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Posts posted by SanguinettiMods
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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.
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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.
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It renders just fine for me in the UoT I was using.
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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.
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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.
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It's really simple to port from MM to OoT in my experience using Subdrag's N64 Sound Tool.
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Someone please remove the URL from the Topic Title. <.>
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Edit by xdaniel, because this came up several times already, in the thread and in PMs: Do not ask for the OoT 3D files.
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Maps for MM
in Q & A
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There are a few tutorials and a user guide that comes with it. It should be relatively self-explanatory, though.
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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.
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In-Game coming soon. Yes, I altered the sheath to be more fitting.
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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.
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Easy enough. I'll have it done within two weeks. School limits my time. >.>;
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Who says I wanted people to guess my song, bro? Hehe. Perhaps it was merely a response in the form of Lyrics.
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Angels sang out,
in immaculate chorus,
Down from the heavens,
Descended Chuck Norris. -
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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.
A Button ------- 80110F04 ADDIU A0, R0, 0x00BA ; A Button / A Button Text X Coordinate 80110F30 SH A0, 0x0AB6(T4) 80110F38 SH, A0, 0x0ABC(T5) 801116FC ADDIU T7, R0, 0x0009 ; A Button / A Button Text Y Coordinate 80111714 SH T7, 0x0AB4(T8) 80111728 SH T7, 0x0ABA(T8) 80111708 ADDIU, T9, R0, 0xFE84 ; A Button Scale 8011171C SH T9, 0xAB8(T6) 80111724 ADDIU T9, R0, 0x0030 ; A Button Text X Scale 80111730 SH T9, 0x0ABE(T6) 801110B4 ADDIU A1, R0, 0x0010 ; A Button Text Y Scale 80111754 SH A1, 0x0ACC(T6) 80110F08 ADDIU T7, R0, 0x00C8 ; A Button Green Value 80110F1C ADDIU T9, R0, 0x0032 ; A Button Blue Value 80110F40 SH R0, 0x0AC0(T6) ; Store A Button Red Value as 0x00000000 80110F48 SH T7, 0x0AC2(T8) ; Store A Button Green Value as 0x000000C8 80110F50 SH T9, 0x0AC4(T1) ; Store A Button Blue Value as 0x00000032 ------- B Button ------- 80110EE4 ADDIU V0, R0, 0x00A0 ; B Button / B Button Icon X Coordinate 80110EEC SH V0, 0x0820(T5) 80110F20 SH V0, 0x0838(T1) 80111584 ADDIU T6, R0, 0x0011 ; B Button Y Coordinate 80111594 SH T6, 0x0828(T7) 801115FC ADDIU T6, R0, 0x0011 ; B Button Icon Y Coordinate 8011160C SH T6, 0x840(T7) 801115A4 ADDIU T8, R0, 0x023F ; B Button Scale 801115BC SH T8, 0x0830(T9) 80110EE8 ADDIU T6, R0, 0x00FF ; B Button Red Value 80110EF4 ADDIU V1, R0, 0x001E ; B Button Green