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Posts posted by PwnzLPs
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This looks really good! I'm impressed!
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Yeah. I know. That made it extremely useful for me to import into 5.
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Thanks, SoulofDeity!
Hmm... So, I was wrong to a point. I figured this type of stuff would be in the DMA Table in Code, not in player_actor. Thanks!
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So, I have been trying to come up with a way to load a separate sheath model for the Biggorons Sword, mostly dependent on which Link has it equipped. I have an idea of how to do this, my only problem is I don't know if it would work.
Basically, how I see this working is, somewhere in RAM, I have code that is constantly being checked or getting checked whenever a new weapon is equipped (still trying to figure out how to check it with both methods), and then that code will branch to a different DLIST pointer dependent on which sword is equipped. Could someone confirm this for me and help me with creating the code, please?
Thanks!
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What version of Unity are you currently using? I ask because I have loaded the project in Unity 5 without any issues. Didn't get any errors as far as scripting went
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If there's a model for the title screen, then I would assume there's a DLIST pointer for it inside ROM somewhere that you can repoint in an attempt to prevent shader corruption...
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Hey, just a little thing I found online for the Unity Engine.
https://www.dropbox.com/sh/1djzrfkph6ikzcp/AADEZFKrvM88FPZQY7Oq902Aa?dl=0
Its a simple OoT Camera Controller script. What I am linking is the source.
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Just an FYI, Nemu doesn't give a fuck about what you do to it so long as it doesn't throw any crashes, and everything in the ROM that's getting pointed to is where it's pointed to. And even then, the second one doesn't always cause crashes. Most of my results from those errors (stuff not being where its pointed at) just skewed the HUD and caused whatever was pointed to to turn invisible. Just fair warning.
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Hmm.. Alright. Thank you very much!
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Thanks for the recommendations!
I have been looking into c# for a while. Though, I figured I would start with JavaScript. I'll definitely look into c# and c++, as well as C if I have the time.
Do you guys have any recommended ways or sites/books for learning these?
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Ah. Sorry. My mistake.
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I see... Well, when I get home today, I will take a look at it. By the way, I did find something on compiling JS.
http://www.phpied.com/make-your-javascript-a-windows-exe/
Though, I don't know just how much that would limit the use of it, or the engine itself.
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Hmm... If there is a language you would recommend I learn, I will look into it.
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Speaking of scripting. I do know a bit of JavaScript. I don't know if you would be able to find a way to compile it into an executable, but I do know JavaScript.
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Hmmm... Cool. I will do what I can to help. This would be extremely useful for MMHD, too. Win win.
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Hmm... So you're going to make a custom engine then?
If that's the case, I may be able to help. I'm a fast learner, though I know no coding right now. But, that won't stop me from helping when I can
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Yay! Boolean operators!
Lucky for me, I know what a Boolean is because I know *any* kind of programming language.
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I would be interested in helping to allow this project continue. BTW, Unity can build for Mac, Linux, and I do believe every last gen console, as well as the current gen consoles. So, just to ease my curiosity, what platforms were you trying to develop for?
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It's more of a mental roadblock, and also the tooie if of where I can't comprehend much. ------------------ named the topic what I did because I was in school at the time of posting this and couldn't think if anything else.
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Yup. I'm learnin'. Although, I have hit a roadblock. If you guys could help explain stuff to me, that would be freat
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Installed the WAD onto my Wii. No brick. I'll post what WAD manager I used when I get a minute
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Airikita, your offset that you have in your post is incorrect. It should be:
0xB07598 (3C0F xxxx 25EF xxxx)
Found that out with a little process of elimination.
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Can someone link to MESS, please?
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Has the WAD been tested for brick protection?
Unity Zelda64 Game Engine
in Community Projects
Posted
I might do a little bit of work on the scenes that are in the engine so far. Namely, since this is a recreation of the Zelda64 engine in Unity, I'll set up framerate limitations. Don't know how much work I'll be able to do on this alone though. I'm personally terrible at programming. I just sorta bodge everything together.
Edit: I also forgot to mention that I'll be making a clone of their repository. Any changes I personally make will be made to my cloned version, and the README.md file will simply be used to keep tracks of the changes that are made every time I update my repository.