fkualol
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Everything posted by fkualol
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Cutscene actor markers that I have discovered so far: I haven't tested most of them but I'm 90% sure that these are all correct.
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Writing this up really quick. Hopefully next time I won't procrastinate as much. Camera Data Marker 0000005A xxxxxxxx xx = size of data xxxxyyyy zzzzzzzz xx = number of camera points yy = size zz = length (frames) Camera Points The first part of the data is for the camera focus, the second part is for the camera positions. The last part is for the angle of view. aabbcccc xxxxyyyy zzzz0000 aa = camera behaviour (use 05 if you don't know what to use) bb = FACTOR (?) <--- What the camera debug calls it. 0x64 seems to be the default cc = unknown (something to do with the number of frames?) xx = x position yy = y position zz = z position xxxx0000 yyyy0000 xx = TIME (?) <--- what the camera debug calls it yy = angle of view I'll either work on a bigger list of all the markers or look into the 0x1A command next.
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80779A2C replace ocarina action (Debug) 80779D8C (J) 80779E2C (U) I never did go through all of the values, but here are most of them: 02 fishing rod 03 kokiri sword 06 great fairy sword / fierce deity sword 07 deku stick 08 kafei's attack? 09 bow 0a fire arrows 0b ice arrows 0c light arrows 0d hookshot 0e bombs 0f powder keg 10 bombchu 11 zora boomerang 12 deku nuts 13 pictograph 14 Ocarina 15 bottle 16 fish 17 water 18 hot water 23 red potion 24 blue potion 25 green potion 29 fairy 32 moon's tear 3a mask of truth 3b kafei mask 3c all night mask 3d bunny mask 3e keaton mask 3f Garo's Mask 40 Romani's Mask 41 circus leader's mask 42 postman's hat 43 couple's mask 44 Great Fairy's Mask 4e fierce deity mask 4f goron mask 50 zora mask 51 deku mask 52 lens of truth?
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0x17 - Cutscenes 17xx0000 yyyyyyyy xx = number of cutscenes yy = offset Entries xxxxxxxx yyyyuutt xx = Offset of cutscene data yy = Exit uu = Entrance cutscene activates at tt = Event flag Cutscene Header xxxxxxxx yyyyyyyy xx = Number of markers yy = Length (Frames) Small list of cutscene markers: 0000000A Text 0000005A Camera data 00000066 Zelda 00000070 Epona 00000078 Romani 00000082 Happy mask man 00000096 Sound effects? 00000097 ??? 00000098 Screen Transition 00000099 Motion blur? 0000009B ??? 0000009C ??? 000000C8 Link 000000C9 Tatl 0000012C Play song 0000015E End Cutscene The formats for these markers should be the same as they are in OoT, except for the camera data. I'll add more info hopefully some time next week.
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I made a code a few years back, which seems to have disappeared off the face of the internet. You can also set SREG36 to 1 to enable it.
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Pasting what I had on the 0x1C command: xxxxxxxx yyyyzzzzxx = pointer to datayy = zoomzz = unknownaaaaxxxx yyyyzzzz bbbbaa = mini mapxx = x positionyy = y positionzz = z positionbb = unknown Values for the mini map are 0100-0164 iirc.
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Pasting more unfinished notes. 0x02 - Cameras used for the 0x1B command.02xx0000 yyyyyyyyxx = number of entriesyy = offsetxxxxyyyy zzzzzzzzxx = camera type?yy = unknownzz = offsetxxxxyyyy zzzzpppp qqqqrrrr FFFFFFFF FFFFxx = x positionyy = y positionzz = z positionpp = x rotationqq = y rotationrr = z rotation I'm gonna have to look into pqr some more as I may be wrong about it. 0x1B - Used by actors to decide what camera to use/cutscene to play.uuuutttt bbbbcccc nnnnssuu uuuuddeett = length (FFFF = constantly playing)bb = camera to use FFF5 = Mask Transformation FFF6 = opening a large chest FFF7 = ??? FFF8 = ??? FFF9 = ??? FFFA = Song of Soaring FFFB = using event item FFFC = drinking bottle FFFD = playing ocarina FFFE = receiving item from small chest FFFF = null 0000+ = additional cameras (see 0x02 command)cc = cutscene to play FFFF = nullnn = next entry?ss = puzzle sound effect to play afterdd = camera position after 00 = keep current position 01 = place behind link 02 = rotate until behind linkee = size of black bars 80 = maxuu = unknown -change actor's y rotation to link with 0x1B entry
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Yes. The form specific tables only apply to the C buttons. If you want to make it usable add 0x50 (Helix sword item value) to the offset and change the value to 01. I haven't really gotten around to studying the usable items table, but the second byte of each entry seems to deal with items on the B button, I'm unsure about the third byte, and the fourth byte deals with items on the C buttons. Oh and I forgot to mention in my first post that the Fierce Deity's Mask and the Giant's Mask are hard-coded to be disabled.
