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mzxrules

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mzxrules last won the day on December 20 2014

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  1. Some good notes, though I think most if not all is documented on the cloudmodding wiki. One thing that interests me is whether or not there's an easy way to generate a compatible overlay file with gcc. I've come really close to it through linker scripts, but my hang-up is that I either can't generate relocation data, or I end up generating an ELF object file. As relocation types, I believe the run-time relocation function only supports a handful of relocation types (the wiki lists four, but I haven't checked the code/data recently to confirm). On the topic of matrices, one thing to point out is that if you're doing some matrix manipulation in floats, care must be taken when downcasting from float -> int (and later a short), since such a cast will fail on real hardware if the value ends up being bigger than int_max/smaller than int min.
  2. it amazes me how long it's taken to release this game. I remember reading about it in the same magazine covering Twilight Princess before it's original release.
  3. That error usually pops up if you forgot to set the version to that of the Debug ROM, since by default I profile OoT NTSC 1.0. You swap versions by entering ver dbgmq
  4. bumping up this thread because I recently updated a program I wrote called Spectrum that I created to map out how ram is being utilized in Ocarina of Time, and later Majora's Mask. The latest update makes it quite easy to trace most addresses from ram to a file in rom: http://forums.zeldaspeedruns.com/index.php?topic=2226.0
  5. There are definitely a few features I'd like to add to the program myself, so I don't expect this to be the final version just yet. One thing I'd like to support is NTSC 1.0 since there are significant differences between PAL (Debug MQ), and NTSC.
  6. do you know if i said/edited anything important here in the last few months? I don't think I have since I've been posting my stuff elsewhere
  7. This falls within ovl_En_fHG, phantom ganon's horse. not too surprising. If mips can only work with 2 byte immediates, how does the 1 affect Spirit Arrows?
  8. not real until I have the binary.
  9. http://wiki.cloudmodding.com/oot/Actor_Overlay_Table
  10. not sure what you're asking for exactly. Do you mean like where the actor file is loaded in memory (when it's loaded), or an actor instance? Where the common struct is located or something entirely different? I also don't see any logical reason for why anyone couldn't use the actor table.
  11. You can use the same save since it's probably unlikely anyone will extend the space used for your save data, but if the layout of puzzle elements change in a future update you might encounter some weird quirks in some areas
  12. Intended to work on cutting down some cutscenes in my mod, got sidetracked and started looking at the code for the game's cs parser Valid commands range from 0x01 to 0x90, 0x03E8, and -1. A jump table is used to parse commands 0x01 to 0x90, and is located at 8010757C NTSC 1.0 I've only traced through the routine used to parse the cutscene command that handle's Rauru's actor, but I now realize why nobody has built a "master" list of actor ids yet. From what I can tell, the purpose of this set of routines is to simply set a pointer to the active command for an actor. The actor then listens for it when it's being processed. What's more important though is that a number of ids reference the same function. For example, Rauru's cutscene id (0x27) uses the same routine as 17 other different ids, meaning that these ids should be are equivalent to one another This is also means that some ids can't be used with one another, since you'll end up overriding the pointer before the actors can act on it
  13. Spent about a day on this, trying everything to figure out why the mod was crashing on everything but nemu before finally isolating it to this snippet. For some reason, my mod throws an exception somewhere between 1DB0E4 and 1DB100 causing it to fatally halt, and I'm not sure why. Breaking up this section with no ops fixes it, though I still have issues on real hardware.
  14. Maps look great, except for that one tree's textures
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