DeathBasket Posted August 17, 2011 Share Posted August 17, 2011 (edited) Something I started working on yesterday. You will fight each boss in a row and the times you take to defeat them will be recorded so you can view them when (if) you finish. I currently have the settings screen working (replaces the map select) and the timer and difficulty levels are working too. The next thing I need to do is find a good place to trigger the timer (maybe when the boss music starts?) and I'll need to make a few modifications to the warp actor and then I'm basically done. Screenshots: Settings screen There are four difficulties (normal, hard, expert, extreme) that change the amount of damage Link takes from enemies. You can also choose whether or not to have your health/ammo automatically restored after each fight. Timer (minutes:seconds.milliseconds) Results test Here's a video preview: DOWNLOAD Edited August 23, 2011 by DeathBasket Link to comment Share on other sites More sharing options...
Jason777 Posted August 18, 2011 Share Posted August 18, 2011 That is pretty awesome http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Will you be releasing the project source when completed? Link to comment Share on other sites More sharing options...
spinout Posted August 18, 2011 Share Posted August 18, 2011 Awesome. Always love your hacks, DeathBasket. I don't feel so lonely in this category of hacking anymore Link to comment Share on other sites More sharing options...
BlackRose Posted August 18, 2011 Share Posted August 18, 2011 This is awesome, Death, keep up the good work! Link to comment Share on other sites More sharing options...
Aedus Posted August 19, 2011 Share Posted August 19, 2011 ASM hacking at its finest. You put it the best: very extremely. For funsies, you should add in (or do a sister hack) for minibosses. No, I'm not still butthurt that Dark Link didn't make it into the boss rush. Link to comment Share on other sites More sharing options...
Linktank Posted August 20, 2011 Share Posted August 20, 2011 Great job Deathbasket keep up the good work! http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Link to comment Share on other sites More sharing options...
DeathBasket Posted August 20, 2011 Author Share Posted August 20, 2011 Thanks for the support guys, I appreciate it. Update time: I've got all the information together now for when I'll trigger the timer on/off and tomorrow I'll work on actually implementing that. I've also decided to try and make a proper results screen instead of just displaying the final results like the screenshot I posted. Hopefully I'll do a similar thing for a game over screen too. We'll see how it goes. That is pretty awesome Will you be releasing the project source when completed? I'll tidy it up (and comment) a bit and then probably put it in a folder with the patch/other resources for when you download it. Awesome. Always love your hacks, DeathBasket. I don't feel so lonely in this category of hacking anymore Thanks. I wouldn't be doing stuff like this if you didn't get me started on assembly hacking. http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif ASM hacking at its finest. You put it the best: very extremely. For funsies, you should add in (or do a sister hack) for minibosses. No, I'm not still butthurt that Dark Link didn't make it into the boss rush. I'm not really bothered about minibosses since the line between miniboss and normal enemy is rather ambiguous. Timed enemy or puzzle rooms might be something to think about though. Maybe something like the Gerudo Training Grounds but with a different reward depending on how long you take to finish. Link to comment Share on other sites More sharing options...
DeathBasket Posted August 23, 2011 Author Share Posted August 23, 2011 Here it is: http://www.mediafire...v9j71lhjt0iwia4 Resources are included in the download for those who want them. I have only found one bug so far. Holding down A when the main menu/results/game over screen is supposed to appear will cause them to be skipped, you'll go straight to the Deku Tree boss and it won't reset any of the data. It could easily be fixed by just changing a bit of the code around but I'm not bothered about it right now. Anyway, have fun and maybe post some of your results. My attempt: Link to comment Share on other sites More sharing options...
Gump Posted August 24, 2011 Share Posted August 24, 2011 Great hack, DeathBasket! I always wondered how to mod it so the bosses don't drop heart containers, care to share? Link to comment Share on other sites More sharing options...
