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SoulofDeity

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Everything posted by SoulofDeity

  1. duh. fission or fusion?
  2. ruto, she's got them fishglobes. space or ocean?
  3. ascending, because drugs are bad, m'kay? pork or beef?
  4. kazooie, because banjo's suck. moonwalking or airwalking?
  5. that's the collision. you just change the mouse tool.
  6. Just open the rom in N64 sound tool, find the instrument you want to replace, and extract it as 16-bit raw (there's a button on the bottom right). did some poking, the sample rate is always 8000, 11025, 16000, or 18900. If you alter the it in the box and listen, you can pretty much always figure out which one it is. export a wave file for your sound in that same sample rate using whatever, then go to the base address shown in N64 sound tool in the audiotable file, copy everything ~0x100 bytes in your wav file and paste-write there. if the your new wave file is larger than the one you're replacing, just trim off as many 0x00 (or close to 0x00) bytes from the start and end as you can to slim it down.
  7. "The Madness Theory" by: SoulofDeity --- Prologue This story is both truth and lie. It may alter your life for the better or worse. It may drive you mad, make you mad, or very strongly suggest that you are, in fact, mad. If you pride yourself in your sanity, or are content with letting the mysteries of life stay mysteries, then stop reading. You don't have the cohonas to read this. --- Chapter 1. "The Thought We've All Had" Lets begin with our normal day shall we? We roll out of bed, possibly kicking and screaming. Some of us just like doing that. We hit the restroom and make breakfast. Sometimes we decide to skip breakfast. Maybe we're just not hungry. Maybe there's not enough time. Maybe for some frikkin reason, every morsel of food in the house is frozen and we're too damn lazy to cook. Maybe, it's a good thing we didn't because we're half-asleep and didn't wash our hands after fumbling with our toys. No matter how our morning begins, there's almost certain to be like, a million or so other people in the world doing the exact same thing. At some point in time, we've all questioned ourselves if someone, or everyone, doing exactly what we're doing at that exact same moment is thinking our exact same thoughts. It's never more than a few moments, and we usually just shrug it off like nothing more than a boredom-born fantasy. Let's revisit this thought and ask ourself a question here. If it really is nothing more than fantasy and no one in the universe thinks exactly like we do, does that not make us alone in the universe? We are assuming that no one has or every will exist that will be exactly like us mentally. Let's pitch another question here. If you locked someone in a pitch-black room for 20 years with absolutely no social interaction, can we all agree that at some point, their mind will break? Of course it will. At some point in time they're gonna lose their everlovin mind. Somehow, they're going to find a way to fill that void. Even if it means scraping little eyeballs out of the back of their hand and talking to it. Okay...that's a bit pointless considering they're in a pitch black room, but you get the point. If we were to sever all ties with everything, we would find a way to create a new tie, even if it's with ourself. Now, let's ask one last question. It's one we've all had at one point in time. One that we've quickly tossed aside, and considered by our own unanimous decision to be taboo. One we fear asking anyone about, not only because people might put us in loony farm, but because if it is in fact true, then it makes asking the question pretty much redundant. What if, we are in fact, the only sentient being in the universe? What if everything we know, our perception of reality itself is a figment of our own imagination? What if...like a man locked in a pitch black room for 20 years, we have carved a pair of eyes out of the back of our hand to fill the void of being completely alone in the universe? --- Chapter 2. "The Question That Answered Everything" Well, I think we can all agree that escalated quickly...Half an hour ago, we were reluctantly getting out of bed and making breakfast with our pee-pee hands, and now we're insane. As if we haven't molested our brains enough, lets delve even deeper into this. Is there any merit or benefit to knowing that we are mad? Yes. Plenty actually. When you think about it, it pretty much answers every question in the world. For example, is the universe endless? Of course. If it's all just a figment of our imagination, then it