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fkualol

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Everything posted by fkualol

  1. Being able to use the gcn's old theme.
  2. You need to have a controller inserted into slot 2 or else the L+R+Z button combination won't work.
  3. Replying because I want to know the progress.
  4. Like I said, I zeroed out the old file just to make sure that it was loading the newly pointed gameplay_keep. I don't know how your RAM Expansion hack works but making gameplay_keep bigger may introduce problems. This isn't OoT related but if you make Child Link's object file larger in MM, it ends up overwriting scene/map data in RAM, which then causes various glitches depending on the scene you enter. I haven't been paying much attention to the forums lately, but if you could lead me to your RAM Expansion hack then I could test it out on my ED64, if you want.
  5. Looks fine to me. I even 00'd out the old location.
  6. fkualol

    Maps for MM

    I made this map with SharpOcarina a while ago and did some testing to see how I could get it to run on hardware. You're going to have to at least add the 0x1B command to the scene header. You can use 1B090000 02xxxxxx and have it point to this data if you want. You'll probably have to add a pointer to the camera data in the collision header as well. If you point it to a bunch of zeroes then there should be no problems with the camera. Anyway, that's how I got the above map to work on real hardware. Edit: Oh yeah, use the program Arcaith linked to above me for converting the map's model. Edit2: Forgot another thing. Make sure Link's Y rotation ends with 00 if you plan on using the 1B command with that data I linked to.
  7. http://www.en64.net/OoTMM.7z Contains most of the stuff I've had documented over the last few years or so. It's quite a mess. If you have any questions about a certain thing then please reply to this thread and I'll try my best to help. As you can see I have a text file named "MM (J) grass item rng.txt" this does just apply to grass, but to pots and maybe other actors as well. MM (J) Camera Stuff.txt and oot camera types.txt include various information about the camera when using items, actions, etc. a lot of stuff still needs to be documented. Jazz made a thread on his site and included my MM shop hacking info here: http://en64.net/forums/index.php?topic=4.0 so you don't have to go through the txt files for this info. I copied Wareya's format on spinout's wiki and there are some object:shader values which I am unsure of whether they are present or not. The Height and Speed.txt file needs to be looked into, as there are many variables that determine how high Link can grab onto a ledge, speed, etc. 0x1a.txt, 0x1b command.txt, 0x1c.txt, and 0x02.txt are simply MM scene commands that I have documented and posted here before. Damage Colours.txt only contains the RAM pointer for the asm to change the damage colour in MM (J), but there's more info in another text file somewhere in there. Two of the most important text files are MM (J) Action ASM.txt and OoT Action Modifier.txt as they contain pointers to different actions coded in assembly. It can be useful if you want to change how an action works or something. That's all I'll explain for now and if there's something you want to add or need help with, just ask. Sometimes I'm gone for a certain period so I don't know of or when I'll be able to help you, but hopefully all of this garbage I wrote in notepad helps people hack Zelda in some way.
  8. Check the function at 803ED584. Set a breakpoint there and it should break when you're about to climb on her.
  9. Kind of off-topic, but I just noticed today that 5 of my videos have been muted for matching third-party content. All 5 of those videos are using in-game music too. This is embarassing. My headphones have been unplugged the whole time so I thought the videos were muted. On-topic, all we can really do is wait and see how this works.
  10. I'm about 12 hours in on Y and I just got the pokeflute. I'm playing it in a language that I'm trying to learn which is why it's taking me so long to progress.
  11. It's actually called Z2_BOWLING, it's just that no one has bothered updating the names for the scene listings. Also from http://www.htloz.net/archives/htloz/2000-2001/zelda6/spaceworld99.html This and the one video I made is the only proof I have that supports that Deku Link originally shot out deku seeds instead of bubbles. One more thing for OoT: http://youtu.be/7Bz9W9IuLPg?t=1m30s When you have nothing equipped and press B Link simply unsheathes his sword instead of slashing immediately. I'm guessing this applied to all weapons.
  12. For some reason zdec doesn't fix the DMA offsets for the file that contains the overworld map textures and Fierce Deity's object file. Replace the 8 bytes at 0x1A5A8 with 009F5000 00000000 and 0x1CDD8 with 0114D000 00000000 to fix it.
  13. fkualol

