SanguinettiMods Posted March 16, 2011 Share Posted March 16, 2011 Hey Xdan, just a thought, would you be able to consider adding the elements of Zappy to this? I know Zappy is there to be Zappy, but I've had trouble using it, especially with editing multiple waterboxes. Link to comment Share on other sites More sharing options...
xdaniel Posted March 16, 2011 Author Share Posted March 16, 2011 Once again, a "first of all": I'm gonna prepare first public builds of all three project I've been working on over the last month or two, that is Sayaka here, my binary wildcard searcher, and the Game Boy emulator. Will hopefully have them out by the weekend or so... Now, next up, m64m: Just technically speaking, adding voice acting should be possible - considering that the N64 is capable of it, and we have at least some understanding about how audio works -, but I don't think anyone has ever thought about it, let alone done some practical work. As for texture editing, while it's a good idea it's not something that I had planned, so it might be a while until then. No promises about it, basically. And SagnuinettiMods: I, tbh, don't think I've ever used Zappy myself, so I don't even know what features - besides waterbox editing - it has that ex. UoT, OZMAV or Sayaka don't. What do you have in mind, excluding the waterboxes? Link to comment Share on other sites More sharing options...
Zeth Ryder Posted March 16, 2011 Share Posted March 16, 2011 *very* excited for this release. I few people along with myself plan on making a full OoT hack, and Utility of Time is killing me Very confusing indeed. Your editor is in alpha stages and in all honesty, it looks a looooot better than UoT. Keep up the good work!! That's cause it wasn't written in vb. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 16, 2011 Share Posted March 16, 2011 @ Xdaniel Zappy is used in this way: "Controls: F1 - F5: change what you are editing F1: Transition actors F2: Link actors F3: Map actors F4: Objects F5: Waterboxes" Most of which, I think SayakaGL is already capable of, other than Spawning point and Waterbox editing, I believe. I think Waterbox editing should work like this, you can select the water box, and possibly move the four corners to which you please. and when you want to edit a different one, simply select it. Link's Spawing point seems pretty much self explanatory. I don't want to assume things, so please correct me if I'm wrong. Other things I have in mind, will have to wait until I have them in mind. Maybe custom texture placement? Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 17, 2011 Share Posted March 17, 2011 Also, is this going to be strictly a map editor? Because If you could add support fro editing DLists like UoT, that would make it Ultimate. Link to comment Share on other sites More sharing options...
xdaniel Posted March 17, 2011 Author Share Posted March 17, 2011 SagnuinettiMods: I think I have editing of Link's spawnpoints already integrated, need to check that again. Waterboxes I'll read up on, no promises they'll be in the first release, tho. As for DList editing, if you're talking about a room's DLists (as opposed to, say, object models, which aren't handled at all yet), those have been editable for a long time already, see the first page for some screenshots of that. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 17, 2011 Share Posted March 17, 2011 Oi, I was talking about Actor DLists Editing. If you would eventually integrate that, I might actually be able to use it, because UoT No longer works for me. Link to comment Share on other sites More sharing options...
xdaniel Posted March 17, 2011 Author Share Posted March 17, 2011 Yeah, as actor rendering itself isn't even in yet, editing their DLists isn't either The current editing code is rather flexible, tho, and should technically allow editing of any kind of DLists without too much work. It will be some work, of course, but it shouldn't be much once actor rendering ala OZMAV2 or ZSaten is implemented. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 17, 2011 Share Posted March 17, 2011 Alright, this sounds like it's one Bad@$$ piece of work Link to comment Share on other sites More sharing options...
Salvage66 Posted March 18, 2011 Share Posted March 18, 2011 Dude i know this seems a long shot but is it possible you could add a rip and insert music sequence button because that would be AWSOME!!!!!Oh and if not could you rip malons singing edit it and post it in a video sometime just a request. Link to comment Share on other sites More sharing options...
xdaniel Posted March 18, 2011 Author Share Posted March 18, 2011 Yeah, that is a long shot. I personally don't know much about the audio on the N64 in general, let alone the Zeldas specifically, and as this is supposed to be a level editor, music editing/exporting/importing doesn't really fit in anyway. Sorry to say so, but things like that most likely will not make the cut. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 18, 2011 Share Posted March 18, 2011 Dude i know this seems a long shot but is it possible you could add a rip and insert music sequence button because that would be AWSOME!!!!!Oh and if not could you rip malons singing edit it and post it in a video sometime just a request. Salvage, I'm more than sure it would be possible to do, but about Malon's Singing, I think you could use the Audio Debugger and mute everything else so you could record it yourself if you want it. Link to comment Share on other sites More sharing options...
