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Kargaroc

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Everything posted by Kargaroc

  1. well... the closest I am to making an AR code is finding the d_a_bb.map and loading it in Dolphin. If anyone is curious as to what anything means, here it is. I think that the routines that make Kargaroc notice Link have something to do with either bb_player_view_check__FP8bb_class or bb_auto_move__FP8bb_class (which is a vast monstrosity) I checked this based on the names, and checking what segments are dissasembled in Dolphin's debugger. I really really want to make this mod...
  2. So... what are those? One of my friends has Maya, and he says it doesn't open in it.
  3. It worked for me Don't just drag all the bmd, dzb, etc.. folders onto it directly, they MUST be in a folder of the same name as the arc. Then drag the folder onto the packer and it should work. Maybe. That's all the advice I can give
  4. I fixed the link. Maybe. I think I should beg xdaniel to write arc packer because that's our only option when it comes to making correct rarcs
  5. http://shedevr.org.ru/zelda64rus/tools/(r)arc_tools.zipthese programs(copy and paste the link into the browser. For some reason, it doesn't like to be linked to) So I recently messed around, and I figured out that you don't need a BMD for the room to load. Just delete the BMD folder and the room will still load, despite being completely invisible and therefore very hard to navigate
  6. Update 2: I think I finally make Kargaroc's actor load from an uncompressed rel. It seems that the game will load uncompressed .rel's. I still have yet to do a ISO with the rel completely gone, just to test if d_a_bb.rel really is Kargaroc's actor. GameCube Rebuilder chugs when it's making an ISO, and i'm incredibly lazy.
  7. So... is there a program that can make a .arc that the game can read? I've been trying to swap R_00's non-functional bmd with another (specifically, TEST's bmd). It doesn't match the geometry but I don't think that will matter right now. hmm... I think spinout demonstrated that R_00's bmd wasn't actually the model for the room, and instead, something else. I think that perhapse, R_00's room could be somewhere else. No reason for replacing the room with something else, considering how they updated things. Also, on a kinda unrelated note... Does anyone know the ratio of unused content to used content? Edit: I found a .arc packer that worked, and made R_00 load ingame. The thing is I had to use the different bmd from the room, so everything except for the fake test room in the sky is invisible, and from what I tested (my testing consists of about 10 seconds of walking blindly (while being very excited) before attempting to climb, which caused it to crash), it isn't very stable. Edit 2: Edit 3: On a slightly unrelated note, I also fixed A_nami, by giving it the version of the VrTest bmd found in title.arc thankyou camera hack
  8. Nice! I wonder if it would be possible in the future to convert the BMS'es into IT files so that you could listen to them... Also, like I said, Outset Island's folder for most of development was DmSpot0. (any theories as to what DmSpot means?) When they changed to the sea folder they just left DmSpot0 there, in beta form. It's the same thing as the Alpha Outset minimap. They updated to a new folder for the minimaps in that case, and they just left whatever they had at that point there. I suspect that had they ever changed to a new BMD folder during development, we would of had Alpha Outset's map cause that's what would of happened. So... is there any tool that I can use to insert large files into the ISO? In order to replace a Yaz0'ed map with a unyaz'd version, we need to be able to do that.
  9. The good question is Does SayakaGL support SharpOcarina maps?
  10. I will do that I'm sure I like that idea. Especially now that I know you can uncompress maps and get them to load uncompressed, which means much easier editing Will the game load non-yaz0'ed versions of rels? Kargaroc's rel is yaz0'ed, and to modify it you will need to uncompress it. EDIT: I think that Dolphin's tools are kinda limited in that it doesn't let you turn batches of code into nops. To clear out code to see what happens, you have to select EVERY SINGLE INSTRUCTION and convert it to a nop by hand Dx EDIT 2: I want to test if the game will load an uncompressed rel, but it seems there are no tools that allow you to replace one file with a bigger file. At least, no tools that I know of.
  11. I talked about this a little while ago in the shout box, that I said that I want to make a modification to the AI of the Kargaroc birds. Specifically, making them not attack you. This is something I wanted to do for a long time, but didn't have any way to do it. Now however, I think I do. I found where Kargaroc's AI is (rels/d_a_bb.rel). It also has a .map file for it in the maps directory, which i used to look at it in Dolphin's disassembler. Problem is I'm awful at understanding raw PPC assembly. The .map helps, highlighting different parts of code, but I still don't understand everything. My original idea was to find a "near Link" bit. But it doesn't exist. So the only way would be to find where the "notice Link" code is, look for a branch, and force it to always say "no, Link isn't here" instead of actually checking.
  12. well then... if we could make an uncompressed version of the game, then things would really get started
  13. Well Dolphin has it's own video capturing capability (just go into the graphics control panel, go to advanced, and select dump frames. note: videos like this will have to be slowed down to 30fps with virtualdub because they will be at 60fps otherwise which is too fast. Also, it doesn't capture sound. The best thing about this is it's not sensitive to computer speed as the final video will always be at full speed.
  14. Could you make higher resolution pics? theses are dreadfully small... Nice finds!
  15. The thing is that no matter what values I set it to, it doesn't load the next room. Also, I do have collision for the door, it's just that I messed it up (it's supposed to be double sided). Maybe it's my ROM?
  16. http://dl.dropbox.com/u/16672629/triforce_dungeon.7z here's the map
  17. I tried 00/00 and 01/FF And about lightwave, I don't think is has that, although I think that 1 meter already does equal one unit. But once again, that would require me to fix all the maps I have already done.
  18. okay, I got the door to work, but it doesn't load the next room. And, I still don't like the maximum scale cap of 20, as when I used the old importer, I normally set the scale to around 40 or so. The reason I use the scale, is because with Lightwave, the modeling program I use, it uses meters, not arbitrary units. I make my rooms reasonably large, but not enormous. For instance, the ceiling to a hallway would be 3 meters tall. If I wanted to scale it manually, I would also have to fix all of the texture scale and stuff, which is a pain.
  19. I read the readme and I didn't find anything that helped me. It was informative though, thanks
  20. A door, preferably one that raises up, but values for a normal door would be helpful aswell if I don't want to post again when I want to make another door.
  21. I still don't fully understand how to make transition actors in SharpOcarina... Do I have to have the object loaded for the door model? What are the appropriate values for the Cam, and the number and variable? Why the camera suddenly goes all weird, and doesn't follow link.
  22. Well, VrTest is a full map (with collsion and everything) you can load with the debug menu.As for the other one... technically it's not even a room. ...wait a minute. A_nami is the invisible island. It has pretty much everything required of a room, EXCEPT for the actual island model. Of note, is that A_nami's collision is the same as for VrTest. The model you found lacks everything required of a room, except for the model. Maybe the model you found is the BMD for A_nami?
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