Airikita Posted April 26, 2013 Share Posted April 26, 2013 So I've been messing with the actor spawner in Hyrule Field. I replaced Stalchildren with Moblins, and removed a few conditions which allowed them to spawn continuously and during daytime: Anywho, I wanted to post a video but I have a data limit, and somehow 10GB of data was transferred on April 12th. Our internet limit is 50GB, and it's up at ~47GB today. So yeah, I won't be posting videos for a few days. Also, this was a test in RAM memory, no changes were made in ROM to do this, however changes can be made to ROM to make this permanent. Although the issue is that there's no control on how many keep spawning, so I'm concerned about a crash if they keep spawning. I will have to look into it more later, but for now I will show this picture. Link to comment Share on other sites More sharing options...
giadrosich Posted April 26, 2013 Share Posted April 26, 2013 First of all, awesome! How did you get them to spawn, I tried messing with the spawner at one time, but never worked for me. Who the heck is your internet provider? I get 250GB per month to use, and I regularly use over 100GB. O.o Link to comment Share on other sites More sharing options...
Airikita Posted April 26, 2013 Author Share Posted April 26, 2013 First of all, awesome! How did you get them to spawn, I tried messing with the spawner at one time, but never worked for me. Who the heck is your internet provider? I get 250GB per month to use, and I regularly use over 100GB. O.o There are a few conditions that you have to NOP out (writing 00000000 to them) so that the spawner works automatically without the need to detect Stalchildren. There is also a condition that runs during nighttime, so by removing the condition before that that checks for daytime will cancel out the night-only spawning. I forget how many there were, but it was just a test for now. At one point I had Stalchildren spamming Hyrule field, and I crashed the game. lol. Link to comment Share on other sites More sharing options...
wareya Posted April 26, 2013 Share Posted April 26, 2013 where is the spawner in Debug or OoT? Link to comment Share on other sites More sharing options...
Airikita Posted April 26, 2013 Author Share Posted April 26, 2013 where is the spawner in Debug or OoT? It's called ovl_En_Encount1. It's actor 00A7, Stalchildren are actor 01B0. The command in hex is 240701B0 for Stalchildren spawning. EDIT: Update: here's a video I could upload. I will have to postpone any newer videos: 1 Link to comment Share on other sites More sharing options...
Samurai Posted April 26, 2013 Share Posted April 26, 2013 How do I spawn Stalchildren for adult Link? Everything gets a little wonky when it comes to modding for adult Link. Link to comment Share on other sites More sharing options...
Airikita Posted April 26, 2013 Author Share Posted April 26, 2013 How do I spawn Stalchildren for adult Link? Everything gets a little wonky when it comes to modding for adult Link. Did you put the spawner in Adult Link's field? You also need the proper variable and group #. Link to comment Share on other sites More sharing options...
Three_Pendants Posted April 29, 2013 Share Posted April 29, 2013 Well done Airikita! Once again another thing I looked for way-back when which you recently found. That blows up the opportunity with spawners. As long as people use sense of course. Don't forgot to write down and note the changes made so others can follow in doing so as well. Link to comment Share on other sites More sharing options...
Airikita Posted April 29, 2013 Author Share Posted April 29, 2013 Well done Airikita! Once again another thing I looked for way-back when which you recently found. That blows up the opportunity with spawners. As long as people use sense of course. Don't forgot to write down and note the changes made so others can follow in doing so as well. Really? I wouldn't remember everything from ZSO... either way, this is something I lacked understanding of when I was younger, and also this will require a code hook to fully harness and control the behaviour of the enemy spawner. Actors will have to write a value when they die just as Stalchildren do to set the value for the spawner's flag conditions, otherwise you just end up with two enemies, and it stops, or you end up with too many spawns just as the video demonstrates. Link to comment Share on other sites More sharing options...
