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Sage of Mirrors

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Everything posted by Sage of Mirrors

  1. Hacking dialogue is pretty easy- I don't think we even have to conform to letter restraints. If we add text to the end of the text .bmg, make the calculation and edit the pointers for the specific instance of dialogue, we can have custom dialogue (like that sign I edited a few pages back, "Headstone Island: 2 miles ahead. Beware of Redeads!") Cutscene dialogue, however, is still in the works. I haven't figured out the system it uses yet. As for making him appear... the game has a function that it uses for Medli and Makar to make them follow Link. Only thing I could think of is to somehow modify that to Jabun... Ooh, a complete hack... It might be possible, but we need more documentation of things like actor placement, STBs (working on it) and collision. Have any ideas about a general WW creepypasta story? (You know, I actually hate Creepypasta. I went into a creepypasta thread once and couldn't sleep for two days. Baaaaaaaaaad decision. But I'm willing to make a WW variation work.)
  2. Ha ha, It'd be cool to devise something like that. BEN didn't really scare me... We'd need to put a lot of effort into it to make it not cheesy or a BEN derivative. But I refuse to kill Grandma! D: If you look at his eyes, it's kind of comical how derpy he his.
  3. That's pretty good! They're really nice. Would you be able to make a couple sprites for me?
  4. ...Did you make those sprites from scratch? Did you use Link as a base?
  5. Compared to his figurine, he's massive... Hmm. I think I'll post a comparison of the dummy and the final a little later. But first: RARGH. It's the model that they use when Ganon turns into Puppet Ganon. He's hidden behind the curatain, though, so this model is never seen in its entirety. It's basically Ganon's regular model with Puppet Ganon's head copypasted on... Still pretty creepy.
  6. Well, I was talking more to Deku about restoration, but... yeah. My guess is that they created the dummy with the translucent water featured in one of the test rooms in mind. When they ran out of time and had to scrap the idea, they just cut off the final model's tail (it actually looks like that, if you look at his backside). And on the music... Jabun, like many other cutscene-only models, has an outside model pack in Object that has the same resources as the stuff packed with the cutscene. I wonder if this suggests that these characters could have been talked to normally? The most reasonable explanation for duplicates might be that they included them as error handlers in case something went wrong with the cutscene (if the specified model in the STB isn't present, maybe it looks to Object instead?), or for debugging purposes... Though, if we got a way to create both models and DZBs, I would look into making a hack that used translucent water (set a plane with a translucent texture to have water properties...? the water in places like Outset is part of the actual model).
  7. Let me ask you this. What purpose would an animation like that have in opaque water?
  8. *Victory fanfare* Like the description of the video says, this is called jb_dummy. It's in the Nayru's Pearl cutscene .arc. Since the final Jabun model lacks a tail, that swimming animation (the only one that works with the dummy) is leftover from an earlier point in development!
  9. I've been looking into the STB file type (cutscene-controllers, it looks like). Take a look at this section from Demo_03's STB, called Meet_Tetra. 04 60 4A 41 43 54 00 00 00 04 5A 6C 31 00 80 .`JACT....Zl1.@ I think that this tells the game what actor is supposed to be loaded here, going by the JACT string. The first two bytes, 04 60, are exactly how long the segment is from 04 to the first byte of the next segment. 'Zl' is what Tetra's model is called in the Object folder. Oddly, Demo_03 doesn't contain any models, unlike the others I've seen; only animations. Nintendo probably did that to save space. All of the segments marked with a 'J-something' seem to end with 0x80, so I'm going to assume for now that 80 is the end of this 'header.' These are some of the J-variations I've seen: JCMR (always followed by 'camera' four bytes later)- Most likely tells the camera how to move and possibly when. JSND (This one's different; I've seen the bytes after this one be 'SE,' 'se' and 'Stream')- Going to guess music. JMSG (followed by 'message' four bytes later)- obviously what text to display. There's also an oddball 'control' string in there. Not sure what that would do. I've also observed the string 'd_act' followed by a number in many palces. I'm wondering if this has to do with how the cut scenes work. I haven't gotten that deep into these yet. First I need to figure out how it calls animations, music and text. Then I'll work on JCMR, and finally later what exactly the JACT entries are for.