DeathBasket Posted August 24, 2011 Author Share Posted August 24, 2011 Just disable any jumps to the actor spawn function in the bosses' actors that are used to spawn hearts. You'll know which ones they are because a2 will be set to 95 (0x5F) a few lines before the jump. Link to comment Share on other sites More sharing options...
Secant Posted August 24, 2011 Share Posted August 24, 2011 Here it is: http://www.mediafire...v9j71lhjt0iwia4 Resources are included in the download for those who want them. I have only found one bug so far. Holding down A when the main menu/results/game over screen is supposed to appear will cause them to be skipped, you'll go straight to the Deku Tree boss and it won't reset any of the data. It could easily be fixed by just changing a bit of the code around but I'm not bothered about it right now. Anyway, have fun and maybe post some of your results. My attempt: Link to comment Share on other sites More sharing options...
spinout Posted August 24, 2011 Share Posted August 24, 2011 In the future, you can do .asciiz "string here" instead of .word 0x43... Make sure to use .asciiz and not .ascii as .asciiz automatically puts a '\x00'. I don't have a setup to test it in right now, but from what I'm seeing here, you've done some great work. I hope you inspire others. Link to comment Share on other sites More sharing options...
leftshoe18 Posted December 29, 2011 Share Posted December 29, 2011 This looks awesome. I'm downloading it right now. Link to comment Share on other sites More sharing options...
dekupk5 Posted December 29, 2011 Share Posted December 29, 2011 Now my copy of OOT3D seems useless..... ~deku Link to comment Share on other sites More sharing options...
Conker Posted December 29, 2011 Share Posted December 29, 2011 Since I am no professional with these things, I have a possibly noobish question: Has Majora's Mask hacking advanced to the same level of Ocarina of Time hacking? If so, I'd imagine doing something like this would be possible in MM as well? What with it having its own debug ROM and everything, to boot. Or is that ROM not as well documented/explored? Just a minor curiosity of mine, is all. This was sent from a magical space satellite in the Andromeda Galaxy. Hurr. Link to comment Share on other sites More sharing options...
dekupk5 Posted December 29, 2011 Share Posted December 29, 2011 Since I am no professional with these things, I have a possibly noobish question: Has Majora's Mask hacking advanced to the same level of Ocarina of Time hacking? If so, I'd imagine doing something like this would be possible in MM as well? What with it having its own debug ROM and everything, to boot. Or is that ROM not as well documented/explored? Just a minor curiosity of mine, is all. This was sent from a magical space satellite in the Andromeda Galaxy. Hurr. MM already has Boss Rush mode! ..... well kindof . MM hacking is not close to OOT hacking because of personal preference. Meh il leave it to the professionals . ~Deku Link to comment Share on other sites More sharing options...
Conker Posted December 29, 2011 Share Posted December 29, 2011 Traveling through time, and dungeon to dungeon is not my thing at all. Well, I hope MM hacking levels with OoT one day. This was sent from a magical space satellite in the Andromeda Galaxy. Hurr. Link to comment Share on other sites More sharing options...
Jabba Posted December 29, 2011 Share Posted December 29, 2011 MM already has Boss Rush mode! ..... well kindof . MM hacking is not close to OOT hacking because of personal preference. Meh il leave it to the professionals . ~Deku Whos preference? Theres more power in MM. MOOOOR POWAH! Link to comment Share on other sites More sharing options...