    Lol

    I compared the mesh between both versions of bdan_boss_room_1 and noticed there were DA380003 8012DB20 instances in the debug version, while in 1.0 there were DA380003 800FEDB0 instances. I'm not sure what the DA display list command does but changing them might fix it.
  14. I think I figured out the F0 command. It's used for messages. F0xxyyyy xx = Character name/portrait 00 = Fox 0A = Falco 14 = Slippy 1E = Peppy 28 = Katt (Glitchy Portrait?) 5A = ROB64 yy = Message ID The message table is at 0xCCAC in file 0x00DE1360 (Virtual Start Address) xxxxxxxx yyyyyyyy xx = Message ID yy = Offset of text in RAM EDIT: D20000xx will turn the enemy into a teammate. 00 = Fox/James?01 = Falco02 = Slippy03 = Peppy04 = Katt*05 = Bill**Portrait will be glitchy if used on levels other than the ones they're supposed to appear in. The 00 command modifies movement speed and can also act as a delay timer. 00xxyyyyxx = Movement speed (0x7F max?)yy = Delay EDIT 2: Forgot the D0 command D0xxyyyy xx = Health yy = Model 002B is the Arwing. EDIT 3: C0 has something to do with the way an enemy attacks. C0xxyyyy xx = Attack/Action 09 - fire laser twice, spin, fly up 0A - fire laser once, spin, fly up 0B - fire laser twice, fly up 0C - fire laser once, fly up 19 - fire laser ball when really close, fly left 1A - fire 2 laser balls, fly left 1B - fire laser ball, fly left 2E - changes into a different enemy? yy = unknown
  15. There appears to be a table for Object type/IDs 0x3E8 and up in the main level file. The starting offset for this table is hard-coded so you're going to have to go through the asm to find it for each level. Corneria's (0x0095D2F0 Virtual Start Address) begins at 0x0003D9E8. I have no idea how it works from here on but it looks like each entry ends with FE000000. Or maybe not. I'm not sure.
  16. I haven't really been doing anything related to MM lately but i might as well mention a few things The first 0x12 scenes or so in http://spinout182.com/mmde/s.html are using the wrong names. The 0x02 command seems to use the same format as http://wiki.spinout182.com/w/Zelda_64:_Collision_Format#Camera_Data MM Camera Types OoT Camera Types MM Scene Table Format
  17. I found a table at 0xBA0BB0 in the OoT Debug ROM that goes aaaaaaaa bbbbbbbb cccccccc dddddddd eeffgghh aa = scene start address bb = scene end address cc = scene name start address dd = scene name end address ee = unknown ff = something to do with the scene's animated textures gg = unknown hh = unknown If you set ff to 00 then the scene won't animate any of the map's textures. There's probably another table that needs to be found, or it might be hard-coded. I'm not sure. EDIT: Er... just realised this is the scene table and that this information is already available.
  18. 0x1A command- used to animate textures Maps with mesh that use animated textures will use the DE000000 aa000000 display list command where aa = 08+. Format 1A000000 xxxxxxxx xx = offset then it's xx00yyyy zzzzzzzz xx = animated mesh entry (take aa value in DE command and subtract 07 (last entry needs to be negative) yy = type 00 = one layer 01 = two layers zz = pointer then aabbccdd aa = x velocity factor bb = y velocity factor cc = unknown - use 0x20 if unsure dd = unknown - use 0x20 if unsure
  19. There's an entrance table at 0x00C5BC60 in a decompressed MM (U) ROM and the format goes: xx000000 yyyyyyyy zzzzzzzz xx = Number of Entrances yy = RAM Offset zz = Scene Name RAM Offset To get the data for an individual entrance you would go to RAM Offset + (Entrance Number * 4) take the address written there and add (Variable * 4) The data here seems to be in the same format as OoT aabbccdd aa = Scene Number (Signed Byte) bb = Entrance Number cc = Variable dd = Fade Yes, that seems to be about right. Feel free to do so. I would have added it myself but I can't seem to log in with OpenID.
  20. Exit Values xxyz xx = Exit number - Divide by two to get its entry in the exit table (list) xy = Entrance Number z = Variable? Examples: D800 will take you to exit 0x6C (South Clock Town) at entrance 0x00 1500 will take you to exit 0x0A (Grottos) at entrance 0x10 4650 will take you to exit 0x23 (Fairy Fountain) at entrance 0x05
  21. Yeah, my bad. I remember seeing the same values being used for both camera points so I figured modifying either one would give the same result.
  22. For the 00000001 and 00000002 markers [????????] is the angle of view as a floating point, iirc.
  23. Actors are programmed to check for a specific value. In each actor's source file (http://spinout182.com/mmde/a.html) I searched for: jal external_func_8010B11C if there was a match then usually before or after that instruction there would be: li a1,x Where x is the decimal value of the marker This doesn't work all of the time as there are some actors like En_Giant which have a lhu instruction instead. You could try doing something similar with Ocarina of Time's actors, but I'm not sure what you would have to search.
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