  10. Pretty sure you would. The glitch only happens if you talk to a specific character after getting the Thunder Dragon's song. That character is a Goron named Golo. After getting that song, just be sure to have Fi ID any Gorons you may want to talk to.
  11. Thanks! If you get any free time, Arcaith, feel free to shoot me a PM. Edit: Make of this what you will: Edit 2: Behold! What I have spent this morning finishing up: How do her animations look?
  12. Nope. I get the same error as the other ones- "List index out of range." And I do have Python.
  13. If I may drudge this up again... I've noticed that BDMViewer renders rooms in their normal dungeon positions rather than at the origin; it might have something to do with how the game switches between them. This image shows that Room19 and Room20 are related (though one could probably extrapolate that without this). Using this method, I compared the other unused rooms to normal dungeon geography: Rooms 12 and 15 line up perfectly with doors in existing rooms. It's interesting that they intersect two of the rooms containing the statues; maybe at one point the dungeon was longer? Or maybe they're left over from an entirely different layout. ...just something interesting I observed. Oh! Also of note, Room13, one of the Statues' rooms, has a statue included out-of-bounds: Whoops! Me again. A conundrum. That Tower architecture is part of the outside portion- Room18, the final room before Gohdan. Though it extends a bit too far into Room19, it's still an interestingly nice fit. The mystery is that Room19 isn't really big enough to be a boss room. Perhaps, in the beta Tower, the boss was fought below, then after its defeat you exited and went up the staircase outside?
  14. Well, preliminary attempts show that I cannot get either file to convert. BMD2BDL needs some sort of "Temp.bdl," which was supposed to be in the download and wasn't, and BDL2BMD doesn't convert either. Dunno what's wrong. Also, the download for BMD2BDL on that wiki page is invalid. I downloaded it through another link in that thread.
  15. (I love this sort of stuff) Looks like they might've played with the idea of Midna being a Skull Kid at some point. Also, note that the first render in the lower right hand box looks more like the rest of the cursed Twili. I'm REALLY hoping that this comes out in the US. If it does, hopefully I can nab a copy.
  16. Once V1 is released and I have my computer back, I think I have an idea for a test. Honestly, the only problem I can see is packing the new .bdl into a .rarc file. Wind Waker seemed a bit picky on how its .rarcs are packed, but then again it was a cutscene .rarc that I tried to edit, so maybe that was the problem. Oh yeah, and we need to be able to make a collision file if we want custom islands/levels...
  17. I've been working on something for the past few weeks. It's finished, but since I can't record anything with the computer I'm using, I'll have to post it in about a month. In the mean time, here's the map I created for what I was working on. It's supposed to look like a storage room: I'm thinking that this will be the final configuration for the Present map, which is the year 2054. The way the continents are configured has some plot importance, as well as that blank spot near the bottom of the map. I don't know; should I put something in that blue space to the north-east? It seems a bit vacant. I believe that instead of using a ruined dome for the desert on the southern continent, I'll get the Colosseum in there. What are you guys' thoughts? And please, believe me when I say this: This hasn't been the only thing I've been working on. I have a good idea as to what the story is, and I'm already making some progress in the way of other maps (and, if I can manage to finish it, something a bit more substantial). That said, I'd like to ask- are there any spriters out there? Anyone willing to try their hand at making custom sprites?
  18. The World So Far Woot! I was able to change the pointers for an empty subtile patch in the Apocalypse tileset to the swatch that held the broken domes in 2300 AD. As you can see, we've got some pallet problems, but I did it! Next thing to do is see if that original empty patch had a null pallet shift attatched to it, and repoint it to the pallet for the broken domes... Oh, and I figured out collision. I never knew why some Layer 1 tiles had other tiles below them; now I know it's for collision . Once I get started on and finish the transit system and get my computer back, I'll post a video of how it looks in-game.
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