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giadrosich

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Everything posted by giadrosich

  1. I actually JUST learned about this, and the offset you want to use is: The new file starting offset is at 0xB1F774 24 0C XX XX X= exit list number Deathbasket had made a mistake with it. See if that helps. Check out the Tutorial thread in Q&A to see if anything on that helps you out too, there's a few hex tutorials, but I plan to go more in-depth soon and making bigger changes in hex. To make the game start out in a cutscene from another part of the game, use the first exit number in the list (http://wiki.spinout182.com/w/Debug_ROM:_Exit_List). For example, if you want the game to start out in Kakariko Village at the burning village cutscene, then set the offset to "24 0C 00 DB" To make the cutscene play, you must go to the cutscene offset which is at 0xB20468 3408 FFFx We can see in the debug rom that cutscene 0 is the burning village scene. So change the FFFx to FFF0. If you don't want to use a cutscene, then change it to 0000.
  2. I figured it out! ZAP2 didn't change my setup...settings...stuff, and was trying to save to a rom that didn't exist...not sure why that made the boulder fly away, but it must have been it. >.< Just really weird.
  3. Yeah, just move the boulder. O.o ZAP2, I meant. I've been fiddling with it, but not sure what could cause it. ZAP2 also doesn't save what I've done. Hmm.
  4. I just tried it again, and it's still doing it. The hell, ZAP.
  5. Nope, no keys were being depressed, and I had it on movment by 10 anyway, instead of 1.
  6. I was editing in ZAP2...when this happened.
  7. Concept sketch of "The Hero" done by Adrian. This is the main character of Shattered Fates. He doesn't have a name, and probably never will, so he is merely called The Hero. After two years have passed and there's been no sign of The Hero of Time, and Ganondorf has started to make his imprint on the land, he steps forward and claims the 'Hero of Time' title, believing it to be his calling.
  8. *psst* *shows you the tutorial thread* *whispers* This would be a great thing for it.
  9. Might be seeing something like this when you start up a new game. Ignore the hoverboots. Which one...which one...
  10. I've heard great things from the Cd-i game Zelda's adventure. Dude the CD-I games are not what you might have heard. The soundtrack for them is great though. Trying not to stay off topic. Since this is some time after VOT are you planning on making a lot of changes to the overworld? Or are you planning to insert any custom maps for the overworld or dungeons? Asking because I seen your tutorial video on Sharp Ocarina, so I figure you have the know how for it. Well, first post goes over what to expect with the mod, but this is set during Link's limbo in the Sacred Realm in VoT. I'll try and match changes I've done to VoT with the environments and such, but with it being two years after the MS was pulled, there's going to be some differences. I'm trying to see how to change landscape with UoT or ZLE2, but having no such luck. There will be custom dungons, but they will be what I call "naturalized" dungeons. Things like Ice Cavern and Dodongo's Cavern, but on a much larger scale to full dungeon size. There's a reason I'm going in this direction, but I don't want to reveal too many things.
  11. Sakura let me know how to link cutscenes together (well, not in detail yet, but I'll get there, she did all the work on this), and the mod now starts out with completely different cutscenes than normal. It links two cutscenes together that will give a nice dynamic opening.
  12. More tools the better I say. You can still do it.
  13. I'm interested in using 115 cutscene 06 as my opening cutscene for the game. It's really neat, has a nice dynamic camera angle of Ganondorf's horse running through flames. But the end of the scene puts you into the title screen. Is there a way to have one cutscene go into another cutscene? Say after the opening scene with the Ganondorf horse, it starts out with the fairy flying into Link's house.
  14. And on update news, the main character will have a new model, so we can distance ourselves from Link even further. So look forward to some concept art of him!
  15. That's really awesome, I love it!
  16. Updated 5/13/2013 Added a new section for misc video tutorials, and added how to start up a file from a different point in your game. More documentation on this can be found here.
  17. To document things I've found out with deathbasket's help for others. The new file starting offset is at 0xB1F774 24 0C XX XX X= exit list number To make the game start out in a cutscene from another part of the game, use the first exit number in the list. For example, if you want the game to start out in Kakariko Village at the burning village cutscene, then set the offset to "24 0C 00 DB" To make the cutscene play, you must go to the cutscene offset which is at 0xB20468 3408 FFFx We can see in the debug that cutscene 0 is the burning village scene. So change the FFFx to FFF0. And there you go, the game starts you in the village as it's burning. And then you can edit cutscenes from there.
  18. To confirm, Mido is not The Hero. It's someone we don't know, so it'll be a new personality we've not been introduced to in the game.
  19. Updated 5/21/3013 (logo by ManInYellowHat, thanks!) Shattered Fate is set in the same universe as Voyager of Time, and is, in fact, a "midquel" to the game. This will be set in the seven years that Link is asleep in the Sacred Realm, about two years after he first pulled the Master Sword from the pedestal. However, in this mod, players will not play as The Hero of Time. This story is about the self-proclaimed Hero, a nameless man who answers the call that Hyrule has made to get out from under Ganondorf's rule. While Link is trapped in the Sacred Realm, The Hero goes around Hyrule, helping those in need. But the way he goes about it might not be so much help after all. Shattered Fate will be a four dungeon, adult only mod of OOT, with a few surprises along the way. As before, more will be revealed with udpates. Story will remain pretty hush until nearing release, just like with Voyager. Unlike VoT, I do not have a time of release for this, as I will be dealing with much more complicated things, and I need to learn new things just as before. Things I hope to learn for this mod: Cutscene manipulation, adding custom maps well into the previously existing world, and a few other misc things. Major things learned so far in this mod: Inserting custom maps, changing exits and landscape editing with ZLE2 What to Expect (subject to change): Custom Dungeons (four) New main character/storyline No Ocarina/Epona Usage (detailed below) There will be what looks like fairy. No explanation right now on that, you don't want spoilers, right? New character model (thanks Nick!) The Ocarina will not be making an appearance in Fate, obviously, due to the main character not being Link. Since The Hero is not Link, he also does not get the pleasure of riding Epona. However, he does get Brownie, the horse that you cannot ride usually. This is actually an idea that I had wanted to implement in Voyager, but have brought it over to this game, as it fits perfectly. There will be custom dungons, but they will be what I call "naturalized" dungeons. Things like Ice Cavern and Dodongo's Cavern, but on a much larger scale to full dungeon size. There's a reason I'm going in this direction, but I don't want to reveal too many things.
  20. It's very strange, but awesome. This is seriously something I've always wanted to do since the first time I've played OOT--have that brown horse able to be ridden around outside the Ranch. XD I'm so excited right now.
  21. You can also have this in post-saved ranch state, as long as that particular Ingo is loaded into the field. So you can have Epona and Brownie to choose from. Obviously, Brownie doesn't come with a song, but hey, for what I'm going to use her for, that's all I need. I have plans up my sleeves, but not revealing anything yet. There is an odd thing that ZAP2 lets me know about Brownie: The horse is loaded onto the field just fine, and you can ride it around, but ZAP thinks that it isn't there. It says "actor not found in memory" as if it isn't there in the usual manner, but still put into the map. But the horse is very rideable, and very there.
  22. After FINALLY figuring out (thanks to Sang for the idea) that INGO is the one that makes the brown horse load into the area: I finally get Brownie into Hyrule Field! You need (as found by JSA for me): 0014 (actor) FFFF (variable) and both groups 001A 00D2 loaded Ingo needs to be on the map and set at: 00CB (actor) 0002 (variable) 00C0 (object)
  23. It's interesting, I wouldn't mind the sketchup file for that to take it a part and look at it.
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