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SanguinettiMods

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Everything posted by SanguinettiMods

  1. It's probably some glitch in the play sound function. When a sound effect is called it looks like this: BXXX where B = "SE HD" and XXX = "SE No." according to my probably faulty documentation. The first X of "XXX" is also usually 8, and one is added on when an "SE No." reaches 100 or more. I don't have any real information on how to answer this. BXXX B = "SE HD" X? = 8 "SE No." XX = "SE No." 0 = Player 1 = Item 2 = Environment 3 = Enemy 4 = System 5 = Ocarina 6 = Voice
  2. Let me know if you want to release a patch for any of these! - Courtesy of the program "SkyPaint". I made the skybox compatible with OoT and imported it. - I took a few hours and made this in Photoshop--My first custom seamless Skybox.
  3. SanguinettiMods

    Some questions

    2. You can find these in a Hex Editor without much difficulty. 4. The sky is part of the JFIF pre-rendered backgrounds. There are no separate Skybox textures for the market.
  4. http://forums.maco64.com/topic/830892/1/#new
  5. It renders just fine for me in the UoT I was using.
  6. I'm pretty sure UoT won't render anything because the file isn't called "gameplay_keep.zobj" or it doesn't have the string "gameplay_keep" anywhere in the name. Edit: Yeah, that's the case. And if it's identical to 1.0, it's not a surprise that the old drop bomb, heart and arrow textures are in there, as well as the A + C Interface Heart texture. It must've been since 2011 that I've known about it.
  7. Actually, no, you don't need to re-uv map the model and re-import it. You can easily set each side of the model to use two textures independently by modifying with F9 or D9 commands. I forget which right now.
  8. It's really simple to port from MM to OoT in my experience using Subdrag's N64 Sound Tool.
  9. Someone please remove the URL from the Topic Title. <.>
  10. Edit by xdaniel, because this came up several times already, in the thread and in PMs: Do not ask for the OoT 3D files.
  11. There are a few tutorials and a user guide that comes with it. It should be relatively self-explanatory, though.
  12. Also, I mentioned that I can port animations manually. Basically porting each limb rotation frame-by-frame and limb-by-limb using Hylian Toolbox. It's not hard, but pretty tedious. Otherwise, the model swaps are easy, for me.
  13. In-Game coming soon. Yes, I altered the sheath to be more fitting.
  14. That shop keeper... I know more now than I did back then. I've actually done a playable sheik before, but I lost the source files. Won't be so hard to recreate them.
  15. Easy enough. I'll have it done within two weeks. School limits my time. >.>;
  16. Who says I wanted people to guess my song, bro? Hehe. Perhaps it was merely a response in the form of Lyrics.
  17. Angels sang out, in immaculate chorus, Down from the heavens, Descended Chuck Norris.
  18. Some of these things have been written down in the form of gameshark codes, but didn't always work correctly. I re documented some things in the form of ASM Blocks. OoT - Incomplete, won't be for a while. Why is this useful? For the longest time, I couldn't find some attributes like the small key counter by sifting through RAM dumps. I also couldn't color the hearts outline independently from the hearts themselves, but with this small hack I made, you can. .ORG 0x80078A64 J 0x801A0000 NOP .ORG 0x80078BA8 ADDIU R0, R0, 0x0000 .ORG 0x80078BD4 ADDIU R0, R0, 0x0000 .ORG 0x80078BE8 ADDIU R0, R0, 0x0000 .ORG 0x80078C44 ADDIU R0, R0, 0x0000 .ORG 0x80078C74 ADDIU R0, R0, 0x0000 .ORG 0x80078C8C ADDIU R0, R0, 0x0000 .ORG 0x80078AD4 ADDIU R0, R0, 0x0000 ADDIU R0, R0, 0x0000 ADDIU R0, R0, 0x0000 ADDIU R0, R0, 0x0000 ADDIU R0, R0, 0x0000 ADDIU R0, R0, 0x0000 .ORG 0x801A0000 LUI A0, 0x8022 ADDIU A0, A0, 0x2510 ADDIU T0, R0, 0x00FF ; Beating Heart Red Value ANDI T1, T0, 0x00FF SH T1, 0x0202(A0) ; Store Beating Heart Red Value ADDIU T0, R0, 0x0046 ; Beating Heart Green Value ANDI T1, T0, 0x00FF SH T1, 0x0204(A0) ; Store Beating Heart Green Value ADDIU T0, R0, 0x0032 ; Beating Heart Blue Value ANDI T1, T0, 0x00FF SH T1, 0x0206(A0) ; Store Beating Heart Blue Value ADDIU T0, R0, 0x0032 ; Beating Heart Outline Red Value ANDI T1, T0, 0x00FF SH T1, 0x0208(A0) ; Store Beating Heart Outline Red Value ADDIU T0, R0, 0x0028 ; Beating Heart Outline Green Value ANDI T1, T0, 0x00FF SH T1, 0x020A(A0) ; Store Beating Heart Outline Green Value ADDIU T0, R0, 0x003C ; Beating Heart Outline Blue Value ANDI T1, T0, 0x00FF SH T1, 0x020C(A0) ; Store Beating Heart Outline Blue Value ADDIU T0, R0, 0x00FF ; Heart Red Value SH T0, 0x020E(A0) ; Store Heart Red Value ADDIU T2, R0, 0x0046 ; Heart Green Value SH T2, 0x0212(A0) ; Store Heart Green Value ADDIU T0, R0, 0x0032 ; Heart Blue Value SH T0, 0x0216(A0) ; Store Heart Blue Value ADDIU T0, R0, 0x0032 ; Heart Outline Red Value SH T0, 0x021A(A0) ; Store Heart Outline Red Value ADDIU T0, R0, 0x0028 ; Heart Outline Green Value SH T0, 0x021E(A0) ; Store Heart Outline Green Value ADDIU T0, R0, 0x003C ; Heart Outline Blue Value SH T0, 0x0222(A0) ; Store Heart Outline Blue Value NOP J 0x80078A68 NOP MM - Incomplete, won't be for a while
  19. The Hex Editor in question is called HxD. Ctrl + E is the shortcut for "Select Block". You can enter the start offset and end offset to select, and then do whatever you please with it. You can even right click it and hit "Fill Selection" to fill it with 00's if you want. --That's probably why a separate tool does not exist. Most Hex Editors that I know of have a feature like that already.
  20. It's completely possible. It's a function in the converted display list. You can turn backface culling off with a Hex Editor through Hylian Toolbox, or use SharpOcarina. Both sides will then show up in-game.
  21. I have a whole list of tutorials I will do, but I can't do anything until I get a computer that I can use to mod on.
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