Airikita
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Everything posted by Airikita
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Cursed family details updated... I don't have time to test them yet.
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Yup, glad to help! You can do anything with it, not just spawn a token for the Iron Knuckle.
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Hey there, and welcome! Hope you have fun and enjoy everything! ^^
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Hi, I have had many of you asking about the item spawner, and how I found it, etc... so I'm going to discuss the basics on what I have found. First off, I need to explain WHERE it was found... the item spawner was found in code.zdata, which is located in 00A94000 - 00BCEF30. How I figured out it was in there wasn't as straight forward as searching for the spawner from the start of the rom (even though that is how I started). I thought about how all things spawn random items the same way: grass, Skulltulas, Stalfos, pillars, etc... So I figured, it would be a lot of space to fill if every single enemy had to use the same code copied over-and-over, so I considered Nintendo made it more efficient by calling the spawner from somewhere else. So, with some time, I researched into some assembly to find out how a function can be called, and learned it was JAL that linked a section of code to be called by an external source (also with Sakura's help), so I looked into JAL functions in the ik, and tested out a few that were not on the list... I found this: By changing 0C007E50 to 00000000, I discovered that this prevented the Iron Knuckle from dropping items, and it was exactly what I was looking for! Using NEMU64 to find the location shown as 8001F940 (translating from the code shown), I was able to find out where in code.zdata the item spawner was. I searched for the actor spawner, which starts with 2406... the items generated were collectibles, which was actor number 0015, a value. So I simply searched up 24060015, tested each one, and it turned out the 2nd one down changed the items spawned: But actors simply did not show up... I didn't know at this point that there was a buggy function within the code, but I'll get to that later. I tested out Arwings, only to find that they exploded: To my dismay and fustration, I kept testing more and more, and found out that bombs can appear, but would crash when one exploded into another... and it seemed as though some actors were invisible, which turned out to be they were microscopic in size: After a while, I could not get the token to appear, so I just about through a fit, and nearly quit there... Although, when I found out that the token was just SUPER tiny, I knew something was resizing the token, and other things too. I swear, if only Link had a magnifier! So, I tried eliminating other functions below the location of the item spawner: So I tested that out, and found out incredibly positive results, including fully-functional Arwings (and other stuff): I got so excited that actors finally spawned, I went to spawn the token... but, I still had the issue of it "sliding" away, and had to change a floating-point value below the item spawner, which turned out to be at location 0xA96EA4.. I also found other related function calls in other enemies, and replaced a piece of the ik's code to limit the drops it was calling from THREE drops to ONE: By changing 00B0 to 00D0 (called in other enemies) I could make the ik only drop one token! Now, I could've probably changed something in the item spawner code itself, but this was simpler. Also, to reduce the risk of not running the chance of the token to NOT appear (as it is a random item generator), I happened to find this floating-point value that prevented items from not appearing, and made every single grass clump drop an item no matter what: With all these combined, and a bit more editing to remove any other drops, the Iron Knuckle will now drop a token: There's still the issue of leaving the room without picking it up, and comming back will eliminate your chances of getting it, but that's a whole other issue... Also, the variable to change the actor's status is stored to S3, so you may have to look around, but the 00FF especially should be changed:
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On the same topic, I would like to give BIG NEWS... Iron Knuckle will now drop tokens: More here: http://www.the-gcn.com/topic/1747-zeldas-eternal-youth-hack-oot-mod/
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There's no real difficulty in doing this, I only removed one JAL function that was a culprit in causing actor errors, and changed the actor number. There is still the flaw where certain spawns go sliding, and I need to find it first... I will update this post when I do, and show what to look for when I find everything. For now there are still some bugs. The only difficult part was finding the culprit, more-to-the-point. The nifty thing to all this is the particle effect from the grass and enemies attaches itself to any actor. Also, there was no information on my findings... there may need to be more research needed to find out what the function does that causes actor errors (probably just the resizing).
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With much success today, I managed to discover a faulty function call that, for whatever reason, is called in the spawner for hearts/rupees that either causes actors to be microscopic (looking like they're invisible), or have data errors (collision or otherwise). I noticed when spawning the Gold Skulltula that it was THERE, but it was super tiny, and Link couldn't interact with it. It was as tiny as a speck of a particle. It was so hard to see it, I never noticed it until today. I managed to find an ALTERNATE size modifier function call for the actor, and NOP'd it (set it to 00000000), and with success, the token will now spawn! However, with more frustrating results.. The token WILL spawn, however it will slide away, and if you don't grab it, will slide through walls and off into the wild blue yonder! Likely a reaction involving the fact that the item "flys" into a parabola until it touches the ground. Bombs will spawn now without any crashes, and I can spawn anything, including other enemies. But, of course, certain enemies seem to glitch when another actor is spawned (in this example, the Arwing). So, I may not be able to spawn the token without it sliding away, but anything can be spawned now with this find.
