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[Zelda Debug, Opening Creation]: How edit this? (help)


â–²ChriisTiianâ–²
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Hi, i'm new on here, i'm looking for help to edit some things in the opening.

 

 

Here is a image: http://www.freeimage...loads/1kqxr.jpg

Posted Image

 

I think probably this is a HEX editing.

 

I want to edit:

1: Edit the Main Theme (done!).

2: Edit the Sky (done!).

3. Delete Link, Epona and The Moon (or Edit). (done! Only delete Link And Epona)...

4. Delete Link and Epona sounds (done!).

 

If anyone knows how to do it or have any idea aboutthis, i would greatly appreciate.

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Well, by taking away the sky and the moon, that would take it away from hyrule field area for good. I don't know if you want to get rid of the sky and moon for good. Taking away link and epona would not take them away from the game and you can do that easy with ZLE2.

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The skybox consists of an array of 32x32 textures aligned such that they create the seamless appearance of the sky. These can be edited with ZLE2 (or possibly a new tool everyone is begging xdaniel to write), or you can dump these textures with a plugin and create new ones to be loaded, the advantage there being that you can load high-resolution textures. A tutorial regarding that should be available on The Stone Tower.

 

I assume you just want to change the time of day for the intro cutscene; if so, it's very likely this is either controlled in the scene header or by data in the cutscene. If it's the former, again, The Stone Tower should have some documentation on scene headers and how they work. Failing that, this page should be of assistance. If it's the latter, then you may want to refer to this thread.

 

Deleting (as you say) Link and Epona as well as their sounds is essentially one and the same--just remove the actors from the map with whatever tool you feel most comfortable with. You can either change them into something entirely different or move them off the map, but I recommend changing them since you'll probably have quite a few waypoint errors by moving them from the normal starting position (and their sounds will still be present).

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(or possibly a new tool everyone is begging xdaniel to write)

I literally just went "Ah, come on, give me a break here..." I mean, I totally understand you guys, but that's gonna be boring, tedious work I don't wanna do right now, when there's (for me anyway) more interesting things to code and mess around with. I really am sorry, but there's a reason for my "catchphrase", if you want to put it that way, of "no promises, tho!"

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@ ₪ xdaniel Hi! im new on here!

@« Naxylldritt » LEepicPOULET -thx for the reply, i see that!

 

Edit:

@« Naxylldritt »

But for permanent textures?

I can dump the textures and import whit a Rice video or another,

but how can do permanent texture?

 

 

@LEepicPOULET i get a error: "Invalid RAM Base"

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In the folder of zap2, there is a text document that reads "Actor_database", that should tell you the names of all the actors. (I have something I have to go to tonight, so this is the last advise I can give for now)

 

Yes i find!

No problem!

When i finish of edit the presentation, i upload a video on my YT account to so that if you want, you can see how it looks..

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Ive got a cutscene tool worked up now. It dumps the cutscene into an easier to edit format:

 

 