will remain endless. Is there a god? Yes and no. Everything we see is artificial, so yes, but never existed in the first place so no. Can we fly? Yes. But probably not a good idea to jump a building, just saying. But if we did create this world ourselves, then why is it so imperfect? Why do we have rules like gravity and "you shalt not turn into a floppin awesome flame antronach and bust some asses"? Answer: For our own security. Being alone in the universe, we would create rules, implications of them, and ways to avoid harm caused by them so as to give ourselves a false sense of security. Like hugging yourself when you're scared. Now we ask, why is there pain and suffering? Answer: Because we're bored as all ghetto. Come on, how many times have you heard that emergency alert broadcast go off on tv felt that rush, hoping it comes somewhere near you (but not like, on you because that would totally suck). We craaaaave danger. It gets our heart pumpin. Makes us super-horny. Ok, so we're going off topic a bit. But the point is that if this perception of reality we have is artificial, then we would create drama simply for the sake of feeling something. It's fairly exciting, and disturbing, to think that so many questions can be answered just by the assumption that we're crazy. Then again, many of the worlds greatest minds were, so what does that say.... --- Chapter 3. "One collective mind, divided among many" Wow...the room seems like it's spinning...maybe the crazies have me? Or it could be partially due to the fact that I haven't slept in 48 hours...So lets just sum up everything. We've made an imaginary world, drew lines telling ourselves what we can and cannot do to makes ourselves feel safe, starved a bunch of children and killed a few people for some excitement, and to some it all up, we're reiterating things to ourselves that we already know. It's clear at this point that we are completely insane. But this leaves one last question...if this world is all artificial, are you saying that I'm fake and you're god? Yes and no. You're not fake, and neither am I. We're both the same person, just different personalities. You know, like that movie, "Me, Myself, and I". On a second note, you can't claim to be a god because you created an imaginary world. That's just stupid. That'd be like making up a new word for fish and claiming to be king of seaworld. As one collective mind divided among many, we also do some pretty dumb stuff when you think about it. I mean, think of how many raging flame wars we've had against ourselves or how many times we've killed ourselves because we stole something from ourself. We're all in just one big circle of madness, and the ultimate joke here is that at the end of the day, even if this does deeply affect us, it mostly likely won't alter the decisions we make in life in a dramatic way. We will still choose to be mad. I mean, why not? Do we really want to break the cycle and reclaim sanity so we can gleefully live in an abyss of nothingness for all eternity? Personally, I would say hell no. I wanna live and let die. This is best the artificial reality we as an single entity could conceive. This is the game we made given the cards we were dealt. If you don't like the game, quit. Or maybe...if you're lucky, you can cheat...This is...the madness theory. --- Epilogue So what now, are we mad? Is this nothing more than a joke, or is it meant to be taken seriously? Well, that's all up to interpretation. Umad bro?
  8. I hate having numbers in a username so I tried to create a unique one. Was a runescape addict at the time and "SoulofFierceDeity" was too long, so I shortened it to "SoulofDeity". Back when I was first banned, I created a multi called "KamiNoTamashi" (google translated SoulofDeity to Japanese) in the hopes of silently becoming friendly with the staff like nothing had happened then whipping off the cape and mustache hoping for the best.
  9. I think it was 2008 or 2009, I was trying to make an area kinda like the arbiters grounds (to the mirror chamber! lolz) I had just finished playing TP and was obsessed with sending Link to the Twilight Realm....Midna x Link forever <3
  10. another option is to use the prerelease of my z64dump2 application which is drag-n-drop and byteswaps/decompresses/recalculates the crc of any Zelda64 rom in place. additionally, it can extract files if you run it as "z64dump2 -x romname"
  11. omg...aight, call me crazy, but I swear to god that map looks almost identical to one of my very first map mods from way back when I first started modding O_o. I don't have any pics sadly, but I swear I can remember making a room just like that...