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Ah well, that's too bad... is it possible Sony lacks the funds to advertise? I wonder if it has anything to do with Nintendo's Wii U and the fact that Sony faces a problem with competition for it? Well, I would have to say that Playstation's advertisements certainly turned ME off from buying their games... mainly because of the lack of class with their ads, I expected less class with their games. The theme of the ad also suggested there would be games out of my tastes, and of course I'm more interested in the cheery-poppy games Nintendo has to offer more than anything.
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EDIT: Nevermind, I got Renegade64 to work finally... ~_~
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That's why I'm asking if someone knows where I can find one. Other than that, I just need to convert some simple commands. Anyways, I can still do some digging and try some things, so it's not like I'm too concerned about it; I just need to convert the commands, like LUI AT and ADDIU AT, AT... the values and such are not the issue, I have notes for the other things. I'm not looking for a long-butt tutorial or anything, just a simple converter for the commands.
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This is true, however, like I said, I have free space to fit it in; I just need to convert it. In fact, the way I have it working will have it work the way I want it. It makes the ik die even faster, which is what I like. Although, I don't need to disassemble and reassemble, this is not what I want to do. It's not needed. I can always just re-review Gohma's spawn for Gohma larvae and use that, but I doubt it will be what I'm looking for... I'll have to check and verify.
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Hey guys, I'm currently looking into some code, and I need some help. I have the code I need to get things to work, but the issue is converting that to hex so I can inject it into the Iron Knuckle's hex. I have a lot of freed-up space I can use, but I need to convert the MIPS Assembly code I have to hex. Is there any kind of converting tool or information I can look up? This is a custom code, and does not exist in the game. Nintendo has some really messy code for actor spawning, so I need some other method to put this code into the Iron Knuckle. Like I said, I have some free space I can put it in, but I need to convert the code to hex.
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Try practicing with divs, that's where the core of web design starts. CSS is what manipulates divs and other things using ID tags, and name attributes.
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Yeah, I was just considering fairness to the newbies getting mobbed... sometimes it can't be helped you know?
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Can there be mini quests to earn money? Seems silly to just steal money from people... can be a slow leveling process for those who were robbed by higher levels.
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I was messing with the spawn variable, and I found that this spawner doesn't generally affect all the items dropped even though the actor number does (with bizarre side-effects): I don't know what gives about this spawner, but if I can use it to my advantage somehow, I can just eliminate grass, keep pots, and have the Iron Knuckle spawn something else.. but there seems to be something missing to make this actor spawner complete.
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Always good to see a new face, welcome! :3
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Je ne connais pas japonais, mais je peux parler francais... Je ne sais pas quand mon francais et la maime comme ton francais, mais je suis deja practiquer tres loin! Aussi, beinvenue aux le-gcn!
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Welcome to the forums! We are always happy to take another.
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I see, thank you Sakura.
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http://www.the-gcn.com/index.php?app=downloads&module=display§ion=screenshot&id=53 File Name: Ocarina Value Editor File Submitter: Airikita File Submitted: 02 Nov 2012 File Category: Community Downloads This is a value editor for both Zelda: Ocarina of Time (OOT) and Majora's Mask (MM), and can be used for any version and type! Different values can be found to be modified... while there are floating-point and integer values, there are a range of other useful values that can have an effect on just about anything! For zactor (AI code files), speed, size, and even health can be affected by altering float/int values! Give it a try... this is a faster method than digging through a hex editor to find all the values you need. Also, messing with ADDIU and JAL values can have some really interesting effects on enemy AI also, so be a little adventurous and try this out! You may be surprised at what can happen to an actor with this! Click here to download this file
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Actually it was easier to find the item spawner, it was less work. I was looking through the disassembler with even less luck finding it.
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Weird, maybe it has to be confirmed first? I don't know why it's preventing downloading... EDIT: here's an alternate download link to the software: http://www.filehosting.org/file/details/391383/OcarinaValueEditor.zip
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What details are you looking for? I don't quite understand? I gave all the information I thought would be helpful. I just used the actor spawn code from Gohma for heart container, and I just searched for collectables which is 0015. Gohma's heart container spawn starts with 2406, and I just added 0015 to it and searched for 24060015. All I did was I looked at the list of files here: http://wiki.spinout1...M:_File_Listing I just assumed that what I was looking for was somewhere else, and code.zdata was my first guess, so I tried that, and what do you know? It was in there! It could've been in anything, but I just tried searching for it in other files, and that just happened to be my first pick. I spent weeks trying to find it in the Iron Knuckle, and it just wasn't there. All it was was an educated guess really... how I tested it was just pure stab-in-the-dark testing, and assuming it would work out. I mean, it was obvious the game had it somewhere because it was being called, so it's not like I was just going to give up.
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Yes, this actually gives you JUST the values in an enemy's AI, and sorts them out for easy access. There are still other values it could be looking for, but for now it works like a charm.