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Everything posted by SoulofDeity
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I don't care what they say, they're obviously full of shit if they claim to be a Zelda fan yet spend 7 paragraphs blowing diarrhea from the mouth about voice acting, and constantly follow up to complain about it in each chapter. Some criticism on my part about the article; only half the 'problems with Skyward Sword' were actual problems with Skyward Sword, two of which weren't even actual reasons to complain, but more or less him being nitpicky and looking for a reason (bs about grammar, camera angles). All the other chapters were about his hatred for the wii, or things that pertained to the series as a whole. Lemme give you chapter map: [*]1. Wii hatred - "I don't like the Wii" [*]2. Series Hatred - "Seriously, why isn't there voice-acting?" [NOTE: You won't forget this one people, he revisits it a lot to insult you] [*]3. SS Hatred (grammar nitpicky) - "The writing is pretty bad" [*]4. SS Hatred - "Please, please, please stop talking to me" [*]5. SS Hatred - "It gets really good about six hours in" [*]6. Series Hatred - "Pick an art direction already" [*]7. Series Hatred - "The same old lock-and-key dance" [*]8. Wii Hatred - "I just don't care about the motion plus" [*]9. SS Hatred (camera nitpicky) - "The default camera angle is too high" [*]10. SS Hatred - I hate the stamina meter The whole article is just nonsensical rambling from some FPS junkie, and I recommend everyone here avert your eyes if you value your sanity.
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I found the offsets for those values in the rom, 0x00C01558 if anyone needs it. EDIT: should be noted though that it doesn't work properly when edited through the rom. (in fact, all I got out of it was making adult link pain shouts) lol, mybad, the offset is 0x00C0155C, and it works just fine EDIT: The offset for the 1.0 (U) rom is 0x00BCE050, which is 0x04E0 in 00BCDB70 - 00BF40D0.zactor (ovl_player_actor.zactor)
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ohp! I assumed he meant the series as a whole rather than the character...guess it does make more sense if he was talking about Zelda as in the princess...sorry bro, mybad on that note, I agree, the SS Zelda was a lot better than all the others. the only other good Zelda was the ST Zelda; which is yet another 'Zelda' game that while I enjoyed it as a game, I refuse to acknowledge it as a canon part of the Zelda series. my favorite character in the series is Midna because you actually bond with her. she's essential to the story, you tackle obstacles as a team (not just her pointing out the obvious), you both save each others lives, and generally you go from wanting to snap her neck with your bare teeth at the beginning of the game to being a bawling mess at the end of the game cuz she leaves link behind, ;_; second to her would be SS Zelda, though I really wish she would've been more involved somehow. I mean, it just takes way to fkn long to get her back >_>
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LOL. Either you're trolling, or gtfo XD MM was the darkest, saddest, most emotional game in the entire series, even to this day. Seriously, though, I'm assuming your first Zelda was SS, in which case, I weep for your lost soul. You never got a glimpse of just what a Zelda game is, and you are forever doomed to look at it from a closeminded perspective...No offense, I enjoyed playing SS, it was a great game, but in my opinion it was just not a Zelda game. There are just too many numerous details that aren't canon to the entire series and things that are generally out place.
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I've barely toyed around with it at all, but I found that RGBDS was the easiest toolset for me to use. Just a heads-up, making gbc games isn't as easy as you'd think it'd be. I had years of experience working with z80 on the TI83+ and I was utterly lost... https://github.com/bentley/rgbds/tree/master/include
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zora rapist lol. If it were Cremia, I'd choose her since she has a well developed character and a sense of humor; but Malon vs Ruto would have to be Ruto. Despite being a fish, she reminds me of Midna
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that doesn't create actors. it just creates/edits the hierarchy and animations in zobj's. if you wanna create actors, you'll need a mips IV gcc toolchain, headers containing definitions for functions in the game, and nOVL to turn the output elf file into an overlay file
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It's been done before. A long time ago, someone made a custom slug monster in the temple of time. I think it was spinout...