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Pasting the notes that I made a few days ago: 0xC55C00 usable item tableThe first byte is the scene number and the next 3 modify what items are enabled/disabled in the scene. Form Specific: 801C2410 Fierce Deity usable items0xC58950801C2482 Goron Link usable items0xC589C2801C24F4 Zora Link usable items0xC58A34801C2566 Deku Link usable items0xC58AA6801C25D8 Young Link usable items0xC58B1800 = disabled01 = enabled The ROM offsets are for MM (U) Decompressed.
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In Ocarina of Time I cast at the same spots in the video and it was the same distance, not counting the last one since I was reeling in while casting.
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80424385 0002 when the fishing actor is loaded in south clock town. Are you talking about the parts where I'm casting with the hat? That's normal. Link won't pull the fish out no matter how much you reel it in.
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I got the fishing rod to work properly (just had to change a byte in ram) and made this video:
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You're going to need to insert the 0x1B command into the scene header, and add in the proper data. 1BXX0000 YYYYYYYY XX = Amount of entries. YY = Offset of the data. 1B2B0000 02004EC0 <-- the command in Termina Field's scene header. I haven't gotten around to studying the data, but I do know that each entry is 0x10 bytes long. If there are graphical errors, you will need to add the 0x1A command. 1A000000 XXXXXXXX XX = Offset of the data. I'm not sure about the format of the data here. In Termina Field there is a pointer every 4th byte, but other scenes do not have any pointers.
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Oh wow. I completely forgot you did that... lol
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The reason it would crash before was because the scene didn't have a 0x1B command in the header. So I copied the command and it's data from Termina Field, and it successfully loaded. I'm not sure as to what it does... but it will prevent some maps from loading if the scene lacks the command. Also, the 0x1A command has something to do with the way water objects are loaded (?).
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A version without the glitchy camera.
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Wow. I don't visit the forums for a few days and I find out that Wind Viewer has been improved dramatically. Awesome. @xdaniel, Twilight Princess uses KCL for collision, while objects still use DZB. http://wiki.tockdom.de/index.php?title=KCL
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Great job xdan. So I take it that this could also be used to view Twilight Princess maps and actors?
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Not sure if these are also in WW... too lazy to check. But anyways: REVT - Cutscenes (0x1C bytes per entry) TRES - Treasure Chests (same format as ACTR, 28th (0x1C) byte defines the item value ) Door - Guess. (0x24 bytes per entry, similar format to ACTR. First 8 bytes ASCII name, 4 bytes parameter, 12 bytes X/Y/Z translation (32-bit float), not entirely sure about the rest.) Note that this is from taking a look at Twilight Princess' dzr files, and may or may not be similar to Wind Waker's. I'll edit this post once I re-figure out the data. I never bothered documenting anything in plain text because I thought no one would ever have any interest in hacking Wind Waker/Twilight Princess.
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I feel that all of the temple themes fit perfectly. I'm still figuring out how I should do the Stone Tower Temple... I was thinking of using both versions of the Fire Temple theme but so far I can't find an instrument set that's not being used by a sequence, since both Stone Tower Temple sequences use the same instrument set.
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Bumpitty bump. New video. 0:00 Market Theme 1:50 Mini-boss Theme 2:55 Gerudo Valley Theme 4:09 Ice Cavern Theme 5:28 Water Temple Theme
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yes
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Something that I'm doing in my spare time, or whenever I feel like it. Finished so far: Press start > Press Start enemy nearby > enemy nearby enemy boss > enemy boss Forest temple > Woodfall temple Mini Boss > Mini Boss Ice Cavern > Snowhead Temple Gerudo Valley > Pirate Fortress Market > ClockTown Day 1 Market > ClockTown Day 2 Market > ClockTown Day 3 Water Temple > Great Bay Temple
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Twilight Princess was originally going to be released on just a single disc. You would be able to play it on the GC or the Wii, without having to buy another copy. I can't remember where this was said, though...
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Some unused text. Text from the E3 2005 demo like "Defend" and "Hint" still exist in the text file.