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Airikita

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Everything posted by Airikita

  1. I'm going to place as much data from my notes as possible here. I may not find them all, but when I find them I'll just dump them here. I can include other people's findings here too, with your permission, and they will (or should be) added to this list! I have a ton of notes and findings, so I am going to document them here so they don't keep getting mixed up: ---------------------------------------------------------------------------------------------------------- RAM ------ 8010B680 -> used to create text box 80100FD0 -> gets input value of controller input (choke point) 800F738C -> plays sounds (sfx) 803F0470 -> sword attack function 803F05C4 -> called once when swiping sword 803F03EC -> activates for sword use (and other items) 803D4C44 -> initial unsheathing of sword 80125C98 -> read from 8008EC30 to determine initiaiting equipment perspective action at 803D4C30 8010C4D8 -> determines if drawing text 8010F690 -> goes to draw text 801094E4 -> reads text print-out speed (14 xx) 80109914 -> gets text delay speed 80109908 -> determines text speed (26590002 for 2x text speed) 803E29FC -> applies slash to sword when attacking Rupees: ------- 8008AE2C -> loads rupee amount (constant) 8012721C -> determines max rupees 8008AF38 -> draws rupee digits? 8008B04C 8008ADDC -> rupee amount digit horizontal position 8008AE0C -> loads buffer size of rupee digits ROM ------- 00B8D208 -> list of actor group "lock-up" flag masks -> assigned to 80224C2C in RAM -> groups determine which flags to read by to "freeze" by using these sets of masks -> goes by http://wiki.spinout182.com/w/Actors -> Example: Bomb group uses overlay word 100004C0 at 0xB8D214 -> can be locked up with 00000040, 00000080, 00000400, or 10000000 -> group values are typically found at the end of actor's code in their ovl file 00BC24C0 -> list of text offsets (to nes_message_data_static.ztxt) with their IDs 00B9CE34 -> byte array/list of action values for equipment/items (such as holding a sword with one hand or two) 00B9CE74 -> 4-bytes determine Ocarina item/action/object in one 4-byte combo, (0x0003)0D = Link holds Fairy Ocarina
  2. Testing a fall death code for Epona: It will be from higher heights, of course... this was just to test the death sequence. Only in certain areas though. I wanted to put in some realism into Epona.
  3. Found a choke point for all input actions, and decided to swap A and B today: The bonus? No extra coding/digging required! Except with the quirk that the button colors had to be changed to match the original N64 colors. But that was done before. I merely switched the RGB readings for the buttons themselves instead of trying to alter/store the colors again.
  4. Ah... well... hm.... You can't really "rip" the music out, the music itself is a sequence of notes and channels that references a table of instrument sets to use, sound bites... that being said, there is a tool to import music sequences, using an Midi editor and some know-how. It's called "OoT InstEd". It isn't perfect, but it works like a beauty when you work around it right. Uhm,.. you WILL need to read into things to know what to edit and look for though. I have notes on how to enter music with longer lengths than the original if you find that will boost your mod any. Although there are still limitations in RAM for that as well...
  5. You know, I could cut out my rupee recursion digit hack, and allow the 4 digits to be operable. I can also allow the silver scale to be the 4th upgrade (3rd wallet), but you'd have to incorporate that yourself after. Although, if you want a different item replaced, I could look into that. Just be warned, it should be an upgrade item. Not sure if I can get it to work for stuff like the Stone of Agony, for example... Then again, if you just want the 4 digit hack, I can make a patch for that, possibly, since I found my notes on it, ---------------------- One a side-note, current hurdles/issues: --------------------------------------------------- gi objects are showing up improperly... no matter how many times I convert the grenade model, it's invisible and fudges the HUD when obtained. Due to this, it also crashes shops when entering when the grenade item is on a shelf. I have removed the additional shaders, just as I did with Majora's Clock, but it doesn't seem to be fixing the issue. I can test if the model normally shows up fine on anything else though, just it seems like there's a shader tucked away somewhere I have no knowledge of at this time.
  6. It definitely looks like something I'd love to own a copy of for sure. The music is fantastic!
  7. Update: ---------- 4th rupee upgrade was activated, replaced by the Silver Scale (which is now obsolete, and who cares about it really) Originally the values were 99, 100, and 500, but now the values are 200, 1000, 5000, and 9999! 3rd wallet item has been added to activate this once-disabled upgrade. Also, Gohma also has an enemy counterpart and will now appear as a legitimate enemy in later dungeons.
