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Airikita

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Everything posted by Airikita

  1. No, there is a set of tunic color values in the ROM you can change, but the one I did specifically required ASM hacking to expand the equipment list.
  2. Conducting a function swap test; swapping the function for the map with the item menu function: This is just a test in RAM, the code will have to be constructed correctly for a proper actual swap. But the test for this one function proves credible. There are limitations for now, but all changes can be made mostly in the core item menu function. Here's a video: https://www.youtube.com/watch?v=c8nu_W95ZKw
  3. Having a discussion with GlitterBerri on a debug text saying "N coin = x(%d)" ("coin" being a kanji word rather than in English), I came across it coming from the Gold Skulltula token. As such, the Gold Skulltula tokens will now be used as N-coin currency. There are 4 different color coins, however... gold, red, green, and blue. Just like rupees. So it likely matches the amounts that rupees have, however I don't really have a use for the other kinds, nor does it matter.
  4. Hey all, I'm back from a break. Been off due to college, but also because of health issues... taking some new medication that's causing unpleasant side-effects, including bouts of insomnia, which wrecked up my holidays a bit more than I can take. I'm also back to college, but it's not going to be as intense as before. Regardless, remember that huge mess with the tunics? If not, they used to overlap with the boots (the added 3 tunics) because of the read-out being a half-word at 0x009C of 8015E660, so I did some mod flipping, and made it a completely functioning word, which also means, heck I can make 16 equipment items, but there is still limitations in the game itself which would need multiple changes at once for the whole thing to flow properly, which is more work than I'd like to deal with tyvm... heheh. I also managed to fix some other errors, because apparently the menu didn't appreciate my modifications. I gave it the bird, and took a break, a shower, slept, blah blah. Well whatever, I got some info from CloudMax for his menu hack, and modified it to work with the equipment menu. So here's what the new changes look like to the equipment with the new custom tunics as obtainable items:
  5. I agree, though modding projects have always been a side-hobby for me. I don't know where my project will lead to, but I am likely going to focus on game design eventually myself. Best of luck! Some things are more important in life after all.
  6. I will have to break off again, college will be starting soon, and I will have some other major irl things to deal with. I also need to regain myself, focus on my health, etc... Although my project has more kinks and messes to smooth out from Nintendo's mess, I will have to halt until next summer. It will be my final year at the college, and it's a major project course. I also have many things to prepare and deal with. I will be dealing with life independently for a while, and modding while dealing with irl life is not going to mix well. I will be back again next summer with more things to work on.
  7. I have, but the result is a messy blur. If you look at my previous post in here, I posted a screenshot of the console. Well, moving on, I have found out how to expand memory for scenes from a mishap: -------------------------------------------------------------------------------- More RAM space for loaded objects [More space for scenes/maps]: --------------------------------------------------------------- 80097DFC|80097E1C|80097E44|80097E6C|80097E70 -> change to 3C110020 (or higher if need be) Turns out this is the function that will allow more space in maps, but keep in mind the GDLT is currently still limited, but I am working on that currently. It is possible to remove the function that mirrors the GDLT, and double the capacity for the video memory, but that will have to be tested.
  8. No more delays in ZEY: Also the pause menu fix is different, as it removes the mess that the original fix causes, but it's not a work up from the original fix, but a complete retooling of it. It actually ignores the counter, the counter doesn't get changed, it just avoids loading the overhead, and I even opted out the function that loads debug display list commands (00 command, not even 01 - F3DEX2_VTX). This optimizes the display list in the GDLT and makes even more space for what appears on-screen. A significant reduction in any lag when the Stalchildren spawn near the dense area of Hyrule Field while Epona is in the picture. Any overload and weird display errors were removed with the removal of the debug GDLT commands, and I could easily remove the pre-rendering procedure for the GDLT, which bloated the GDLT so much it was throwing errors.. EDIT: Using Direct64, you can see the blurs don't show:
  9. GRAPHICS ERROR CHECK: ------------------------------------- For the GDLT, this function will fire when the objects on-screen overflow the graphics memory for the video card: 800D670C -> GDLT error check If this one fires, then you have too many models in the map on-screen. Disabling it is fine, however the graphics on console might become multicolored in rare circumstances (but not during normal gameplay, usually when pausing). Information regarding 80001FF0 was updated. More information on GDLT: Moving GDLT to a new RAM location causes video processing errors. It might be possible to move the GDLT, but the console does not approve.
  10. All 6 tunics are now equipable: Eventually the final 3 will allow bonus defense, but for now it's only a tester until I can get the tunics to read from a different save data spot for new flags, since the tunic flags overlap the boot flags. The real hurdle is making the new tunics obtainable.
  11. Yeah, but if you just convert it with xdaniel's tool, it should work. Of course, I assume you're working on this to import to MM also?