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thanks I've been blowing my brains out the past 2 hours tho. I noticed the savestate doc. on the wiki said there was a field that stated whether or not the file was a 64DD save, so I tried locating where the value was at in ram. I was hoping to trace it back to the rom and make a patch that makes all files be created as 64DD saves, but I honestly just can't find it... I mean, I've found 4 areas in memory that contain save data; the first 3 only being active at the file menu, and you can edit the player name and whatnot in one of them. I tried changing all of the 0x00 bytes within 0x30 bytes of it to 0x01 since the wiki said changing it to 1 flags it as a 64DD save, but I didn't see any visual change (am I wrong in believing a DISK tag should appear?) The fourth pointer appears in game, changing 0x8011A602 to 0x01 makes a little '0' appear under the player health. I'm honestly not sure if it's the timer or that field for the 64DD that I've found. I'm leaning towards the timer, but there's no icon, just the number '0'... EDIT: - I moved the pointers for the actor/object/scene tables to be relative to the start of code.zasm since that's where they're at -------------------- ~~progress~~ I found a gameshark code to enable the 64dd file on the debug rom, so I decided to take a step back and try to reverse engine the gameshark code; and managed to succeed to getting a rom value changing the 2 bytes at 0x00AE05CE will make all files be created as 64dd files. back to trying to figure this out on 1.0 (U) again --------------------- lulz, I found it, 0x00ACCF9E (0x00045F9E in code.zasm), however you can't use it. it's a broken function. changing the value to 0x0001 will crash the game *hangon* I think it might have been something else. the ram address is $8005703C, if you write $0001 there and create a new file, it's a 64dd. maybe the game was just crashing because I had other saves created? EDIT #??? nahp, I was right. editing the value in the rom causes it to crash (at least for the OoT 1.0 (U) rom, haven't tested the MQ one yet). the ram offset only works halfway as well. the created files will have a grey disk tag, but will not be registered EDIT 0.0000523434 sec. l8r: nahp. you can't set the value in the rom period. always crashes the game on both 1.0 (U) and MQ debug. well, at least I found the rom offsets for it in 1.0 (U)...
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I don't work much with maps anyway, that's just what my understanding of it was btw, found it. 0x800900BC in ram is the halfword default waterlevel. I can try to find it in the rom too, but it might take a while EDIT: nope, evidently not. found it quick. 0x00B0601A EDIT #2: yep, I changed the value to 0x2000, started a new game, made a dart for the water temple. it started off with the water on the second floor instead of the third. --------------------------------- EDIT #3: just wanted everyone to know I updated the first post with these new values and the extra offsets mzxrules mentioned. plus, I did a little digging and found out I was using the wrong pointers for the intro scene changing stuff and fixed it. also added the value used to change whether you start as adult link or child link
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I'll have a go at it I call the entrance an exit because that's what it is; an entry in the exit table
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https://code.google.com/p/sods-blender-plugins/downloads/list If the faces are imported facing the wrong direction, use the unfixed import script. The fixed one was only uploaded because after updating blender, I noticed they changed the frontface from CW to CCW.
