Three_Pendants Posted May 30, 2013 Share Posted May 30, 2013 Does Actor 56 also lower the volume by any chance? Since it's used in a Lot of cutscenes that don't necessarily have music changes but have a lower volume. Link to comment Share on other sites More sharing options...
mzxrules Posted May 31, 2013 Share Posted May 31, 2013 Not sure what cutscenes you are referring to. 00000003 is Title Logo, actor 0171 object 014A. Action 1E fades in, Action 1F fades out. Both have a 1 frame duration. Link to comment Share on other sites More sharing options...
Three_Pendants Posted May 31, 2013 Share Posted May 31, 2013 For instance, whenever you learn an Ocarina Song the volume gets lower so that you can hear the instrument teaching you the song and when you play back the song, But granted, in all of these scenes is the "You learned This Song!" Music with it. Link to comment Share on other sites More sharing options...
mzxrules Posted May 31, 2013 Share Posted May 31, 2013 Oh also, figured out one of the unknowns to the 02 cutscene command entries ww00 ffff [????????] [xxxxyyyyzzzz] [????]ffff = frames to spend transitioning to the next point. This value seems to be frequently set to 1E. Also, I'm messing with your experimental cutscene viewer. Gonna see if I can simulate a cutscene. Link to comment Share on other sites More sharing options...
mzxrules Posted June 1, 2013 Share Posted June 1, 2013 This would be so much easier if I knew what I was doing with OpenTK. Link to comment Share on other sites More sharing options...
mzxrules Posted June 2, 2013 Share Posted June 2, 2013 4 Link to comment Share on other sites More sharing options...
giadrosich Posted June 2, 2013 Share Posted June 2, 2013 That's really cool, at this point, is there a way to edit the cutscenes with the viewer? Link to comment Share on other sites More sharing options...
Arcaith Posted June 2, 2013 Share Posted June 2, 2013 Nice work mzx. It'd be a fairly simple matter to write back any changed values, though when I say simple, I mean simple for anyone who understands file I/O XD Link to comment Share on other sites More sharing options...
fkualol Posted June 3, 2013 Share Posted June 3, 2013 For the 00000001 and 00000002 markers ww00 ffff [????????] [xxxxyyyyzzzz] [????] [????????] is the angle of view as a floating point, iirc. Link to comment Share on other sites More sharing options...
mzxrules Posted June 3, 2013 Share Posted June 3, 2013 Angle of view is what creates the zoom effect correct? Ran some tests and it seems only the 02 command actually affects the field of view angle Link to comment Share on other sites More sharing options...
fkualol Posted June 3, 2013 Share Posted June 3, 2013 Yeah, my bad. I remember seeing the same values being used for both camera points so I figured modifying either one would give the same result. Link to comment Share on other sites More sharing options...
mzxrules Posted June 3, 2013 Share Posted June 3, 2013 Understandable. It seems as if the 01 command stores all the same values the 02 one does, except they are unused save for the coordinates. I found? camera roll value. wwrr ffff [aaaaaaaa] [xxxxyyyyzzzz] [????], where r is roll. It's a signed byte value.Positive values rotate the camera counter-clockwise (image spins clockwise).Negative values rotate the camera clockwise (image spins counter-clockwise).-128 is equivalent to 180 degrees rotation. Link to comment Share on other sites More sharing options...
mzxrules Posted June 12, 2013 Share Posted June 12, 2013 Can someone figure out what the first word in a cutscene does? I have a feeling that it does something very similar to the 3E8 command, and changing it's value has some strange side effects. For reference, the 3E8 command contains an index which references a pointer value located in code.asm, that points directly to code.asm in ram.Also for reference, the cutscene pointer is located at 80213D88 in ram in the debug version. Link to comment Share on other sites More sharing options...
Strati Posted June 12, 2013 Share Posted June 12, 2013 I guess that stands for how many "markers" the cutscene data has. I'm taking a few more tests to be sure, but so far it has been accurate. Just to be sure, by markers I mean the entries with 01/02 for cameras, 3E8 for exits, 0A for Link, etc. Link to comment Share on other sites More sharing options...
john_smith_account Posted June 13, 2013 Share Posted June 13, 2013 I guess that stands for how many "markers" the cutscene data has. I'm taking a few more tests to be sure, but so far it has been accurate. Just to be sure, by markers I mean the entries with 01/02 for cameras, 3E8 for exits, 0A for Link, etc. Like I keep saying, I'm very dissappointed in the cutscene format. I was expecting direct control over animations of cutscene actors. Oh well, I guess we can write new animations for existing cutscene actors easy enough. Link to comment Share on other sites More sharing options...
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