Value / B Button Blue Value 80110EFC SH T6, 0x07EA(T7) ; Store B button Red Value as 0x000000FF 80110F0C SH V1, 0x07EC (T8) ; Store B Button Green Value as 0x0000001E 80110F14 SH V1, 0x07EE (T9) ; Store B Button Blue Value as 0x0000001E 80110EF8 ADDIU T2, R0, 0x00A2 ; B Button Ammo X Coordinate 80110F28 SH T2, 0x0F94(T3) 80111DF8 ADDIU A0, R0, 0x0023 ; B Button Ammo Y Coordinate 80111FB0 A0, 0x0F9C(T7) ; B Button Text X Coordinate ; B Button Text Y Coordinate ; B Button Text X Scale ; B Button Text Y Scale ------- C Buttons -------- 801110E8 ADDIU T5, R0, 0x00FF ; C Button Red Value 80111494 ADDIU T8, R0, 0x00A0 ; C Button Green Value 801114A8 SH T5, 0x07E2(T7) ; Store C Button Red Value as 0x000000FF 801114B0 SH T8, 0x07E4(T9) ; Store C Button Green Value as 0x000000A0 801114B8 SH R0, 0x07E6(T6) ; Store C Button Blue Value as 0x00000000 80111F6C ADDIU T6, R0, 0x00E4 ; C-Left Ammo X Coordinate 80111F8C SH T6, 0x0F96(T7) -------- Magic Meter ---------- ; Fill X Coordinate ; Fill Y Coordinate ; Fill Y Coordinate (Two rows of Hearts) 8011181C ADDIU T6, R0, 0x001A ; Border X Coordinate ; Border Y Coordinate ; Border Y Coordinate (Two rows of Hearts) ---------- Rupee Counter ------------ 8008AFC4 ADDIU T5, R0, 0x00CE ; Rupee Amount Y Coordinate 8008AFE0 SW T5, 0x0014(SP) 8008ADDC ADDIU S2, T0, 0x002A ; Rupee Amount X Coordinate 8008AFEC SW S2, 0x0010(SP) 8008AB50 ADDIU T7, R0, 0x00CE ; Rupee Y Coordinate 8008AB64 SW T7, 0x0014(SP) 8008AB54 ADDIU T6, R0, 0x001A ; Rupee X Coordinate 8008AB60 SW T6, 0x0010(SP) 8008AAF8 LUI AT, 0xC8FF 8008AB0C ORI AT, AT, 0x6400 ; Rupee Color 8008AB14 ANDI T9, T8, 0x00FF 8008AB18 OR T2, T9, AT 8008AB1C SW T2, 0x0004 (A3) ------------ Key Counter ---------- 8008AD8C ADDIU T3, R0, 0x00BE ; Key Amount Y Coordinate 8008ADB0 SW T3, 0x0014(SP) 8008AD34 ADDIU S2, R0, 0x002A ; Key Amount X Coordinate 8008AC14 ADDIU T4, R0, 0x00BE ; Key Y Coordinate 8008AC60 SW T4, 0x0014(SP) 8008AC18 ADDIU T3, R0, 0x001A ; Key X Coordinate 8008AC64 SW T3, 0x0010(SP) 8008ABBC LUI AT, 0xC8E6 8008ABCC ORI AT, AT, 0xFF00 ; Key Color 8008AC1C ANDI T6, T5, 0x00FF 8008AC20 OR T7, T6, AT 8008AC24 SW T7, 0x0004(A3) ---------- Hearts ------ V0 = 80222510 80078BA0 ADDIU T4, V1, 0x00FF ; Beating Normal Heart Red Value 80078BC8 ADDIU T7, A0, 0x0046 ; Beating Normal Heart Green Value 80078BE0 ADDIU T3, A1, 0x0032 ; Beating Normal Heart Blue Value 80078BA4 ANDI T5, T4, 0x00FF 80078BA8 SH T5, 0x0202(V0) ; Store [BN Heart] Red Value as 0x000000FF 80078BCC ANDI T8, T7, 0x00FF 80078BD4 SH T8, 0x0204(V0) ; Store [BN Heart] Green Value as 0x00000046 80078BE4 ANDI T4, T3, 0x00FF 80078BE8 SH T4, 0x0206(V0) ; Store [BN Heart] Blue Value as 0x0000003C - 80078C3C ADDIU T5, V1, 0x0032 ; Beating Normal Heart Outline Red Value 80078C68 ADDIU T8, A0, 0x0028 ; Beating Normal Heart Outline Green Value 80078C84 ADDIU T4, A1, 0x003C ; Beating Normal Heart Outline Blue Value 80078C40 ANDI T6, T5, 0x00FF 80078C44 SH T6, 0x0208(V0) ; Store [BN Heart Outline] Red Value as 0x00000032 80078C6C ANDI T9, T8, 0x00FF 80078C74 SH T9, 0x020A(V0) ; Store [BN Heart Outline] Green Value as 0x00000028 80078C88 ANDI T5, T4, 0x00FF 80078C8C SH T5, 0x020C(V0) ; Store [BN Heart Outline] Blue Value as 0x0000003C - 80078A64 ADDIU A0, R0, 0x0032 ; Normal Heart Blue Value / Normal Heart Outline Red Value 80078A68 ADDIU A2, R0, 0x00FF ; Normal Heart Red Value 80078A8C ADDIU T9, R0, 0x0046 ; Normal Heart Green Value 80078ABC ADDIU T9, R0, 0x0046 ; Normal Heart Green