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These are the notes I've been taking for OoT 1.0 (U), be it assembly hacking, rom poking, reverse engineering gameshark code, porting debug rom stuff, etc. It still a work in progress, but I hope it helps some of you people out there who don't like working with the debug rom Terms and Definitions##########################################################################* All hexadecimal values are big endian* binary values are prefixed with % eg. %00000101 is binary for 5* hexadecimal values are prefixed with $ eg. $10 is 16* decimal values either have no prefix or are prefixed with # eg. 5 or #5 is 5* groups of bytes that are the same value types are surrounded by brackets with a type prefix. eg. %{00000000 00000010 00000101} would be 3 binary values #{0, 1, 5} would be 3 decimal values ${00 01 05} would be 3 hexadecimal valuesBYTE = 1 byte = 8 bits = $00 - $FFHALFWORD = 2 bytes = 16 bits = $0000 - $FFFFWORD = 4 bytes = 32 bits = $00000000 - $FFFFFFFFSegments---------------------------------------------------------------- $00 code $01 code (same as $00) $02 current scene $03 current map $04 gameplay keep $05 field keep / dungeon keep $06 current object $07 link animation $08 texture bank 1 $09 texture bank 2 $0A ??? $0B ??? $0C actor bank $0D limb matrices $0E ??? $0F ???ROM STUFF##########################################################################$00F03000 - $00F5ECE0 gameplay_keep.zdata$00F5F000 - $00F6C330 gameplay_field_keep.zdata$00F6D000 - $00F84AF0 gameplay_dangeon_keep.zdata$00F86000 - $00FBD800 object_link_boy.zobj$00FBE000 - $00FEAF80 object_link_child.zobj$00A87000 - $00B8AD30 code.zasm Offset Size Description---------------------------------------------------------------- $00045E20 write the following data here to force game to check for all 6 medallions [UNTESTED: PORTED FROM DBG ROM] ${ 8E0200A4 3049003F 392A003F 1540001A } ${ 00000000 00000000 00000000 00000000 } $00045F9E 2 $0000 = create normal files, $0001 = create 64dd files [DO NOT USE. IT'S A BROKEN FUNCTION, WILL CRASH GAME] $0007F01A 2 default water temple water level $0007FBAE 2 intro custscene exit number $0007FBB3 2 start as $01=child link, $00=adult link $0007FBBA 2 intro cutscene number $FFF? or $0000 (no cutscene) $000D7184 4 navi normal color $000D7194 4 navi npc color $000D719C 4 navi enemy color $000D71A4 4 navi sign color $000D71AC 4 navi checkable color $000D71BC 4 navi boss color $000D7530 actor table $000DEC64 cutscene table Entry Format: ${ee ee ff ff oo oo oo oo} e = entrance index f = flags o = pointer to cutscene $000E64DC 2 green rupee value $000E64DE 2 blue rupee value $000E64E0 2 red rupee value $000E64E2 2 purple rupee value $000E64E4 2 orange rupee value $000E6A38 3 kokiri tunic color $000E6A3B 3 goron tunic color $000E6A3E 3 zora tunic color $000E7C2E 2 small quiver capacity $000E7C30 2 medium quiver capacity $000E7C32 2 large quiver capacity $000E7C36 2 small bomb bag capacity $000E7C38 2 medium bomb bag capacity $000E7C3A 2 large bomb bag capacity $000E7C4C 2 child wallet capacity $000E7C4E 2 adult wallet capacity $000E7C50 2 giant wallet capacity $000E7C56 2 small deku seed bag capacity $000E7C58 2 medium deku seed bag capacity $000E7C5A 2 large deku seed bag capacity $000E7C5E 2 small deku stick capacity $000E7C60 2 medium deku stick capacity $000E7C62 2 large deku stick capacity $000E7C66 2 small deku nut capacity $000E7C68 2 medium deku nut capacity $000E7C6A 2 large deku nut capacity $000E7F58 object table $000EA440 scene table$00BB11E0 - $00BCDB70 ovl_kaleido_scope.zactor Offset Size Description---------------------------------------------------------------- $000165B4 item selectable table $000165DC item icon mode table$00BCDB70 - $00BF40D0 ovl_player_actor.zactor---------------------------------------------------------------- $000004E0 4 link's voice changer. value is ${34 18 ?? ??