  12. Glad to see you working on this, it will allow more options to modding.
  13. Thanks jsa, that might be a good theme for the hammer if there is some way to combine that with ZEY, but for the meantime dungeons are not on the list. Still a few other items to re-tool, although after the Master Sword, I think I'll move on to my first map import. That being said, I am having a relaxing day today, so I just did some hex-editing, and some other "hidden" features in the game were added lately: Nothing is entirely final until the going gets good. As much as I'd love to implement a dark world and a mirror, I don't think there is any need for much more re-tooling items, although I have broken the ability to obtain the Biggoron's Sword legitly. That being said, the quest items are up for switching to other items that can come from a chest. I could pretty much transform any of the adult sidequest items into the biggoron sword by changing its entry, and fixing it to become Twinrova's Blade, etc etc... I still need to fix other gi models, but for now it's a matter of keeping my head on straight after digging through the code. A lot of re-programming has been done to ZEY, so this project hasn't been idle in the past month or so. I hope everyone is enjoying the updates as I am having fun with this project. Also, I might need some assistance for a proper Fishing Rod gi model. The model should be under 0x2000 in size mostly, though most gi models are under 0x1000. I may have overstated Majora's Clock which is a tad over 0x2000, but that being said, it depends on where I place it. Seems for now my RAM expansion hack has allowed me some saving grace, and a lot of other re-tooling has opened up more positives. I tend to keep things down to a low, and plan to maintain optimization. Some maps, when loaded with enemies, do glitch-out the game even with the expansion. I have yet to test more of it on hardware, and I'm annoyed over the Epona issue at times. I had to remove Epona's group from Kokiri Forest, because, thanks to the re-tooling, I was able to exclude her, but console doesn't agree with that at times, so I need to test a few other things. If it still crashes, then spinout's RAM page is missing another exception handler, which should be nearby the one listed, so it may not be impossible to find, just extra work. I'd much appreciate a plain low-poly fishing rod model if anyone is willing to take on that and make quick work. Don't worry about textures or colors, since that's part of the optimization. I have been over-thinking my mod, and not falling asleep because of a rush of ideas, so I need to pull back again, which is where I slowed down a bit today. I pretty much hit the rush for each component of items so far, minus the details. So I'm about ready to start reviewing the plot, and go from there again. Gohma has also been fixed to be stunned by Deku Sticks and the swords (with some limitations, but I don't plan on expanding). I thank Three_Pendants for his documentations, and tools via xdaniel, and others who have allowed our projects to thrive. I know it's been a bit dry this summer, but I still hope everyone is enjoying themselves.
  14. It is fixed in ZEY, I nulled out the equipped item when the equip item value is inactive. Quick Draw is fixed. However it is not a simple write-over the current code when fixing. You can, however, fix it at 803D4084 (Link's code) by checking if the byte relative to Link's instance at 0x0154 is 00, and set the byte at 0x0152 of Link's instance to FF if so. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ======================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Faster loading time: -------------------- Prevent AB being written to RAM/Memory: --------------------------------------- 800FDE40 -> change to 00000000 800FDEF4 -> change to 00000000 80057C8C -> change to 00000000 Faster inventory pause: ----------------------- 800C268C -> change to 00000000 -OR- 800C37F4 -> change to 00000000 More RAM space for loaded objects [More space for scenes/maps]: --------------------------------------------------------------- 80097DFC|80097E1C|80097E44|80097E6C|80097E70 -> change to 3C110020 (or higher if need be) *this is to allow more space for certain bigger files, such as Link's file, but maybe others as well
  15. Aiming for some simple designs, I decided to go for some beta-ish looks without going too far into any beta themes, so I customized a hammer and found a shield texture online to use for the Hylian Sheild: I also have edited the code so that Link will hold the Hylian Shield with his right arm, but I have yet to import a proper shield for Link's hand. I will also be making a new Mirror Shield for Link, and a new sword in place of the Master Sword. ================================================================ EDIT: New arrow items being added in as we speak: I think the allotted text is perfect, as I'd rather keep the 3 arrows short and sweet. Works out nicely.
  16. HeavyZ is probably still dealing with family issues... last I heard, he was kicked out of his place when he stopped passing by.
  17. Prevent Swordless Epona glitch: ----------------------------------------- 0xAFA364 & 0xAFA3B4 -> 00000000 (Swordless Epona Glitch fix) (Equips the Deku Stick when dismounting however) 0xAFA384 -> 00000000 00000000 00000000 00000000 (full swordless Epona glitch fix)
  18. Eh, not really... there's no where near enough scenes to worry about, however you don't want to even get to FFFF because then you have entrances, which can be much more than scenes. But you know, ORI to be better safe than sorry if someone dreams up a mod with lots and lots of scenes. Idk why though... ================================ ISG Fix: ---------- 0xC1A524 & 0xC147B4 -> A2000843 (fix ISG) [for text with NPC or Signs and picking up bombs/cuccos/etc...]
  19. I know this sounds strange, but have you tried kickstarter sites? I think there's one where you can ask people for life-saving help. There is this site: https://begslist.org/ Try a few different sites, don't just have one if you need this help badly.
  20. You can also add code to the end of some actors as long as you add a relocation reference with a virtual JAL.
  21. http://wiki.spinout182.com/w/Zelda_64:_Damage_Charts You're overdoing it... the damage mapping for the biggoron spin is one word length and damage mappings use bit flags to determine which damage/effect you want by changing the bits. Many enemies have which flag will hurt them at 0x34 from their actor number in their file. Most of them have FFFCFFFF but Ghoma larvae use FFFDFFFF for the "friendly fire" bit flag. The first item in the damage list starts with 00000001, then 00000002, then 00000004, etc... Refer to
  22. A bunch of conditions kept Epona from water (too many), so I drowned her:
  23. I was almost close to overdoing this sword, but I restrained myself. Almost got into a pretty unique design. I will say it was inspirational to modify this fire/ice sword, where it will do ice or fire attacks depending on which spin attack is used. You can light torches with the red spin attack. I could make it have a shorter handle, and make Link hold it one-handed, but it didn't look as nice smaller, and it looks like a sword that he should carry with both hands. I was so close to not putting this in my mod because I had just created something new, but it was something that was meant for ZEY, and I kept it toned down. Here's what it looks like in MilkShape: It's a decent size too, 0x17D8 in length.
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