  8. The result is this: The texture didn't convert as expected, but at least the result is what was desired. Might need to work on the opacity of the disc manually it seems... Going to ensure that the attack can only be spawned once at a time, but for now it's still being tested.
  9. The arrow concept doesn't look that difficult to do, it's more of the fact it's OP.
  10. I was shelling out a few action values that did not rely on normal actions, such as equipping bombs or using Deku nuts. Breakpointing a point past the check for the sword actions, etc... I found some interesting results using like functions: Normally this would be the Kokiri Sword action (value 3B), however it shells it out after the check, and I forced it to be ignored.. resulting in the list of gi items to be used just the same as the quest items. In the item table the masks are actually in line before the quest items index values, so this didn't shock me. This, however, amazed me: This is action 1B. Normally it is shelled out, and used for Deku Nuts. However, I forced it to work like an action item. 1C = Fairy Ocarina, and 1D = Ocarina of Time. 1A acts like Din's fire, and 1E is something from a bottle Link "drinks". It seems to me there is a mysterious missing ocarina item. My first assumption is possibly remnants of the old Reed Whistle functionality.
  11. Due to the fact that the arrow had a lot of unnecessary code, which added bulk, plus the boomerang spins for the added effect to make the beam effect more like ALttP style, plus the boomerang has the added "homing" effect when z-targeting an enemy so as not to miss (A bit like Deity Link's sword attack in MM I assume?). Also add the bonus "sparks" when it hits something, like magic sparks, rather than just sticking in the ground when it hits something.... it would look strange. Not to mention the arrow actor has too many damage values considering I'm not making it work like the arrows... just one damage value to change in the boomerang, in which I made it do the same attack as the Master Sword swing.
  12. Mock ALttP style beam sword test: It looks like the boomerang for now because that is what I am using as a base. I attempted to modify King Dodongo's flame earlier for this, but it turned out that was becoming more of a mess/chore than necessary... so I switched out for the boomerang figuring out how to spawn it correctly.
  13. There is a byte at the end of the file that makes it loop, and I'm pretty sure it works like OoT's music... but I'm not sure if the byte does it alone, because I think there's also a code used to identify if it loops. This might help you: http://wiki.spinout182.com/w/Music_Sequences
  14. Ah, it doesn't matter if you just figured that out. I'm pretty in-your-face, so I can come off a bit strong to others. I certainly don't game like a lot of women, but whatever. I haven't concerned myself to enforce internet gender anyways. I like to drop the odd hint here-and-there, but I don't care being referred to as "he" by others. I'm pretty Agendered that way, perhaps. I'm 28, my real name is Dorothy. I guess I don't mind sharing that now... seems like a few people know it anyways, so whatever. I enjoy playing a new MMO I started lately, ArcheAge. I used to be obsessed with MMOs, but quit them in a span of 3 years. None of them appealed to me, until this one lately. Just something I enjoy meeting new people on, and doing something social. There's so much politics and sandboxing, it just feels more immersive to play like it's meant to represent reality, in a fantasy setting. I recommend checking it out too. I enjoy modding ASM and finding new ways to switch around things, but I post enough so that I don't sound airheaded about it. I'm fairly humble, I don't like to take bs on the web, but only when I feel I'm doing the right thing. I'm in Computer Science, and I just love code. There's always some way to transform it, and I look for that in Zelda OoT. It's mainly a learning experience, and I wanted to dig my teeth into hex to fully comprehend what things do in RAM, and OoT has given me that opportunity with this community and the documentation. The information is always useful to look into when I have a poke around in the game. Personally I wanted an easier way to stick my head into programming, and advance my understanding to fully understand the inner workings of OoT, but mainly how the memory works. There's still a lot going on in the game that still has potential to dig through to learn new things about programming and computers. Other times I pretty much just get home, relax, and listen to Youtube most of the time, maybe play some DDR. I enjoyed watching anime like Kill-la-Kill, and I'll watch some recommended stuff. I'm not a big movie watcher, but I do find my favorite movie was Kickass. I find I like odd humor, or stuff that doesn't have the "happy ending" stuff. I love more down-to-earth endings, something that teaches what's real and not some fake Disney hope, like The Last Unicorn.