} $0000 - $001F adult link $0020 - $003F young link with some adult link sounds $0043 - $004F navi $0050 - $0053 talon $0054 - $0057 ingo $0058 - $0059 great fairy $005A - $0066 ruto with some navi sounds $0067 - $0068 cursed skulltalla person $0069 - $006E young zelda $006F - $0074 shiek with some navi sounds $0075 - $0079 adult zelda $007A - $007A king zora $00015C12 2 player state %{00000000 0000t0c0} t - is z-targetting c - is falling if you enable t at the same time as c, link swaps between falling and standing every frame, which has the neat effect of letting you walk through walls, and pressing 'z' will make you fall through the floor. $00018A54 8 force link to be ${3C 0E 00 00 25 CE ?? ??} $0000 - adult $0001 - child$00DD1A00 - $00DD34B0 ovl_Obj_Oshihiki.zactor Offset Size Description---------------------------------------------------------------- $00001186 2 block pushing speed $000011CE 2 block pushing distance $00001326 2 block pushing delayRAM STUFF##########################################################################Important Addresses---------------------------------------------------------------- $800110A0 code $8011A5D0 savedata $8011DC44 ??? [possible memory pool for alloc] $80120C38 segment tableFunctions---------------------------------------------------------------- $80003BCC Used as a delay, called continously throughout the entire game. <HOOKABLE> $80002E80 DMA Transfer Arguments: a0=ramAddr, a1=romAddr, a2=sizeVariables----------------------------------------------------------------; miscellaneous$8005703C create file type $0000 = normal HALFWORD $0001 = 64DD$800900BC default waterlevel for water temple HALFWORD; savestate stuff$8011A600 health (20*16) HALFWORD$8011A5FE max health (20*16) HALFWORD$8011A605 number of rupees HALFWORD$8011A6A1 skulltulas killed BYTE$8011A699 number of small keys BYTE; item slots$8011A644 item slot 0 (default:deku sticks) BYTE$8011A645 item slot 1 (default:deku nuts) BYTE$8011A646 item slot 2 (default:bombs) BYTE$8011A647 item slot 3 (default:fairy bow) BYTE$8011A648 item slot 4 (default:fire arrow) BYTE$8011A649 item slot 5 (default:din's fire) BYTE$8011A64A item slot 6 (default:fairy slingshot) BYTE$8011A64B item slot 7 (default:ocarina) BYTE$8011A64C item slot 8 (default:bombchus) BYTE$8011A64D item slot 9 (default:hookshot) BYTE$8011A64E item slot 10 (default:ice arrow) BYTE$8011A64F item slot 11 (default:farore's wind) BYTE$8011A650 item slot 12 (default:boomerang) BYTE$8011A651 item slot 13 (default:lens of truth) BYTE$8011A652 item slot 14 (default:magic beans) BYTE$8011A653 item slot 15 (default:megaton hammer) BYTE$8011A654 item slot 16 (default:light arrow) BYTE$8011A655 item slot 17 (default:nayru's love) BYTE$8011A656 item slot 18 (default:bottle 1) BYTE$8011A657 item slot 19 (default:bottle 2) BYTE$8011A658 item slot 20 (default:bottle 3) BYTE$8011A659 item slot 21 (default:bottle 4) BYTE$8011A65A item slot 22 (default:adult trade item) BYTE$8011A65B item slot 23 (default:child trade item) BYTE; ammmunition$8011A65C deku stick ammo BYTE$8011A65D deku nut ammo BYTE$8011A65E bomb ammo BYTE$8011A65F arrow ammo BYTE$8011A662 slingshot ammo BYTE$8011A664 bombchu ammo BYTE$8011A66A number of magic beans BYTE; controller$801C84B4 control pad %{abzstgfh 00qwikjl} HALFWORD a = a button b = b button z = z trigger s = start button q = l trigger w = r trigger t = d-up button g = d-down button f = d-left button h = d-right button i = c-up button k = c-down button j = c-left button l = c-right button$801C84B6 analog stick x-axis BYTE$801C84B7 analog stick y-axis BYTEItem Slot Values----------------------------------------------------------------$00 deku sticks $01 deku nuts $02 bombs$03 fairy bow $04 fire arrow $05 din's fire$06 fairy slingshot $07 fairy ocarina $08 ocarina of time$09 bombchus $0A hookshot $0B longshot$0C ice arrow $0D farore's wind $0E boomerang$0F lens of truth $10 magic beans $11 megaton hammer$12 light arrow $13 nayru's love $14 empty bottle$15 red potion $16 green potion $17 blue potion$18 fairy $19 fish $1A full lon lon milk$1B ruto's letter $1C blue flame $1D bugs$1E big poe $1F half lon lon milk $20 poe$21 weird egg $22 chicken $23 zelda's letter$24 keaton mask $25 skull mask $26 spooky mask$27 bunny