fkualol Posted December 10, 2011 Share Posted December 10, 2011 The reason it would crash before was because the scene didn't have a 0x1B command in the header. So I copied the command and it's data from Termina Field, and it successfully loaded. I'm not sure as to what it does... but it will prevent some maps from loading if the scene lacks the command. Also, the 0x1A command has something to do with the way water objects are loaded (?). Link to comment Share on other sites More sharing options...
Conker Posted December 10, 2011 Share Posted December 10, 2011 Wow, that is really, really good. Fantastic job, fkualol! Link to comment Share on other sites More sharing options...
Zeth Ryder Posted December 10, 2011 Share Posted December 10, 2011 Great job on this, looks like the texture combiner needs to be fixed as well. Link to comment Share on other sites More sharing options...
john_smith_account Posted December 10, 2011 Share Posted December 10, 2011 Nice job. It's been done a few times now. There's even a port of Hyrule Field available with all the actors in place, and epona added. We really need to add this stuff to the wiki, so we quit repeating so much. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted December 10, 2011 Share Posted December 10, 2011 So is that header command the only thing that prevents Maps from OOT being ported to MM? Or is there more stuff that needs to be done before it loads up correctly? Cause it really seems that MM is extremely picky about loading anything that's been adjusted/modified which I'm guessing is partially DMA related? Also JSA I definitely agree, we need to get this stuff on the wiki, this is great information and I also would like to try porting a map into MM for myself. Link to comment Share on other sites More sharing options...
LEepicPOULET Posted December 10, 2011 Share Posted December 10, 2011 Aww, you beat me to it. I was in the middle of porting Hyrule Field into MM to. That aside, fantastic job (you may want to fix the textures, though) Link to comment Share on other sites More sharing options...
john_smith_account Posted December 11, 2011 Share Posted December 11, 2011 http://spinout182.com/oldforums/index.php?topic=394.0 In some twist of irony, I don't have the release version of the patch Link to comment Share on other sites More sharing options...
Secant Posted December 11, 2011 Share Posted December 11, 2011 http://ifile.it/kld3ohq Link to comment Share on other sites More sharing options...
fkualol Posted December 11, 2011 Author Share Posted December 11, 2011 http://spinout182.co...php?topic=394.0 In some twist of irony, I don't have the release version of the patch Oh wow. I completely forgot you did that... lol Link to comment Share on other sites More sharing options...
Zeth Ryder Posted December 11, 2011 Share Posted December 11, 2011 What is all required to port maps from OOT to MM? Link to comment Share on other sites More sharing options...
fkualol Posted December 12, 2011 Author Share Posted December 12, 2011 You're going to need to insert the 0x1B command into the scene header, and add in the proper data. 1BXX0000 YYYYYYYY XX = Amount of entries. YY = Offset of the data. 1B2B0000 02004EC0 <-- the command in Termina Field's scene header. I haven't gotten around to studying the data, but I do know that each entry is 0x10 bytes long. If there are graphical errors, you will need to add the 0x1A command. 1A000000 XXXXXXXX XX = Offset of the data. I'm not sure about the format of the data here. In Termina Field there is a pointer every 4th byte, but other scenes do not have any pointers. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted December 12, 2011 Share Posted December 12, 2011 So this is pretty much like porting from OOT just adding a few commands, or does what's in the file table have to match the DMA table with CRC correction? Link to comment Share on other sites More sharing options...
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