SoulofDeity Posted April 15, 2013 Share Posted April 15, 2013 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? Link to comment Share on other sites More sharing options...
Zax Posted April 15, 2013 Share Posted April 15, 2013 Kind of looks like that portal Ganon sends his Ghost clone through at the end of the spirit temple. Just my two cents. *edit* yea, forest, my bad. Link to comment Share on other sites More sharing options...
Conker Posted April 15, 2013 Share Posted April 15, 2013 Kind of looks like that portal Ganon sends his Ghost clone through at the end of the spirit temple. Just my two cents.You mean Forest Temple? Also, maybe that's it. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 15, 2013 Author Share Posted April 15, 2013 You mean Forest Temple? Also, maybe that's it. well I remember the forest temple effect having rings, and also this effect faces to the side rather than up, and is coneshaped Link to comment Share on other sites More sharing options...
Conker Posted April 15, 2013 Share Posted April 15, 2013 Well, then, who knows. Maybe it's the remnants of something? Link to comment Share on other sites More sharing options...
Zeth Ryder Posted April 15, 2013 Share Posted April 15, 2013 Probably just a special effect, looks similar to the one used in the goddess cutscenes and as was stated, Phantom Ganon's banishment in the Forest Temple. (doubled checked, its not from Phantom Ganon) Link to comment Share on other sites More sharing options...
wareya Posted April 15, 2013 Share Posted April 15, 2013 Back during the later days of ZSO, we would get "Guys look at this model with a messed up texture!" announcements almost daily Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 15, 2013 Author Share Posted April 15, 2013 Probably just a special effect, looks similar to the one used in the goddess cutscenes and as was stated, Phantom Ganon's banishment in the Forest Temple. (doubled checked, its not from Phantom Ganon) goddess_ring_efx.jpg 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. Back during the later days of ZSO, we would get "Guys look at this model with a messed up texture!" announcements almost daily 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 Link to comment Share on other sites More sharing options...
SanguinettiMods Posted April 15, 2013 Share Posted April 15, 2013 Try comparing it to the effect seen when you shoot a light arrow. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 15, 2013 Author Share Posted April 15, 2013 Try comparing it to the effect seen when you shoot a light arrow. already did, that wasn't it. btw, I think the arrow effects are store in their actors. Link to comment Share on other sites More sharing options...
giadrosich Posted April 15, 2013 Share Posted April 15, 2013 Is it the same sort of thing when Nabooru was being sucked into the sand? Unless that was the same as phantom's portal...I can't remember. Link to comment Share on other sites More sharing options...
Xylaphone Posted April 15, 2013 Share Posted April 15, 2013 maybe it was supposed to be durring the gannon fight when you play tennis? when you hit it back maybe? Link to comment Share on other sites More sharing options...
wareya Posted April 15, 2013 Share Posted April 15, 2013 Makes a scattering spark effect: Link to comment Share on other sites More sharing options...
SanguinettiMods Posted April 15, 2013 Share Posted April 15, 2013 I thought it was a good try, but then I was all like "Oh...It's not..." Link to comment Share on other sites More sharing options...
xdaniel Posted April 15, 2013 Share Posted April 15, 2013 Depending on what and where it actually is, this might be a bit difficult, but... has anyone tried to modify that display list or the vertex data, and then play the game a bit or watch some cutscenes? Check out the "obvious" places where an effect that looks similar to this appears, like what's been posted above, and see if the effect changed? Link to comment Share on other sites More sharing options...
Strati Posted April 16, 2013 Share Posted April 16, 2013 Thought of this one: Link to comment Share on other sites More sharing options...
mzxrules Posted April 17, 2013 Share Posted April 17, 2013 Absolute addressing makes sense since code.zasm is static in memory. What kind of stuff does Code.zasm store, other than code for creating saves. Link to comment Share on other sites More sharing options...
Jason777 Posted April 17, 2013 Share Posted April 17, 2013 What kind of stuff does Code.zasm store, other than code for creating saves. http://wiki.spinout182.com/w/Code_notes Link to comment Share on other sites More sharing options...
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