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Kargaroc

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Everything posted by Kargaroc

  1. The model you found is on the left, and the VrTest model is on the right. I have no clue EDIT: I believe that the VrTest model is actually older than the Title model. Also, I recognised that skybox as being in a few screenshots and videos (It's in the E3 2001 trailer for instance, but you have to really look). It was also apparently used in old Outset Island revisions. I tried hacking the E3 Outset Island to use the model, but it didn't want to load. Also, kinda unrelated, but I believe that this island was the basis for all future islands as really old versions of Outset Island used these textures.
  2. Well... it seems that I have been utterly fascinated by the Alpha Outset Island minimap, and, pathetically, I drempt about it. I drempt that there was a early Wind Waker kiosk demo, and that I was able to find a disk of it. In the dream, the disk went all the way back to 1998 (no doubt inspired by very early Half-Life 2 screens from 1998). So I turned it on, and a partial map of an old version of Outset Island, came up, with some japanese text in the center. This was apparently the logo. The background was a wood texture. There was text under that that said "press start to begin" or something like that. So I did, and I found myself on a pier, much like the final version. I walked to the beach was almost completely different (imagine the VrTest beach, just less steep). There was a grey/purple stone house to my right. The ground had a bunch of smashed wood and other wreckage for some reason. Someone was in the doorway. It felt like this was a tour or something. I walked over the bridge, and I notice a small hill with a strange square thing on it. There is a house next to me, sticking out the cliff. That's when I noticed that the hud suggested that the A button was the sword. So I pressed it, and Link threw his sword, and the game froze I restart, and I go over to the house, which I find out is actually a laboratory. I go inside, and I find a nicely lit room with wooden floors and walls. There was a window next to a desk with some cooking stuff on it. To the left of me was a small alcove with a curtain covering it. So I walk back out, and I go back over to where the hill was. I notice that the pathway to the top has some sidling tracks along it. There was no lookout tower at all. So after I wake up, I draw it. This is the closest I could draw it. The map on the upper right is the interior of the stone house. The part where the forest is at the top is partially made up, as I never actually got far enough to see it. EDIT:
  3. Hehe, thanks About the tail, I think it's dynamically generated by the actor's programming. That way it could be affected by gravity and wind. The only way to get it working would be to have some sort of PPC code runner in the program, which we all know isn't going to happen. Of course, I've been studying the Kargaroc's actor, in the hopes that I could make a code that makes them ignore you. Which would probably involve a jump instruction right before the code that checks if Link is present. So far, I've been unsuccessful, as I am limited in the tools that Dolphin's debugger provides, which I think don't even work.
  4. Recently I've been really interested with the development with Wind Waker. It started when I saw the Alpha Outset minimap on the Cutting Room Floor website. Most of my theorizing would be about Outset Island, although I've been studying other things like the Tower of the Gods. About Outset Island, I read somewhere (I think it might of been some beta map listings on the disk), that the Alpha Outset Island map (the one where there is no house on the left side of the map), was named DmSpot), the same name as the E3 2002 map. The Final version of the map is in a different folder (which I forgot the name of, lol). This probably means that DmSpot0 was a WIP folder. When things started winding down and the deadline came close, they decided to fork off a new version, in a different folder. Maybe they wanted to eventually work on it again and fix the vast mess that the deadline caused. The minimap was stored in a strange folder, called "tex". Normal minimaps are stored in a folder called "dat" This means that that version of Outset Island in the minimap was the very last version that used the old tex folder for minimaps. Later versions used the dat folder, and ignored the old tex folder. Later revisions only updated the dat folder, leaving the archaic tex folder unupdated. I guess that's all for my rambling for today
  5. I can't say how long I've had this desktop.
  6. I started it by posting the actor replacement. And I wouldn't drop OoT hacking yet. Actually, I wouldn't stop until it's possible to make a total conversion hack.
  7. For the lighting... Well if you don't care about light shining through during the night, then you could just model the light, make it double sided, make the vertex color the color you want your light to be, and apply a texture with a gradient fade from white to transparent.If you do, that's a bit more complicated. You would either need to make a new actor with the model of the light, and make it show up on only the day. (involves writing MIPS assembly) Or you could have two versions of a room, one for the night, and the other for the day (uses up valuable ROM space) For animated textures, you're dealing with hex editing, as I don't know if SharpOcarina has texture animation yet.
  8. Speaking of this, I wonder if the... Well I guess I will call it the "URA Zelda runner" will be distributed with the final patch? Surely a separate download will be kept for the source, just in case any showstoppers are found or more accurate ways to emulate things are found.