hood $28 goron mask $29 zora mask$2A gerudo mask $2B mask of truth $2C sold out$2D pocket egg $2E pocket cucco $2F cojiro$30 odd mushroom $31 odd potion $32 poacher saw$33 broken goron sword $34 prescription $35 eyeball frog$36 eye drops $37 claim check $38 powered fire arrow$39 powered ice arrow $3A powered light arrow $3B kokiri sword$3C master sword $3D giant's knife $3E deku shield$3F hylian shield $40 mirror shield $41 kokiri tunic$42 goron tunic $43 zora tunic $44 kokiri boots$45 iron boots $46 hover boots $47 small bullet bag$48 medium bullet bag $49 large bullet bag $4A small quiver$4B medium quiver $4C large quiver $4D small bomb bag$4E medium bomb bag $4F large bomb bag $50 goron bracelet$51 silver gauntlets $52 golden gauntlets $53 silver scale$54 golden scale $55 broken giants knife $56 adult wallet$57 giant wallet $58 deku seeds $59 fishing rod
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I found these offsets in the decompressed 1.0 (U) rom for people that need them. 0x00DD2B86 - block pushing speed 0x00DD2BCE - block pushing distance 0x00DD2D26 - block pushing delay 0x00ACCE20 - medallion check
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Well, I just applied the patch to my rom and it works just fine (even without a CRC recalc), so it's not the patch. My settings: Graphics Plugin: Jabo's Direct3D8 1.7.0.53 Feb 9 2007 Audio Plugin: Jabo's DirectSound 1.7 [ROM SETTINGS] CPU Core Style: Recompiler Function lookup method: Physical Lookup Memory Size: 8MB Advance Block Linking: Default Default Save Type: Use First Used Save Type Counter Factor: 2 [+] Register Caching [+] Fixed Audio Timing [+] Custom self-mod method [+] Cache [+] Start Changed
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Yeah, didn't think about that. link_animetion.zdata is within the first 1MB of the rom, so it invalidates the CRC. The settings are shown in that youtube video I posted.
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(I'm not sure of you're experience level, so don't take this the wrong way) Are you sure it's the debug rom? When you select a file from the main menu, does a black screen with yellow words come up?
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If emulating the rom is your problem: If applying the patches is your problem: - Use PPF-O-Matic to apply them (I'm pretty sure you already know this) - In the link's I posted, only apply the patch to your rom if it's labelled as OoT Debug.
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1. Was it even working before? You might have to adjust your emulator settings to get the rom to work 2. You didn't apply the 1.0 (U) patches to it did you? Those don't work on the debug rom.
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Here's some animation ports I've done for that: Beta Jumpslash for OoT Debug Beta Jumpslash for OoT (U) 1.0 Frontflip for OoT (U) 1.0 Somersault for OoT (U) 1.0 Backflip Jumpslash for OoT (U) 1.0 (Zora's link's backflip-kick animation) There's also a bunch of patches on my forums
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That's because the documentation is unfinished. Most of the instructions listed there are correct though.
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They really should update the F3DZEX documentation. It only covers like 3 instructions. I'd do it myself, but I don't have access to the wiki.
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None of those pictures are of central Castle Town. Those are the backalleys that he's not gotten yet. (at least, that's what I'm thinking, could be wrong)
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If you plan on this being a 3D game (which from the wizzrobe, I'm guessing it is), just use Unity3D. It is possible to make a 3D game in GM, but it'd require a ton of experience and most likely end up crappy. Anyway, I like the story and am looking forward to seeing where this goes
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So just to clarify, this is a beta restoration, correct? I always looked forward to TBT