  15. King Dodongo test: ------------------------ (sounds) 0C00BDB5(error?) -> JAL 0x8002F6D4 0C00BDF7(error?) -> JAL 0x8002F7DC 80237820 8022F8AC -> health storage for King Dodongo (in his lair) when bombed/slashed 8005B9FC -> stores value for Link's attack mapping for an enemy to read from (checked by KD?) 8005F8EC -> activates when King Dodongo is hit by an arrow (or also triggers when Link's attacks hit an enemy) 8005D7CC -> reads from 0x0015 of Actor values (from list of actors in a RAM table) to get 03 to check for damage to enemies -> 03 allows the proper function to be used by the projectile against enemies JAL 80090480 -> used to check for arrow hitting King Dodongo (or any enemy I assume) 0x01A8 (S0) -> damage mapping of actor instance (arrows) (unused by Dodongo's flame) 0x01AC (S0) -> half-word boolean check of actor, used by enemy to check if it takes/recieves damage ------------- Feel free to help edit these notes with findings.
  16. Didn't go well? LOL, as a kid that show made me laugh every time. I don't know about you, but I loved that show over the weirdness of the Super Mario Show. I'm watching the first episode now, and it still makes me giggle. I guess the humor wasn't meant for all, but whatever. A lot of shows were quirky in the 90's.
  17. If you place a chest above water, or above a floor that can kill Link, and the chest is set to the clear flag when clearing a room of enemies... if you leave and re-enter the room, the chest will be invisible! All the flags check out, but when I tested this with a death floor collision in my Deku Tree mod below a room above with a chest, the chest stopped working until I changed 2 bytes on the death floor collision to be normal. Then the chest worked like normal. This also happened in another area where I just so happen to place an important item to progress above water with an enemy clear flag. I could change it to be a normal chest, but I want it to remain hidden. I am working on fixing this error, but it's proving to be quite challenging. Collision detection is a bitch in this game to figure out... The chest also gets deactivated from functioning as well. Yeah, I'm not 100% on this, but I'm unsure what would cause this issue.
  18. I acknowledge that, but in terms of Youtube this type of community isn't a "viral" community. It's not like we are likely to get over fifty-thousand views per video, or more than that, or even that. All I'm saying is that the equipment doesn't necessarily get you more views, but it has a chance of keeping a regular roster of subscribers/viewers. Though the best bets now, for getting more views, is talking about URA because that shit went viral... and we're likely not mentioning it any more. I'm just saying, in terms of pop culture, you're probably not going to hit viral views from regular videos. A lot of casuals on Youtube will have no idea wtf we're even discussing most of the time, because there's not a big public knowledge of this community. The only way the channel would become viral, or get those amount of views, is if another viral channel advertises the-gcn Youtube channel. Quality will help by then to maintain good content for those types of viewers, but the equipment alone won't do it.
  19. Testing out a new heart meter: I got rid of the 52 hearts (the 4 rows), at first by trying to shrink them. By then I just scrapped it in place of this heart meter concept. I will improve the quality of the heart texture once I replace the old hearts with bigger images, and I can fix the display list to match it.. The reason I removed the old 4 rows of hearts was because of how the cluster of hearts would cover up a big portion of the inventory menu. Also, I figured this would look a lot cooler anyways. ------------------------------------------------------------------------------------------- EDIT ------ Now with a 32x32 heart texture: Had to edit the ASM to insert the proper values into the RAM display list.
  20. The 2nd inventory function swap is a complete success: Some minor hurdles: --------------------------
  21. Even if you have the supplies, you're not guaranteed a popular channel. There's still many people that view the world of modding/hacking video games as taboo, and even I only have a mild handful. Your best bets are with a viral video, or a few. Might be overambitious in the sense of expecting more views simply because you have better equipment and quality content in your videos. I stumbled upon a few channels that should have outshone PewDiePie, etc... but only have meager 1,000 views per video when they deserve more. PDP got popular because of how his habit of uploading videos in Sweden, while having uploaded while traveling to family in other areas, has increased his views based on those dynamics. He isn't someone I'd consider anywhere near popular, because his views are just spread across multiple countries just from his good fortune. His videos are fun to watch, but only until he says something really dumb... which isn't too long into his videos. He also has become a sponsor for certain game companies. Just using him as an advertising puppet really. Youtube's dynamics are not in anyone's favor, it's still random luck if people discover you.
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