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SoulofDeity

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Everything posted by SoulofDeity

  1. no offense...but this seems kinda pointless to me...it's just a launcher. I mean, if a person doesn't know how to double click an icon, they shouldn't be modding in the first place... aside from the launcher tho, it's nice that you're distributing a package with everything in it, though I think for legal reasons you shouldn't be distributing binaries of copyrighted applications like HxD and generally, it might just be a better idea to provide an SVN and write a program that downloads the tools that way so the users can keep up to date with the latest software
  2. well, a couple of days ago I was helping Airkita find the offset that sets the default c-down button as an adult in the debug rom, and accidently found a value that when changed to 0x000A made link walk through walls, climb onto objects instantly, and when holding z drop through floors and lock his states (eg. if he's walking, he'll stay walking in air, if he's swimming, he'll stay swimming). So, I ported it to the 1.0 rom. I set a breakpoint on the value, turns out it was a beq instruction, and changing it to 0x000A made it skip over some player state checking on register v0, I traced it back to an address stored in s0, and observed the changes in the values in game. after goofing around for a bit, I pretty much had them all listed out.
  3. some epic goodies I just found ~2 minutes ago! will add them to the list later $801DB09C $80000000 = drop through floor like grotto and warp $08000000 = focus camera in direction $02000000 = lock camera (doesn't move) $00800000 = is on epona $00200000 = is climbing $00004000 = camera overhead view $00002000 = camera side view $00000400 = make navi run away like a pussy $00000100 = make link swing sword on his own (if it's out) $00000080 = freeze all object animations $00000010 = reset action icon $00000001 = disable control of link$801DB0A0 $80000000 = link screams, screen goes black, renter scene? $20000000 = makes link go invisible $08000000 = disable non-link object sounds $00200000 = makes navi go "hey!" $00100000 = makes navi come out of link's hat $00040000 = disables (dims) the hud $00010000 = makes action icon flip $00008000 = freezes link $00000800 = can dive $00000001 = make action button flip$801DB0B0 $80000000 = make link listen to navi's hint $40000000 = make navi say "hey!" $00000100 = disable collision with map
  4. great find! I'll add it to the doc. EDIT: just found the player state flags, pretty neat stuff. lets you turn link into a phantom who can phase through walls and floors
  5. As much as I hate Fi for the same reasons as pretty much anyone else, I'd have to say I like Fi more only because she actually does have some involvement in the story.
  6. Changes: [*]fixed the ram offset of code (was accidently off by 2 bytes) [*]added a value that allows you to force link to be a certain age (thanks to Airkita for finding this in the debug rom )
  7. I don't see a penis. Just saiyan
  8. I was meaning more like general units. eg. the size of a crawlspace, door, or push-block.
  9. I know that feel I don't like writing anything I can't use in multiple projects, which is funny, because I never rarely reuse anything I think most of the stuff should be kept as low-level as possible to maintain 1:1 import and export of scenes, but it would be neat if you could use shaders to control the combiner. some of my ideas[*]Fix resource locating when openning files (I'm assuming you already plan on doing this) Add support for importing existing scenes and maps (again, assuming you already plan on this) Use the same obj as model for the collision mesh unless the user changes it Add an option for reversing faces Allow applying scale to mesh data so you can scale up higher than 20x Add some sort of indicator like a box or grid or something for object size to help the user keep things to scale Warn the user if a particular texture exceeds 4096 bytes when importing and provide them solutions (eg. scaling it down, changing the format, etc) Allow moving objects with the mouse and snapping objects to surfaces Allow the user to load lists of song and actor names 1-click actor adding. Just give a list of all the actors and let them select one, have SO take care of managing which groups need to be added
  10. The manga isn't canon. It made the happy mask guy secretly evil, left out all the temples and had Link fighting out in the open, changed the name of the Indigo Go-Go's to Dal Blue, completely skipped Ikana altogether, and had Anju and Kafei meet back together on top of clock tower . Hell, in the OoT manga, it stated that Volvagia was Link's childood pet.
  11. my brain just exploded, melted, evaporated, heated, rose, and condensated, collected, weighted, turned to cold, and fell back down into my skull.
  12. already did, that wasn't it. btw, I think the arrow effects are store in their actors.
  13. Just in case you didn't know, controller #4 has to be plugged in to see or use the debugging features, otherwise the game looks entirely normal. you could have already had it
  14. Did you make sure the rom was decompressed before you inserted the file? If it is, it should be 64MB in size. You can use a pre-release of my z64dump2 tool if you need it If haven't already, you should try recalculating the CRC.
  15. I'd like to change my name to SoulofDeity (or have my old acc. unbanned so I can use it) but I'm in no rush.
  16. sorry dude, spoken for, I'm on the PZGD..err..well now Project Antiqua team...but I don't mind helping if you need it.
  17. btw, I assembled Jason's code for the 1/2 day repeat in case anyone needs it. I'll convert this to a rom patch once I port it to the normal MM (U) rom
  18. yeah, it seems to be the only actual full display list in the code file. there's 2 parts tho, the ring (which I showed above) and a smaller cap that I can't get a good look at because it uses a texture in segment 8. I redirected the display list to the sword spin so I could see the difference, but still have had no luck figuring out what it is. There's nothing wrong with the texture on this model...its just that its the only full display list in code.zasm, and strangely happens to use absolute addressing. The offsets for the ring and cap are 0x000EBF90 and 0x000ED2C8 in code.zasm (0x00A87000); or 0x00B72F90 and 0x00B742C8 rom offsets
  19. well I remember the forest temple effect having rings, and also this effect faces to the side rather than up, and is coneshaped
  20. I was looking for something in the OoT 1.0 (U) code file and happened to come across a display list that used absolute addressing for it's 01 and FD instructions, and I was all "WTF?!!?". What I mean by absolute addressing is that where you'd normally see this in a display lists FD 90 00 00 06 00 00 00 01 01 00 20 06 00 02 00 I was seeing this FD 90 00 00 80 0F 86 12 01 01 00 20 80 0F 88 12 So, I copied the display list to a separate file and subtracted the offset of code.zasm in ram from the offsets to find the vertex and texture data, added a simple 1 bone hierarchy so I could use my importer, and this is what it turned out to be. and a better render using my import script which brings me to the point of this topic...dafux is diz? I ported it over the spin-attack effect hoping to get a better look still no idea though. anyone else have an idea?
  21. I couldn't enjoy it at all. May as well have been 10 chapters of someone saying my mother is a whore.
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