Secant Posted December 29, 2011 Share Posted December 29, 2011 Since I am no professional with these things, I have a possibly noobish question: Has Majora's Mask hacking advanced to the same level of Ocarina of Time hacking? If so, I'd imagine doing something like this would be possible in MM as well? What with it having its own debug ROM and everything, to boot. Or is that ROM not as well documented/explored? Just a minor curiosity of mine, is all. This was sent from a magical space satellite in the Andromeda Galaxy. Hurr. Majora's Mask is harder to hack without causing game-breaking glitches, and the debug version of the ROM is speculated to not, in fact, be the legit debug version, but may actually contain several hacks to present a reasonable facsimile of such a ROM (though the speculation lacks much convincing evidence, and it's unlikely with as little information as we have on hacking this game that someone could pull off such a hack). While ripping models, porting maps and some basic assembly hacks have been done for it (mainly by Zeth, JSA and DeathBasket, respectively), there's just not as much documentation on it because the Ocarina of Time debug ROM is so much easier to work with. Because most custom content is accepted without a problem, there are fewer commands and parameters that you need to understand, and other reasons, hacking OoT is generally preferable to MM. Link to comment Share on other sites More sharing options...
dekupk5 Posted December 29, 2011 Share Posted December 29, 2011 Majora's Mask is harder to hack without causing game-breaking glitches, and the debug version of the ROM is speculated to not, in fact, be the legit debug version, but may actually contain several hacks to present a reasonable facsimile of such a ROM (though the speculation lacks much convincing evidence, and it's unlikely with as little information as we have on hacking this game that someone could pull off such a hack). While ripping models, porting maps and some basic assembly hacks have been done for it (mainly by Zeth, JSA and DeathBasket, respectively), there's just not as much documentation on it because the Ocarina of Time debug ROM is so much easier to work with. Because most custom content is accepted without a problem, there are fewer commands and parameters that you need to understand, and other reasons, hacking OoT is generally preferable to MM. How do people manage to get the debug roms? Is it somewhere in the official game? I always wondered were these amazing debug's came from. Link to comment Share on other sites More sharing options...
Secant Posted December 30, 2011 Share Posted December 30, 2011 They are leaked from the company that developed the game, usually from an employee or former employee who still has access to the old development builds. More often than not, a substantial bribe is given. For example, Cendamos supposedly paid $3,000 for the debug ROM for MM. Link to comment Share on other sites More sharing options...
dekupk5 Posted December 30, 2011 Share Posted December 30, 2011 They are leaked from the company that developed the game, usually from an employee or former employee who still has access to the old development builds. More often than not, a substantial bribe is given. For example, Cendamos supposedly paid $3,000 for the debug ROM for MM. Ah, that clears things up. Thanks Naxy . Link to comment Share on other sites More sharing options...
Conker Posted December 30, 2011 Share Posted December 30, 2011 Majora's Mask is harder to hack without causing game-breaking glitches, and the debug version of the ROM is speculated to not, in fact, be the legit debug version, but may actually contain several hacks to present a reasonable facsimile of such a ROM (though the speculation lacks much convincing evidence, and it's unlikely with as little information as we have on hacking this game that someone could pull off such a hack). While ripping models, porting maps and some basic assembly hacks have been done for it (mainly by Zeth, JSA and DeathBasket, respectively), there's just not as much documentation on it because the Ocarina of Time debug ROM is so much easier to work with. Because most custom content is accepted without a problem, there are fewer commands and parameters that you need to understand, and other reasons, hacking OoT is generally preferable to MM. Thank you for the explanation. Though there definitely is no doubting the Debug ROM is real, unless someone went hacking wizard on it and added all of those wonderful debugging extras with unknown methods. O: Well, shoot. I still hope one day, though it may not happen. :/ Also, I seem to have derailed this topic somewhat; sorry about that. This was sent from a magical space satellite in the Andromeda Galaxy. Hurr. Link to comment Share on other sites More sharing options...
The Tjalian Posted December 30, 2011 Share Posted December 30, 2011 I have to say, this far exceeds my expectations of what I thought was possible with Ocarina of Time hacking. Amazing, simply amazing. Link to comment Share on other sites More sharing options...
Jabba Posted December 30, 2011 Share Posted December 30, 2011 Im gonna download this and give it a whirl tonight, quite awesome if I do say so myself. I still wanna talk about MM though, lol. Open up a general discussion thread on MM hacking maybe? Link to comment Share on other sites More sharing options...
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