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petrie911

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Everything posted by petrie911

  1. The one feature I always ask for in these things is the ability to edit map and scene files that have been extracted from the ROM. I find that this method is much better for development than editing whole ROMs at once.
  2. There's a way the forums could not only give him a separate signature, but also a separate avatar and username. It's called making an account.
  3. I would suggest looking harder at the room with the slope. Obviously you need to find a way to get there faster. What can you do to make your route shorter?
  4. My work in the water temple indicates that the current is part of the collision of the underlying polygons. There's a value in the collision type data that specifies its direction
  5. All right, new version up. This fixes the above problem as well as a few other minor bugs. It also fixes a significant bug on the N64 hardware that slipped through testing due to, you know, me not having a N64.
  6. A minor difficulty I've been having. (slight spoilers for Water Temple) http://www.youtube.com/watch?v=IVcEjlsu7Xw I suspect it has something to do with the fact that the room now takes up different space than it used to. Anyone know how to fix this? Also, anyone know an easy way to shift all the texture vertices in a room at once? I need to shift the textures for "Morpha's Room" behind the boss door downward so they match its new location. If there's no easy way to do that, is there an easy way to just turn them off?
  7. Well, it's released. Enjoy! Also, should this be in community projects? If so, I wouldn't mind it being moved provided the URL stays the same.
  8. This is actually a problem. There are informative topics here, especially in the modifications forum, that can't be linked to because people need to sign up to view them.
  9. I will admit, I wouldn't mind a way to get the Fire Temple v1.0 music into MQ (non-debug).
  10. This is a little something I've been working on for a couple years now. It's going to be a MQ-style mod of OoT, with dungeons completely remodeled but the overworld largely intact. I expect to complete all the dungeons, but it will take quite some time, so I'll be releasing a demo in the meantime. this demo consists of the Forest, Fire, and Water temples, which have been strung together such that completing Forest takes you to Fire, Fire to Water, and Water to the end of the demo. Each temple has been heavily modified to the point where it plays almost nothing like the original. In them, you will find complex puzzles, difficult fights, and tests of dexterity unlike anything in other Zelda games. Will you rise to the challenge? This mod can be played on any N64 emulator. For those of you with N64 flash carts, it can also be played on the N64 hardware. Unfortunately, it does not work in a VC WAD, so you'll have to use something like Wii64 if you want to play on the Wii. Here's the preview and here's the download link. The enclosed readme should tell you all you need to know. http://cloudmodding.com/zelda/petrie/files/patcher.zip UPDATED 3/5/2014
  11. Moving waterboxes and moving actors really need to be separate options. I've had so many times where I try to move the camera while moving actors and move a waterbox instead. Which, combined with the lack of undo, means I have to reload the map. Could you make it so that I don't have to close a scene before opening a new one? Also, a hotkey for opening a scene would be nice. Would it be possible to have the program look for the room file in the same directory as the scene file? Right now, if I open a scene in a different directory from the last one, when it pulls up the room dialog box, it's still in the old directory.
  12. Would it be possible to implement a feature where it will highlight all polygons with the same collision type?
  13. Neat. Should make it much more convenient to load files. On a different note, I will say that I miss UoT's object movement controls. But that might be just because I'm used to them. What does vertex color do, anyways?
  14. Well, nothing says you can't set the filter to show .zmap and .zroom. For the people using no file extensions, they can switch to *.* in the dialog box.
  15. I'm not sure about the general idea behind editing of masked values, but looking at the screenshot mzx posted, I see two things wrong. --That switch flag, as well as any other switch flag entry box, should have a value from 00 to 3F. No exceptions. --Does that timer box support decimal entry? If not, it needs to be changed so it does. Anyways, some things I noticed while using the editor. General things --Undo feature on object movement. How hard is to implement? --How do I select vertices? It's very important to know the level of floors for proper positioning. Individual Scene editing things --When editing doors, allow manual input of room number. Otherwise it doesn't work well with individual scene editing. --If there's only 1 object set in the room, load it by default. I can't think of a reason not to do this. --The dialog box for opening rooms and scenes should filter by file type. That is, the box asking for scenes should only show *.zscene and the box asking for rooms should only ask for *.zmap.
  16. The "Entrance to the Future" thing is probably part of the spirit temple. The snake statues say "If you want to proceed to the past, you should return here with the pure heart of a child." "If you want to travel to the future, you should return here with the power of silver from the past." This implies the two wings of the temple are "the future" and "the past". The entrance to the present probably refers to the third entrance, ie, the one with the rising platform. It leads directly to the statue room, which would be the present, since it is the room where the paths of "the future" and "the past" intersect.
  17. Beating the scrubs doesn't actually open the door. You might want to look into that. The torch in the basement is a golden torch stand. You can't light it with a stick. The room with the blue switches and wallmasters has something very weird going on with it. The door is attached to the clear trigger, but it doesn't save that the room was cleared.
  18. ROM works fine on Mupen, though there are some texture errors. Not sure if that's the ROM or graphics plugin. --Enemies doing tons of damage gets tiresome. --Switch triggered wallmasters are a little obvious after the first one --Speaking of which, the room with the blue switches is really weird. One of them seems to trigger when you step off it. --Timed puzzle isn't very hard. Just need to put the little block in the right place. --What lights the torch in the basement? --What opens the door to queen gohma's room? Highlights --I like the vines/gate thing --Tektite room is very clever I've only played up through the tree. Is there more?
  19. Well, there's a certain feature I'm interested in seeing (individual file saving). I know I keep going on about this, but it's actually preventing me from using SceneNavi. And man, I'd really like to kick UoT for good.
  20. I've had a quick boot change hack for quite some time, actually. I didn't share the code for reasons I don't exactly remember. I was kind of estranged from the hacking community at the time, I guess. Anyways, The offsets are based on the way I insert ASM into the ROM. I sneak it in through the main file table. It's good for short snippets of code, which is probably all I'll ever write. The way it works is that pressing Up on the Dpad puts on Hovers, down puts on Irons, and left or right puts on Kokiri. The above code doesn't change which boots are listed as equipped in the start menu. This means that pausing and unpausing resets your boots. This is pretty trivial to fix, but I haven't gotten around to it.
  21. Is adding actors to sutaru significantly harder than adding them to any other room?
  22. I have basically always used Mupen64 rerecording. I greatly prefer the features it offers. -Input recording and rerecording. Great for making demonstration videos. -AVI recording directly from the emulator. No need for external capture software. -Access to all quicksave slots at once. I'd much rather use Fx to load, shift+Fx to save. Additionally, I have yet to find an emulator that never crashes when pausing the debug ROM. Jabo's 3D8 1.6 is my preferred plugin. It has the most accurate rendering for MM, though unfortunately it renders Dark Link's room incorrectly.
  23. To make a chest attach to a switch, change its Z-rotation to be equal to the switch. For example, if you want the chest to be triggered by a push switch with variable 0F (012A 0F00), you should set the chests Z-rotation to 0F (15). Lots of fun information about this here http://forums.zeldaspeedruns.com/index.php?topic=419.msg9464#msg9464
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