  9. EDIT: I just realized... I posted stuff in the wrong forum... Really. I got carried away with the beta stuff, and I meant to post it in the Cutting Room Floor forum, but I put it in here instead. So...umm... oops xP EDIT 2: Since the original text was lost due to my stupid-ness >.< and I was banned from their forum for some reason, I will put a condensed version here. Basically, Room 19 definitely isn't the boss room, because the real beta boss room (sadly not on the disk) looks much bigger and has a slightly different design (I came across this beta picture of it). EDIT 3: Something I just realized, is that we don't have a minimap viewer. Currently the only way to view them is replace the minimap of a normal place with the map in question.
  10. Note: That PM was meant for Ocarina of Time hacking, as it walked you through the steps required to convert a Wind Waker model into something readable by SharpOcarina. For Wind Waker hacking, I'm not sure any program exists that can convert a model into a BMD. For the actor replacement, I just found where the actors were in the DZR (it's easy; the actors are identified by their names), and replaced the name with another, and if it's shorter than the original, filling in the left over space with 00s. I am only able to do this currently with non-Yaz0'ed DZRs, as I don't know of a packer that can create a archive that it will accept. That's how I figured out how to remove actors en masse; one time I tried to replace the (what else?) Kargaroc's model with the one from TP, and the result was the actor wouldn't load at all. It wouldn't crash the game though, it would just "remove" them from the game. EDIT: well, I guess I could post the video I made for deviantart...
  11. We all know that the texture on the Hylian shield is mirrored. As in, only half of it is stored, and the other half is flipped. Of course, this means that you can't have an asymmetrical shield texture. Would it be possible to change the configuration so that it uses 2 textures for the top and bottom? So that you can have an asymmetrical shield texture?
  12. How do you make, for instance, a door, in Sharp Ocarina? I don't really know how to. Second, in the next version of Sharp Ocarina, could you increase the maximum scale of a map? My maps are very small (at least that's what it says), and I can't make it big enough. If I could make the scale 40 or 50 then I would be happy because that's what I did with the old importer
  13. Well, it might of been my computer, because after I restarted, I tried it again and it worked as it should
  14. I kinda figured out that it did after I asked... But, apparently, while trying to import a big map, the program froze, and the screen glitched out. Apparently there may be a bug that's capable of taking down the entire system.
  15. Does Sharp Ocarina support OBJs with UV maps? When I try and open a OBJ with UV maps, it doens't load
  16. And I knew this too, except I actually expected it to release on that date for months. Since even before E3. I remember E3, when I saw the birds, I was like "Now if they release this on November 20th, I will [expunged]" November 20th is a special day for me, when it comes to birds...
  17. If URA Zelda is gonna be such non-standard, then I wonder if you should even release the ROM? Just embed the ROM in an emulator and call it a PC game.
  18. I really thank you for making this! http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Once this is released I can actually start making my mods with minimal hex editing! So, can it do vertex editing? So that, for example, I can make a corner of a room darker without having to make a new texture?
  19. Nice! NOw, how about converting to OBJ or maybe raw polygons? I'm not a programmer, but I would really like to import this into something more readable so that I can actually make out the general structure of the map, because it's pretty hard to do that with randomly colored polygons. I'm beginning to wonder if this was the first version of the Outset Island forest... The Alpha Outset (as I call it) minimap suggests that it was radically different at that point. Alpha Outset minimap Note the drastically different forest map Beta Outset minimap The Beta map shows the final design of the forest
  20. Kargaroc

    64drive public

    Too bad I need a new N64 for this...
  21. Does this E3 demo still exist in some form? Are you really talking about the Kiosk demo? I wonder if there are any beta rooms in that version that were removed from the final version...
  22. It seems that the amount of Beta stuff on the Wind Waker ISO puts the OoT Debug rom to shame http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif
  23. One of the things that I like Dolphin for is cheat codes on GC games with no additional hardware. I'm thinking about getting This video card instead of the 9800GT that you linked to me. It seems to be much faster (and much more expensive X( ). Plus I'd like to play Portal 2 soon...
  24. I remember, the SNES. It had so many games that I fondly remember playing. The first console I really got hyped over was the N64. I remember being amazed by it.
  25. Sure... My Wii is softmodded as well. It's just so tedious to have to burn a disk every time you want to test a hack and AR codes are impossible without additional hardware... I figured that Dolphin would help somewhat with that. Hmm... Maybe I should look at Intel... I was thinking an i5 2500 CPU (3.3 GHz quad core), possibly this motherboard, the video card that you linked me to, and 4 GB of RAM. This is just preliminary though, of course.
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