'Header Command @ 8DA0

0000001000000BB8

'Actor # 15 @ 8DA8

0000001500000001

000100000BB8000000000000000000000000000FFFFFFFDE000000000000000FFFFFFFDE000000000000000000000000

'Actor # A @ 8DE0

0000000A00000001

000500000BB80000560B000000000B2900000000FFFFFDAE00000B2900000000FFFFFDAE000000000000000000000001

'Cutscene Exit @ 8E18

000003E80000000100010235023F023F

'Camera Position @ 8E28

000000010001000004430000

00000000427000000ADF00DBFE2C00FA

00000000427000000ADF00DBFE2C0000

00000000427000000ADF00DBFE2C0000

00000000427000000ADF00DBFE2C0000

FF000000427000000ADF00DBFE2CF050

'Camera Position @ 8E84

000000010001008205880000

00000000427000000ADF00DBFE2C9748

00000000427000000ADF00DBFE2C2A90

00000000427000000ADF00DBFE2C65F0

00000000427000000A600056FE803FAA

00000000424BFFF70A0D002FFEC70000

000000004237FFF20A0D002FFEC7FFFF

000000004237FFF20A0D002FFEC70000

000000004237FFF20A0D002FFEC73C18

FF0000004237FFF20A0D002FFEC741DC

'Camera Position @ 8F20

000000010001017C09890000

00000000427000000B68003AFD8F9748

00000000427000000B68003AFD8F2A90

00000000427000000B68003AFD8F65F0

00000000427000000B68003AFD8F3FAA

FF000000427000000B68003AFD8F0000

'Camera Position @ 8F7C

00000001000101C206D70000

00000000427000000A8F0028FE899748

000000004235998B0A8F0028FE892A90

000000004235998B0A8F0028FE8965F0

000000004235998B0B6E002FFDF43FAA

000000004235998B0D09003EFCE10000

000000004235998B0EDA000AFBAAFFFF

0000000041A4CC7E0EDA000AFBAA0000

FF00000041A4CC7E0EDA000AFBAA3C18

'Camera Rotation @ 9008

000000020001000004600000

0000001E427000000B100081FDEE9748

0000001E427000000B100081FDEE2A90

000003E8427000000B100081FDEE65F0

0000001E427000000B100081FDEE3FAA

FF00001E427000000B100081FDEE0000

'Camera Rotation @ 9064

000000020001008205A50000

0000002D427000000B100081FDEE9748

0000002D427000000B100081FDEE2A90

0000002D427000000B0F0081FDEF65F0

0000002D425E66620AB80056FE413FAA

0000002D4237FFF20A66003DFE870000

0000001E4237FFF20A66003CFE87FFFF

000003E84237FFF20A66003CFE870000

0000001E4237FFF20A65003CFE883C18

FF00001E4237FFF20A65003CFE8841DC

'Camera Rotation @ 9100

000000020001017C099C0000

0000001E427000000B09000EFDBB9748

0000001E427000000B09000EFDBB2A90

000003E8427000000B09000EFDBB65F0

000003E8427000000B09000EFDBB3FAA

FF000014427000000B09000EFDBB0000

'Camera Rotation @ 915C

00000002000101C206F40000

0000001E4235998B0AEC0035FE489748

0000001E4235998B0AEC0035FE482A90

000000464235998B0AEC0035FE4965F0

00000046420D99810BCB0036FDB63FAA

0000004641DCCC8C0D66003AFCA30000

000003E841A666180F35FFF4FB6EFFFF

0000001E41A4CC7E0F33FFF6FB6F0000

FF00001E41A4CC7E0F32FFF7FB703C18

'Actor # 2E @ 91E8

0000002E00000001

000100000A6C00000000000000000000FFFFFFC00000003500000000FFFFFFC000000035000000000000000000000000

'Actor # 3E @ 9220

0000003E00000003

00010000000300000000000000000B1F0000012CFFFFFDB700000B1F0000012CFFFFFDB7000000000000000000000000

00040003004900000000000000000B1F0000012CFFFFFDB700000B1F0000002DFFFFFDB700000000C069249200000000

000400490BB800000000000000000B1F0000002DFFFFFDB700000B1F0000002DFFFFFDB7000000000000000000000000

'Text Command @ 92B8

0000001300000008

FFFF00000064FFFFFFFFFFFF

1024006400780000FFFFFFFF

FFFF00780118FFFFFFFFFFFF

1091011801720000FFFFFFFF

FFFF01720186FFFFFFFFFFFF

1092018601B80001FFFF1026

FFFF01B801C7FFFFFFFFFFFF

102701C702210000FFFFFFFF

'Actor # 56 @ 9320

0000005600000001

004C00B400B5000000000000000000000000001D0000009F000000000000001D0000009F000000000000000000000000

'Actor # 57 @ 9358

0000005700000001

004C00000001000000000000FFFFFF990000000000000070FFFFFF990000000000000070000000000000000000000000

'End of Cutscene Marker @ 9390

FFFFFFFF

 

I've paired it with a tool to reinsert modified cutscenes.

 

Right now I'm working on a modified cutscene to show off what it can do. I'll release the tool after that.

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Ive got a cutscene tool worked up now. It dumps the cutscene into an easier to edit format:

 

-----

 

I've paired it with a tool to reinsert modified cutscenes.

 

Right now I'm working on a modified cutscene to show off what it can do. I'll release the tool after that.

 

That is AMAZING Jhon!!, we us can edit the cutscene more easy and we can make the game more customizable thanks to you.

I will wait for the release of the tool you are creating Jhon! :)

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