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!Tommy

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Everything posted by !Tommy

  1. You're right, it does have its positives but it has just as many negatives. But lets say back in the early 2000s, even though computers were popular, not everything was online and I think that's how it should continue to be, both digital and printed content. It's getting the point you almost can't live in this world without a computer of some sort. But I'll stop there since it's getting away from the actual topic.
  2. This is exactly why I wonder why people praise computers in the first place. Sure, they can make our lives easier sometimes but other times they cause so much hassle and headache...is it honestly worth it having to put up with all this crap? This is why I think an all digital world is an extremely bad idea.
  3. Well, as I pointed out before but forgot to mention...I'm using spinout's mmporter script and so I'm injecting MM scenes over to OoT and even when I plan on sacrificing a Temple like the well, I overwrite that data, but when I go to launch the new scene, it just freezes. It shows the japanese text and then it doesn't go any further.
  4. Well, I'd be happy if I could extend my ROM without causing ill effects. I've launched one that I extended to 128MBs but it seems to ignore anything beyond the original limits.
  5. Well, I'm porting over MM stuff to OoT and so it's already premade but I think my biggest issue right now is my audiobank and audioseq files that have been moved over there so I do have some free space, but not enough to really port over something big. D:
  6. I thought about that, and I even tried it but unless I don't go over completely what I should be, when I go to launch the dungeon, it just freezes up so to speak. I can try again though to see what happens. I've been playing with that as well, but even as above, I place the dungeon in my newly created free space, it just locks up. No error messages or anything, it just doesn't launch. I'm using LemAsm to do this. Is there something else I should be using?
  7. So as I go along with my hack and since things have been moved, I'm having a huge problem with importing dungeons simply because I don't have enough free space in one area to go ahead and do this. Now, I do NOT want to scrap this ROM at any cost since I've done quite a bit to it. So, is there a way I can try cleaning things up and getting enough space in order to start putting more stuff in? I'm planning on implementing new areas as well so it's important that I have enough space to do this. Any help on this will be appreciated!
  8. ***UPDATE*** I figured out how to increase the size of your audioseq file manually. For some reason, InstEd will not do it correctly so here's how to do it (That I know of) You need to go into your ROM and search for the audioseq pointer location, for me it was located at 0x12fb0, the first is the beginning of the pointer and at 0x12fb4, that's the end pointer. All I had to do was extend the pointer since there's more free space there and bam, I can now import more music! If using InstEd, the audioseq is usually relocated at 0x3F7000 so you would ultimately search for that pointer. As long as there's free space after the ending pointer, you should have no problems at all.
  9. If that's what you're doing, you won't need to do any conversions. All you need to do is find the sound effect in Majora's Mask and save it as a 16-bit raw. then find the sound effect in OOT you want to replace and where it is located in the ROM and copy and paste the sound data from the 16-bit raw into the ROM. That's honestly what I thought, but when I go ahead and do it, it gets angry at me. D: Read more about my problem with it here: http://www.the-gcn.com/topic/2349-replacing-sounds-in-ocarina-of-time-debug-version/?p=37022
  10. oookay! Now that makes a bit of sense. Basically my goal right now is converting Majora's Mask sound effects to Ocarina of Time.
  11. This is exactly what I'm looking for! Just one question, how do we import the RAW 16-bit sound sample into Audacity. It tells me instead of going File>Open, do File>Import>Raw Data. There I'm presented with a window asking me what kind of settings I'd like to use. Which do I pick...or am I off base completely?
  12. Okay, i'm starting to understand it a little bit but I still need a bit of clarification on this to make sure I really do this right. Now, when you say export a wave, should I export it in the actual wav format or a raw wave? When I find the sound I want to replace in the ROM, I go ahead and replace it with Tatl's ding...however, it gets cranky when I do this. I have exported Tatl's ding in a raw format and basically copy and pasted making sure it would at least fit. Instead of having something garbled at the very least, the game just refuses to launch. It'll go up to 100% and then it spits out a Unhandled R4300i OpCode at: 800c6e28 Unknown 48 AF BF 00 error code at me.
  13. How would I begin to do this? Is there at least some sort of tutorial or something online I can follow? I actually saw a video on YouTube uploaded just three days ago of someone doing this so it's definitely possible.
  14. I know there's a thread way back concerning this issue but hasn't been updated in about two years and was never really answered so I'm following standard forum etiquette and making my own new thread. So basically, I want to replace the sounds from Ocarina of Time with ones that come from Majora's Mask. Specifically Tatl's sound effects and possibly even convert MM Link sound effects as well. Of course the only thing that I truly want to change is Navi's sound effects since she's not starring in this game, Tatl is. heavy1390 pointed me towards the N64 Sound Tool v1.1 which extracts all sounds perfectly but doesn't seem to allow you to import sound effects into the game, at all. Is there a way around this or is there at least a way to get the new sound effects in the game? I would most certainly appreciate any feedback on this topic.
