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SoulofDeity

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Everything posted by SoulofDeity

  1. I guess sakura wasn't the first to do it, but I had talked with her on skype before and she told me she was the one that did the save file stuff for URA. All the articles and whatnot also claim everything done in URA as the work of Zeth, when there's like 10 or so other members. that's like assuming they just did nothing.
  2. well, regardless of all this, I know for a fact that sakura's the one who managed to enable working 64dd save files (and make them usable); and that Zeth doesn't know assembly. so if anything, I'm almost 100% certain that this was done by sakura, not Zeth. no offense on Zeth's part, he did some awesome stuff, but there were other members on the team who did awesome stuff as well.
  3. I'm still clueless about what you're talking about. are you meaning they found custom animations in the 64DD code for the game? EDIT: and as far as enabling the 64DD code, set a read breakpoint on the 64DD savefile byte, traceback ra to conditionally jump and you'll be somewhere near it
  4. what does that have to do with Zeth or the 64DD? so that OoT development team used mocap, that's not an enormous find. nearly all games use mocap.
  5. I'm not saying he didn't, I'm just saying I need to know what "this" is.
  6. if you're referring to the function that play animations, not that hard to find. just run a zobj through spinout's animation locator, find the object in ram, set a breakpoint on it's animation, and trace register ra back to the function that plays animations
  7. invisible redeads is just changing the actor variable. as far as motion data goes, I'm not even sure what you're talking about.
  8. Zeth doesn't know anything about programming or assembly modding. As far as I know, the only thing Zeth knew how to do was create maps, place actors, and maybe (not sure) replace display lists. Sakura did all the assembly modding for URA, but I'm not so sure even she knows much about the 64DD. The 64DD save file thing is just changing a single byte in the save file.
  9. FAEL!!! Everyone survived your nuke as a zombie!
  10. BEHOLD!! That which maketh your puny galaxy!!!
  11. I VOTES TEH CHICKEN!!! Fish is meh, milk is bland and sour. Cucco is cute and will fuq you up! VOTE CHICKEN (OR BE WRONG).
  12. my magic scissors defeat the wizard harry
  13. as much as I hate to say it, I agree with Sanguinetti. finding a plot that an entire community is comfortable with would be extremely difficult. Someone has to be the nay-sayer
  14. I found 2 pretty useful things just now $801DAB72 1-byte, item currently held in hand$8038A3A4 function to make link pull out / put away item a0 = $801C84A0 a1 = $801DAA30 a2 = item to pull out (00 = no item)
  15. You can read controller input and store custom items id's in RAM, then when the user presses the d-down have it call the function that uses a c-item. Making the icon appear on the screen tho, I have no clue.
  16. This is the support topic for the tutorial F3DEX2 Display List Tutorial. Please post here if you have any questions or feedback.
  17. that's one of my old mods from back in late 2012, but I have a video of it
  18. sorry I didn't realize it was a secret. I'll ahead and remove it.
  19. you could place it outside the ranch if you have the correct actor/group/variable combination; unless it somehow relies on another condition somewhere in game. the saddle thing tho is just a display list port. I could try actually making it possible to use the other horse....
  20. I didn't see a topic for this when searching so I figured I'd go ahead and make one. Find / make any more patches? Post em! Just make sure you state what game they're for and a rough description OoT MQ Debug Rom Patches ------------------------------------------------------------------------ [*]4-player mod [*]Play As Dark Link [*]Play As Fierce Deity w/ sword [*]Play As Kafei [*]Beam Blade [*]Beta Jumpslash [*]Stalfos Sword (replaces master sword) [*]Gilded Sword (replaces master sword) [*]Razor Sword (replaces kokiri sword) [*]Fierce Deity Sword (replaces biggoron sword) [*]Skullkeeta's Sword (replaces master sword) [*]Beta Fado Restoration (replaces Kokiri Girl) [*]Beta Aria Restoration (replaces Malon) [*]Eagle Dungeon (replaces forest temple) [*]Zelda's Birthday [*]Hyrule Nightmare Mod [*] My OoT MQ Debug Rom Patches ------------------------------------------------------------------------ [*]Retexture hylian shield as termina shield [*]Zangetsu (replaces master sword) [*]Iron Knuckle Axe (replaces hammer) [*]Demon Axe (replaces biggoron sword, done by request) [*]Minecraft Temple of Time (replaces room 117) [*]Twilight Realm (replaces room 117) [*] My OoT 1.0 (U) Rom Patches ------------------------------------------------------------------------ [*]Backflip Jump Attack [*]Beta Jumpslash [*]Frontflip When Jumping [*]Somersault When Jumping [*]Retexture hylian shield as termina shield [*]Zangetsu (replaces master sword) [*]Iron Knuckle Axe (replaces hammer) [*]Demon Axe (replaces hammer) [*]Replace Epona's Saddle with Green Saddle [*]Replace Epona's Saddle with Gerudo Horse Saddle [*] My MM (U) Rom Patches ------------------------------------------------------------------------ [*]Beta Jumpslash [*]Always flip when jumping
  21. Got bored and wrote a new program for fun called "trololol the Zelda64 texture crapper". I'll spare you the specs, but here's a vid of just what it does It works on all Zelda roms as long as they're decompressed and big-endian swapped. No arguments, just drag-n-drop. You can download it here EDIT: oh, almost forgot, here's the source:
  22. I figured you might have been using a shadow map. That was a pretty awesome idea
  23. my guess is that you could've accidentally put something in the file between the end of the header and actor list, offsetting the start, and it's thinking that 2 or possibly more of the entries are something they're not.
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