back to hacking, and I plan on starting a new project during the winter holidays while there is plenty of time to learn something new. I found some code bits in actor files that link them to switches and clear triggers... but I do not remember if they are all co-related. Some I have found within the actor's assembly data, some of them have lines placed in a free slot after their assembly codes. It's possible that the flag is linked to an address that determines the number of enemies to consider as actual enemies to use as a counter. I made the Iron Knuckle have a green target at one point, and killing it did not activate the barred door to open, but switching the ik back to normal allowed the door to react to the ik. It's useless, but it may point to the location of the flag for that; I could give you that part of my notes if you're interested.
  16. It's the same thing... anyways, it honestly doesn't matter since the point is that this works. The values are later calculated and used to point to the item table by using a starting point address. All actors use the one converter, especially chests. Although, I would imagine that chest values are divided by 2 before used. The slingshot is the official item, no swapping was done in the item table.
  17. It could be the plugin, I found the slingshot a bit odd at the time, but thought nothing of it. It's one of the better plugins.
  18. After much digging in Nemu, I have discovered that A2 was the pointer to the item table depending on the actor... and after analyzing the Assembly code, I discovered that the calculations were being made by assigning a value to V0, and calculating the value my multiplying by 4. V0 was reaching a value based on the family's official item values. I created a list of the values being stored to V0, and came up with: 0039 - Stone of Agony 0003 - Bombchu 0045 / 0046 - Adult's Wallet / Giant's Wallet 003E - Piece of Heart 0056 - Huge Rupee So, I couldn't find anything else that was leading from there, so I decided to find the values, and came across this table in the Skulltula family's AI: I have finally found the table for each actor in the House of Skulltula... now, we must find out what items we can make them give! CONFETTI! XD 0045 is one wallet, and 0046 must be the other wallet. 2 actors give the same thing depending on Link's stats, so you'd have to put the proper order of what you want carefully. EDIT: Turns out that the Stone of Agony is similar to the values used in a Treasure Chest divided by two! The Stone of Agony for a chest: - 720 = cutscene opening, contains Stone of Agony The Stone of Agony for an NPC: 0039 Hence: 72 divided by 2 in hex equals 39! Hex calculator here: http://www.squarebox...hcalc.html?7176 Actor list: http://wiki.spinout1...om/w/Actor_List Same thing for Bombchu: Chest = 06 NPC = 03 Video of me swapping Stone of Agony with the Slingshot: Some items may not work, but that could just be because it was already in my inventory, such as the Fire Arrows. Also, one of them will still have to give the Giant's Wallet, because it appears as though two of them detect how many rupees Link can hold, so it's unavoidable; one of them MUST give the Adult's Wallet.
  19. I have an assignment to do, but when I finish that I will get back to finding out how actors read from the table... I have a hunch it works the same way that regular drops are randomized in a similar output, which is not called like you'd expect. I would post it on the wiki if I could, I haven't checked if my registration was approved or not... although I would appreciate some help with that as I am very busy; so if anyone wants to document this, they can. I keep my information online wherever I can.
  20. Yeah, I'll look into it later... Sang was telling me about it. Anyways, I wasn't going to fill up the list, just mostly a test to see that there's a flag for some text (and not others) that determine if the NPC will give you an item or not. I don't know what effect this would have on other NPCs though, maybe a crash.