  12. SoulofDeity

    Kinda stuck

    Try download one of the MSVC2005, MSVC2008, and MSVC2010 redistributable runtimes. I'm not entirely sure which one you need because I don't know which one Glide64 is linked against, but I'm leaning mostly towards 2010 or possibly 2008. If that don't work, you should try updating your .NET framework.
  13. SoulofDeity

    Kinda stuck

    here's a bundle I put together. put zlib1.dll and glide3x.dll in the same folder as your emulator's .exe (Project64.exe, Nemu64.exe, 1964.exe, etc.). put everything else in your plugins folder. ---> this includes the configuration file, without it your emulator will most likely pitch a fit <--- the particular one I uploaded is the latest Glide64 Napalm; which is capable of loading Rice texture packs.
  14. I was working on a mod involving epona and came across something that truly confused me. looking at the hierarchy in a hex editor, I noticed that unlike all the other objects, the entries in epona's hierarchy are 16-bytes each like in link's. however, here's where it gets interesting...it's apparently neither the link, normal, or beta hierarchy format. I haven't figured out everything yet, but what I do know is the following: Hierarchy Header: ${oo oo oo oo nn 00 00 00} o = offset of limb indices n = number of limbsLimb Indices (for each limb): ${oo oo oo oo} o = offset o limb dataLimb Data: ${xx xx yy yy zz zz cc ss tt tt tt tt oo oo oo oo} x, y, z = position of bone c = child index s = sibling index t = limb type $00000000 = no display list $00000004 = extended entry $00000005 = unknown (no offset) $0000000B = normal entry o = offsetIf the limb type is a normal entry, then the offset points at a display list that can be directly rendered.If the limb type is an extended entry, then things get confusing. the offset points at the last entry in a table, which points to the start of the table itself, and has the following format: ${?? ?? ss ss tt tt tt tt oo oo oo oo} s = size of table / 16 t = pointer to start of table o = offset of display list for limbthe rest of the entries are 16-bytes each. no idea what the first 8 bytes are, but the second 8 seem to be pointers to what looks like animation data; which is weird considering one of the limbs points to this table :/there seems to be only 1 extended limb in the horses hierarchy tho, and display list offset pointed to by the struct the limb points at seems to be made up using vertices from segment 08; which is most likely why most of the horse fails to load
  15. took me forever to find these... $8000085C dmaTransfer a0 = ram address a1 = rom address a2 = size$80000B0C getFile a0 = pointer to instance of structure with format: ${vv vv vv vv dd dd dd dd ss ss ss} v = rom virtual address d = destination in ram (must be allocated!!!) s = size of file$80020F88 setActorSize a0 = pointer to the actor's structure a1 = floating point scale to set it to$800812F0 spawnObject a0 = $801D9C44 a1 = object number$80025110 spawnActor a0 = $801CA0C4 a1 = $801C84A0 (global context) a2 = actor number sp = floating point x, y, z position half-float (s10.5) x, y, z rotation actor variable$800CAA70 setBackgroundMusic a0 = sequence number I re-posted the dmaTransfer function again because I found out I had it wrong before. ----------------------- EDIT: I figured this wasn't really important enough to make a new post about, but for those having problems getting epona to load in your custom maps... epona: actor = $0014 variable = $0100 group = $001Aother ridable horse (may not work): actor = $0014 variable = $FFFF group = $001A