Three_Pendants Posted April 29, 2013 Share Posted April 29, 2013 Ah, heh I don't mean that you found it as a memory, Enemy spawning was just something I looked at a long time ago and failed to find the reasoning for. Oh, I see. It's something in the Stalchildren actor itself which sets a limit rather than the spawner, that is kind of unfortunate. So Stalchildren, Leevers, Guays, Field Poes should have that limit info. somewhere in their files as well, if I'm reading it right. Link to comment Share on other sites More sharing options...
Airikita Posted April 29, 2013 Author Share Posted April 29, 2013 Ah, heh I don't mean that you found it as a memory, Enemy spawning was just something I looked at a long time ago and failed to find the reasoning for. Oh, I see. It's something in the Stalchildren actor itself which sets a limit rather than the spawner, that is kind of unfortunate. So Stalchildren, Leevers, Guays, Field Poes should have that limit info. somewhere in their files as well, if I'm reading it right. Field Poes too? I never would've expected that... But it makes sense, yes. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 It's called ovl_En_Encount1. It's actor 00A7, Stalchildren are actor 01B0. The command in hex is 240701B0 for Stalchildren spawning. EDIT: Update: here's a video I could upload. I will have to postpone any newer videos: wow, so if you did this test on the actuall N64, would it have crashed or have seen severe slowdown? Link to comment Share on other sites More sharing options...
Airikita Posted April 30, 2013 Author Share Posted April 30, 2013 It seemed stable, since I kept moving... but when you kill one Moblin, two more will spawn without the conditions to stop it. So, eventually it will crash or slow down if you hang around in one spot for too long. As you probably noticed, in one point, Link was unable to use his spin charge with the influx of Moblins taking over the processing space. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 Yeah lol. Good job. Interesting test of the game. Quick question. Does having the expansion ram pack in the n64 prevent slow down in games that weren't made to utilize all that ram? Or no? Link to comment Share on other sites More sharing options...
giadrosich Posted April 30, 2013 Share Posted April 30, 2013 You can really notice the memory thing in Ganon's Castle when you go in and out of the trial doors. The game duplicates the beams at the top, and the more times you go in and out, it has to free up memory to duplicate them, so enemies and objects actually start to disappear on you. This can be done on any version of the game. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 Even with the expansion pack ram? interesting. Link to comment Share on other sites More sharing options...
giadrosich Posted April 30, 2013 Share Posted April 30, 2013 The game isn't compatible with the expansion pak, I think only DK64 and MM used it (off the top of my head). Even if it is plugged in, I don't think it does anything. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 Ah. So the N64 wasn't designed like a computer. That sucks... kinda thought it would have because of the type of processor the n64 had Link to comment Share on other sites More sharing options...
giadrosich Posted April 30, 2013 Share Posted April 30, 2013 I might be wrong, so apologies if I am. Someone else can confirm or deny. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 The only way to test would to stress test with the 4mb of ram and the 8mb of ram. Link to comment Share on other sites More sharing options...
xdaniel Posted April 30, 2013 Share Posted April 30, 2013 IIRC OoT is aware of the Expansion Pak - NTSC v1.0-v1.2 support the 64DD which in turn requires it, the MQ Debug ROM doesn't start without it (needed for debug features?) - but doesn't normally do anything with it. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 I meant the ram expansion pack. You now the red one? Also that info you just gave me would be useful for my N64DD hacking and emulation thread Link to comment Share on other sites More sharing options...
Airikita Posted April 30, 2013 Author Share Posted April 30, 2013 It might work if the expansion pack was compatible, but you would still eventually end up with a slow down/crash because the influx of Moblins would be infinite. Link to comment Share on other sites More sharing options...
xdaniel Posted April 30, 2013 Share Posted April 30, 2013 I meant the ram expansion pack. You now the red one?Also that info you just gave me would be useful for my N64DD hacking and emulation thread There is only one Expansion Pak. The 64DD requires the very same one that was released in the west for MM, DK64, Perfect Dark and a number of other games, the red one, the one I have two of. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 Ah. On for a second I thought you meant the 64dd in conjunction with ura Zelda. I understand now. Link to comment Share on other sites More sharing options...
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