  21. I would like to announce that I have discovered a way to change what text an npc uses... this also seems to determine that the Skulltula family in the House of Skulltula will NOT give you items if you change the value (found in ovl_En_Sth (human skulltula family)). Here's a snippet of the assembly code: Changing $0021 to $0001 will give them the text for the Cucco Pocket Egg and negate them from giving Link an item. This can be changed to anything, however this affects all 5 members of the family as they all use the same text. This also prevents them from giving Link ANY ITEMS, which means, yet another AI that does NOT have the item(s) generated in their code, but elsewhere. The function: JAL $0002F2CC is where it's at! Changing the JAL to a NOP (00000000) causes them to not have any text at all! In fact... the "speak" command is disabled from them, and Link's icon shows "Attack" instead. 0000 - no text (softlock, no item) 0001 - Pocket egg message. (no item) 0002 - "You returned the Pocket Cojiro..." message. (no item) 0003 - "You got an Odd Mushroom!" message. (no item) 0004 - "You got an Odd Potion!" message. (no item) 0005 - "You returned the Odd Potion and got the Paocher's Saw!" message. (no item) 0006 - "Bombs 20 Pieces 80 Rupees.... Buy/Don't Buy" (does nothing, no item) 0007 - "You got a Deku Seeds Bullet Bag." (no item) 0008 - "You traded the Poacher's Saw for a Broken Goron's Sword!" message. (no item) 0009 - "You checked in the Broken Goron's Sword and received a Prescription!" message. (no item) 000A - "The Biggoron's Sword... You got a Claim Check for it!" (no item) 000B - "You traded the Giant's Knife for the Biggoron's Sword!" message. (no item) (BETA) 000C - "You handed in the Claim Check and got the Biggoron's Sword!" (no item) 000D - "You used the Prescription and received an Eyeball Frog!" message. (no item) 000E - "You traded the Eyeball Frog for the World's Finest Eyedrops!" message. (no item) 000F - "WINNER!" (gives item according to NPC (Stone of Agony in one case)) 0010 - "You borrowed a Skull Mask" message. (no item) 0011 - "You borrowed a Spooky Mask!" (no item) ... 0021 - "You saved me!" (normal Skulltula Family text, gives item according to NPC) 0022 - "Yeeaarg!! I'm cursed!" message. (no item) 0023 - "We'll be careful not to get cursed again." (no item) 0024 - "Since you destroyed (number) Skulltulas, the curse is starting to weaken..." (no item) 0025 - "We look like this because of the spider's curse. But..." 0026 - "We all look like this because of the spider's curse." (longer dialogue) 0027 - "If you break the curse on my family, we will make you very rich..." 0028 - "Since you destroyed 100 Spiders of the Curse, the curse on me has broken." (100 Skulltula guy) If anyone else would like to help complete this list, any help is welcomed.
  22. Well anyways, this topic was for finding obtainable gi objects, but I found something wild... does anyone know what the following are: - ovl_Effect_Ss_Hanen - ovl_En_Changer
  23. Oh thanks xdan, that makes this post useless then... I couldn't find them on Z64, so I just started making notes.
  24. This is just a list for mainly a reference right now... part of some research I'm conducting for my mod, but this will be useful for everyone to look at too. So I will make a complete list of group numbers, and their relationship to actors based on their object files (not AI/actor files). The list will be updated as I go along, so this will help determine future modifications. This falls under AI code research; I am studying an important piece to some NPCs, and hope to get something to work once I have a list. This may also determine an entire list of groups and objects with help from others. Also, one group can be used by multiple actors... gameplay_keep elements is used by many actors, as is others... the Skulltula group 0024 is used by 3 different actors: hanging Skulltula, Wallskulltula/Gold Skulltula, and the Gold Skulltula Token. These are the group numbers (zobj files) (not actor numbers): 0000 - undefined (Link) 0001 - undefined 0002 - Butterfly 0003 - Volvagia's Flame? 0004 - ? 0005 - ? 0006 - ? 0007 - Octorok 0008 - Guay 0009 - ? 000A - Great Fairy 000B - Wallmaster 000C - Dodongo (enemy) 000D - Keese 000E - Tree light demo? 000F - ? 0010 - ? 0011 - ? 0012 - Shabom (bubble enemy) 0013 - Hopping Cucco 0014 - ovl_Arms_Hook (zobj undetermined.... hookshot?) 0015 - Deku Shield 0016 - Tektite 0017 - Reeba? 0018 - Peehat 0019 - King Dodongo (Boss) 001A - Epona 001B - Lizalfos 001C - Gohma 001D - Young Zelda 001E - Gohma Egg/Larvae 001F - Baby Dodongo 0020 - Dark Link 0021 - Biri? 0022 - Electric Eel thing from lord Jabu Jabu 0023 - ? 0024 - Skulltula/Gold Skulltula/Token 0025 - Torch Slug More to be updated... still forming a list.
  25. I also just found out that the beta orange pot "ovl_En_Vase" was the old concept to the pot enemy that flies at you. "En" as opposed to "Obj" in the "ovl_Obj_Tsubo" file, which is the normal pot. So I guess Nintendo was originally going to make the flying pots look different, but scrapped the idea? It may take some comparisons in the code to the enemy pot and the beta orange pot to confirm this... but I am not skilled enough at assembly... nor do I know if there will be any significant code in the ovl_En_Vase as the actor doesn't do very much... of course, there could be some broken relocations in the file.
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