  16. a few more miscellaneous things $01795300 160x160 rgba32 main logo$017AEB00 192x192 i4 logo mask; a 3x3 grid of 64x64 tiles $017AEB00 64x64 i4 top-left of logo mask $017AF300 64x64 i4 top of logo mask $017AFB00 64x64 i4 top-right of logo mask $017B0300 64x64 i4 left of logo mask $017B0B00 64x64 i4 center of logo mask $017B1300 64x64 i4 right of logo mask $017B1B00 64x64 i4 bottom-left of logo mask $017B2300 64x64 i4 bottom of logo mask $017B2B00 64x64 i4 bottom-right of logo mask$017B3700 72x8 i8 "the legend of"$017B3940 96x8 i8 "ocarina of time"Usage Tables: 00 = adult, 01 = child, 09 = both::: NOTE ::: slots != items and with the exception of the last 3 values values in the item usage table, they're all listed in the same order as their item value. $00BC7794 select item slot usage table $00BC77AC equipment slot usage table $00BC77BC item usage table $00BC77D0 bottled items $00BC77F7 swords $00BC77FA shields $00BC77FD tunics $00BC7800 boots $00BC7803 deku seed bags $00BC7806 quivers $00BC7809 bomb bags $00BC780C bracelets / gauntlets $00BC780F scales$00B67390 change to below to enable map select ${00 00 00 00 00 B9 E4 00 00 BA 11 60 80 80 09 C0} {80 80 37 20 00 00 00 00 80 80 1C 14 80 80 1C 08} here's some rips of the logo stuff I did in case people need it. (you probably will since Rice's plugin screws up the texture formatting a bit) NOTE: the below is actually 9 textures arranged in a 3x3 grid of 64x64 i4 textures!!! (and because some people prefer to use the debug rom) some extra notes the debug rom: $017F7000 160x160 rgba32 main logo$01817000 192x192 i4 logo mask; a 3x3 grid of 64x64 tiles $01817000 64x64 i4 top-left of logo mask $01817800 64x64 i4 top of logo mask $01818000 64x64 i4 top-right of logo mask $01818800 64x64 i4 left of logo mask $01819000 64x64 i4 center of logo mask $01819800 64x64 i4 right of logo mask $0181A000 64x64 i4 bottom-left of logo mask $0181A800 64x64 i4 bottom of logo mask $0181B000 64x64 i4 bottom-right of logo mask$0181BC00 72x8 i8 "the legend of"$0181BE40 96x8 i8 "ocarina of time" -------------------------------- EDIT: almost forgot, here's a patch for the 1.0 rom that enables file select. i did it because I was tired of having to retype it in every time I made a new nemu cheat file
  17. just found out europe (an union) had a flag. IDIOTS. europe is a continent, not a country. so I thought to myself...you know what? fk it. AMEXICANADA. old: EDIT: redid the pic because it looked like shit
  18. here's my latest wip icon: I'm porting it over the ocarina (obviously) and am going to take advantage of the grotto drop flag I found to make it functional. ps. don't worry, I plan on redoing the strings EDIT: fixed the strings and textured the feathers now I just need to get this puppy in game... EDIT #2: The uv-mapping on the base looked a bit messy, so I cleaned it up a bit. Still not perfect, but it looks a little better
  19. thanks I was actually thinking about doing the same thing and tossing out the hookshot and boomerang for custom weapons (if possible). Didn't even know anyone had done it before, lol
  20. got the hookshot ported I still need to replace the icon and I wanna try moving the chain and head a bit to make everything line up better, but for the most part I think it turned out good.
  21. it looked a bit awkward only being scaled on the x axis, so I scaled everything up and it looks a lot better. kinda gave up on putting the string in the right place, no matter how far I move it, the game moves it back, and if I move the bow itself link's hand becomes out of place. it's not that much of a problem tho. I'll need to redo the icons later
  22. Thanks I did run into a few roadblocks tho...the texture for the center of the bow was too big, so I had to scale it down and create my own CI8 texture to replace it, and the bow in OoT is a bit longer than the one in MM and the bowstring didn't line up, so I had to scale it up on the x axis by 50%. The combiner is what blends colors and transparency to determine what shows up on the screen. The equation used is (a - * c + d The $FC SETCOMBINE instruction tells what a, b, c, and d are; eg. texel0 (texture 0 color), shade (shading), environment, or primitive color. Anyway, next I'm gonna port the hookshot
  23. my newest mod, I ported the hero bow from MM to OoT sorry, no patch for joo, this is for my own personal project I'm working on at the moment.
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