  15. It seems trying to increase the size does not work. I sadly still get the same message. Where could I find this cleaner? I tried the m64 version and it didn't seem to work, it told me when still using z64mm_seq_inserter to use zseq_clean to clean the sequences but I can't seem to find that tool anywhere. Any suggestions? D:
  16. Any newcomers to the thread, if you know the solution to this, I'll be extremely grateful. Cannot insert - Audioseq size too small Increase size or use new ROM As for expanding on what I was doing earlier, it seems not only will all of Clocktown's themes work, but so will the Deku Palace and both Stone Tower Temple themes! (More themes ported)
  17. Yep, I started out just by playing with sequences and I took it this far now. I've just imported the cave/underground grotto music from MM into OoT. I replaced OoT's version of that music with MM's. I'm still going through to see what other music I would like to port over. Deathbasket only has a slight list of instruments tied to a sequence for MM so it's hard to know what really needs to be ported over and what really isn't necessary. Just out of curiosity, what would you guys like seen ported over to OoT from MM? I've already got Termina Field, Enemy, Boss, Ikana Castle, Cave, Sharp's curse, Mayor's meeting, and I can't remember what else offhand. Most of these were actually ported over when I was using mml long ago and InstEd didn't exist. Now that I'm learning a little more, I'm really getting into all this Zelda hacking <--Link to cave theme Wow you seem to know alot more than I did when I started using it. I was basically clueless, and I couldn't really find any tutorials. where did you place the Mayor's meeting song? I was going to place it into the castle where you sneak around the guards and that's some good work. Use the Boss music. I'd like to see it I'm not quite sure where I'm gonna use the mayor's music just yet, but it's in the ROM waiting to be used. I definitely have the boss music in que to play when you're facing a boss. Works great! I just converted clock town music over perfectly. Even though it would play somewhat good with the original market music, it was still missing stuff. Not anymore! Issue found I think this goes back to my previous mention since I used to play a ton with sequences. Using InstEd to replace a sequence file, I now get this error message... Cannot insert - Audioseq size too small Increase size or use new ROM How can I get around this problem?
  18. Yep, I started out just by playing with sequences and I took it this far now. I've just imported the cave/underground grotto music from MM into OoT. I replaced OoT's version of that music with MM's. I'm still going through to see what other music I would like to port over. Deathbasket only has a slight list of instruments tied to a sequence for MM so it's hard to know what really needs to be ported over and what really isn't necessary. Just out of curiosity, what would you guys like seen ported over to OoT from MM? I've already got Termina Field, Enemy, Boss, Ikana Castle, Cave, Sharp's curse, Mayor's meeting, and I can't remember what else offhand. Most of these were actually ported over when I was using mml long ago and InstEd didn't exist. Now that I'm learning a little more, I'm really getting into all this Zelda hacking <--Link to cave theme
  19. Exactly how I felt when I first changed my music. You may still run into some problems, so message me anytime. I've learned just about anything you would need to know concerning the InstEd Thanks! I appreciate it! Actually, I just flawlessly converted it by reripping the MM instruments and starting from scratch and here it is! There is one question I have which is a bit off and on topic. My one ROM I have is near full when it comes to porting MM Music files and when I use the old mml Z64 sequence insertion program, it says that I need to use zseq_clean to clean the sequences out. I do not have this and I cannot seem to find it. I tried the new MMtoOoT porter but for some odd reason, it doesn't seem to work right for me. How can I bypass this as I'd love to try porting more MM songs over in this fashion.
  20. http://www.youtube.com/watch?v=dIm00XQh41k <---This is an updated link to the new file!!!! This was done using DeathBasket's InstEd. I seem to be missing something still as the bass doesn't seem to be there but otherwise it's almost perfect. I was a little confused when it came to actually importing the sound files hence I kept screwing up. But when I settle down and start thinking about what was said, it's not hard, just a little time consuming. But it's certainly worth it! Edit: I have just fixed it. It appears I just forgot to put an instrument into spot 1, adding it makes the music flawless! Extremely happy right now! :3
  21. It is a bit of trouble especially if something doesn't go right. Of course if it's a simple move job, then there's no problem. I've run into issues where actors didn't work right and therefor would like to crash the game a bit but it seems the program still works and I can switch it out to something known good or change the variable to something else.
  22. It seems to work for me as long as I save and immediately reload the ROM, of course this might not be what you're looking for but I use nothing but PJ64 in my modding unless I absolutely MUST have Nemu.
  23. I would absolutely love to a function to work with doors in ZAP. Using spinout's MM porter, the doors usually end up facing the wrong way just because of how the game works in terms of directions and having to modify doors manually is a bit of a pain but being able to rotate them on the fly or even change what sort of door they are (regular, locked, sliding, normal front door type, etc). This is the one complaint I really had with ZAP2.
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