Salvage66 Posted March 18, 2011 Share Posted March 18, 2011 Salvage, I'm more than sure it would be possible to do, but about Malon's Singing, I think you could use the Audio Debugger and mute everything else so you could record it yourself if you want it. Naw im not talking about recording malons singing im talking about replacing it that would be intresting. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 18, 2011 Share Posted March 18, 2011 Actually, I think if you implemented a collision editor, that would be nice, like you select a face, and then you can pick what collision it has, like if it's a Len's of Truth wall, or if you could climb it, etc. Link to comment Share on other sites More sharing options...
xdaniel Posted March 18, 2011 Author Share Posted March 18, 2011 Doable and a good idea; had collision rendering implemented waaay back in the original OZMAV before, but never improved upon that in any way. Keep in mind, tho, that you probably won't see this (and some other things) in the first public release, because I don't want to delay this much longer. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 18, 2011 Share Posted March 18, 2011 Doable and a good idea; had collision rendering implemented waaay back in the original OZMAV before, but never improved upon that in any way. Keep in mind, tho, that you probably won't see this (and some other things) in the first public release, because I don't want to delay this much longer. I understand that, I'm just offering my suggestions, though. BTW Where did the name SayakaGL come from? Link to comment Share on other sites More sharing options...
xdaniel Posted March 18, 2011 Author Share Posted March 18, 2011 No problem, especially since that's a very good suggestion, so yeah As for the name, SayakaGL, I once pointed that out to someone on YouTube before: Heh, I tend to name my projects on a whim recently, and for some reason after anime characters of all things... The GL comes from OpenGL, which the program uses, while Sayaka comes from Sayaka Miki from Puella Magi Madoka Magica. Also have tools named after K-ON and Railgun characters Weird, am I not? Link to comment Share on other sites More sharing options...
SanguinettiMods Posted March 18, 2011 Share Posted March 18, 2011 I thought it might've been a phonetic Japanese translation of an English word, except for the GL part Link to comment Share on other sites More sharing options...
Secant Posted March 18, 2011 Share Posted March 18, 2011 Naw im not talking about recording malons singing im talking about replacing it that would be intresting. This has actually been done before; I've seen someone (I think it was Zeth) import the Ballad of the Windfish so that Malon sings that song instead of Epona's Song. I'm not exactly sure how he did it, but I would hazard a guess that it would work the same as any sequence importing--just find the appropriate sequence, import your own, and repoint it. To stray back to the topic, I would love to see that collision editor whenever you implement it, xdan--I've been dying to get one working on a 64-bit OS. ZLE2's collision_fixer.exe doesn't work for me and it makes me a saaad panda. D: Link to comment Share on other sites More sharing options...
spinout Posted March 18, 2011 Share Posted March 18, 2011 This has actually been done before; I've seen someone (I think it was Zeth) import the Ballad of the Windfish so that Malon sings that song instead of Epona's Song. I'm not exactly sure how he did it, but I would hazard a guess that it would work the same as any sequence importing--just find the appropriate sequence, import your own, and repoint it. To stray back to the topic, I would love to see that collision editor whenever you implement it, xdan--I've been dying to get one working on a 64-bit OS. ZLE2's collision_fixer.exe doesn't work for me and it makes me a saaad panda. D: http://spinout182.com/src/collision_fixer.c Just compile that for your machine. Link to comment Share on other sites More sharing options...
Jason777 Posted March 25, 2011 Share Posted March 25, 2011 I am getting tired of using hex editors... In other words: I am REALLY looking foward to this program's release Link to comment Share on other sites More sharing options...
BlackRose Posted March 30, 2011 Share Posted March 30, 2011 Hey xdan, awesome job on this program, really looking forward to it. One quick suggestion, forgive me if it has already been brought up, would it be possible to implement exit modifying into this? All i know of now is to use ZLE2 for exit editing, and although it does work, its very time consuming in some situations, and you find yourself guessing at the exits you're editing because its not specific as to which one you're editing. So would it be possible to choose a specific doorway/passageway within a map and edit its exit number, so that you are aware of exactly what exit you're changing? Link to comment Share on other sites More sharing options...
Twili Posted April 12, 2011 Share Posted April 12, 2011 Since SayakaGL reads waypoints, I thought that this would be half relevant to the topic. I edited UoT's source code to add waypoint viewing: JUST KIDDING. This is a very convincing hoax. The path you see is real - I added one to this test map and tested the Kakariko graveyard boy there. I then took two UoT screenshots; one of the map without the path drawn (obviously) and one of object_oB1 with an edited hierarchy with the bones visible. Then I did some image editing magic and presto! I sure do like to create hoaxes... Link to comment Share on other sites More sharing options...
Salvage66 Posted April 12, 2011 Share Posted April 12, 2011 Dude can i get relese even if it is incomplete i just want to try out the waypoint editng myself you pm me it.It sound really revolotionary.Could way point editing be done in hxd?If so what would have to be done.But seriosly can when can we expect a release? Link to comment Share on other sites More sharing options...
xdaniel Posted April 12, 2011 Author Share Posted April 12, 2011 Ugh, been nearly a month without me posting in here... As it's almost 1am here, I'll keep this post short for now. BlackRose: Need to look into exit modification, nothing regarding that has been coded in yet. Twili: Yes, you really do like your hoaxes... And it really is convincing, so props for that Salvage66: Manual editing of waypoints can be done, spinout posted the data formats at the Z64 Wiki: http://wiki.spinout182.com/w/Maps_and_Scenes#Path_List (command 0x0D, btw) Also Salvage66, and everyone else wondering about a public release of this program, I'll prepare a first public build over the next few days, to be released by the weekend hopefully. It's been way too long already. Anyway, it's in a presentable state, and shouldn't have any showstopping bugs in it... the source is a mess (mainly the user interface code), so that'll come at a later date, after cleaning it up and the like. What I can't promise for this build is support for custom maps, tho, so be prepared to only be able to mess around with existing maps. Link to comment Share on other sites More sharing options...
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