Value 80078AC8 ADDIU T9, R0, 0x0046 ; Normal Heart Green Value 80078ACC ADDIU T3, R0, 0x0028 ; Normal Heart Outline Green Value 80078AD0 ADDIU T4, R0, 0x003C ; Normal Heart Outline Blue Value - 80078AD4 SH A2, 0x020E(V0) ; Store Normal Heart Red Value as 0x000000FF 80078AD8 SH T9, 0x0212(V0) ; Store Normal Heart Green Value as 0x00000046 80078ADC SH A0, 0x0216(V0) ; Store Normal Heart Blue Value as 0x00000032 80078AE0 SH A0, 0x021A(V0) ; Store Normal Heart Outline Red Value as 0x00000032 80078AE4 SH T3, 0x021E(V0) ; Store Normal Heart Outline Green Value as 0x00000028 80078AE8 SH T4, 0x0222(V0) ; Store Normal Heart Outline Blue Value as 0x0000003C T2 = 8015FDC8 80078DCC ADDIU T7, V1, 0x00C8 ; Beating Double Defense Red Value 80078DD0 ANDI T8, T7, 0x00FF 80078DD4 SH T8, 0x0000(T2) ; Store [BDD Heart] Red Value as 0x000000C8 80078DF4 ANDI T3, T9, 0x00FF 80078DF8 SH T3, 0x0002(T2) ; Store [BDD Heart] Green Value as 0x00000000 80078E0C ANDI T5, T4, 0x00FF 80078E14 SH T5, 0x0004(T2) ; Store [BDD Heart] Blue Value as 0x00000000 T1 = 8015FDC0 80078D30 ADDIU T6, V1, 0x00FF ; Beating Double Defense Outline Red Value 80078D70 ADDIU T9, A0, 0x00FF ; Beating Double Defense Outline Green Value 80078D74 ADDIU T5, A1, 0x00FF ; Beating Double Defense Outline Blue Value 80078D3C ANDI T7, T6, 0x00FF 80078D44 SH T7, 0x0000(T1) ; Store [BDD Heart Outline] Red Value as 0x000000FF 80078D78 ANDI T3, T9, 0x00FF 80078D80 SH T3, 0x0002(T1) ; Store [BDD Heart Outline] Green Value as 0x000000FF 80078D7C ANDI T6, T5, 0x00FF 80078D84 SH T6, 0x0004(T1) ; Store [BDD Heart Outline] Blue Value as 0x000000FF T0 = 8015FDE0 80078C50 ADDIU T6, R0, 0x00C8 ; Normal Double Defense Red Value 80078C90 SH T6, 0x0000(T0) ; Store [NDD Heart] Red Value as 0x000000C8 80078CA0 SH R0, 0x0002(T0) ; Store [NDD Heart] Green Value as 0x00000000 80078CA4 SH R0, 0x0004(T0) ; Store [NDD Heart] Blue Value as 0x00000000 A3 = 8015FDD0 80078C94 SH A2, 0x0000(A3) ; Store [NDD Heart Outline] Red Value as 0x000000FF 80078C98 SH A2, 0x0002(A3) ; Store [NDD Heart Outline] Red Value as 0x000000FF 80078C9C SH A2, 0x0004(A3) ; Store [NDD Heart Outline] Red Value as 0x000000FF
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
A Button -------- 80118DE0 LUI AT, 0x64C8 ; A Button Red / Green Value 80118DF4 ORI AT, AT, 0xFF00 ; A Button Blue Value -------- B Button -------- 801171A8 ADDIU T7, R0, 0x0064 ; B Button Red Value 801171AC ADDIU T6, R0, 0x00FF ; B Button Green Value 801171A0 ADDIU T8, R0, 0x0078 ; B Button Blue Value 801171B4 SW T7, 0x0028(SP) 801171B0 SW T6, 0x002C(SP) 801171B8 SW T8, 0x0030(SP) -------- C Button -------- C-Left ------ 8011722C ADDIU, T6, R0, 0x00FF ; C-Left Red Value 80117230 ADDIU T8, R0, 0x00F0 ; C-Left Green Value 80117238 SW T6, 0x001C(SP) 80117234 SW T8, 0x0020(SP) 80117244 SW R0, 0x0024(SP) ------ C-Down ------- 80117284 ADDIU T7, R0, 0x00FF ; C-Down Red Value 80117288 ADDIU T6, R0, 0x00F0 ; C-Down Green Value 80117290 SW T7, 0x001C(SP) 8011728C SW T6, 0x0020(SP) 8011729C SW R0, 0x0024(SP) ------- C-Right ------- 801172E4 ADDIU T9, R0, 0x00FF ; C-Right Red Value 801172E8 ADDIU T7, R0, 0x00F0 ; C-Right Green Value 801172F0 SW T9, 0x001C(SP) 801172EC SW T7, 0x0020(SP) 801172FC SW R0, 0x0024(SP) -------
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Now to make it chase Link.
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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.
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I'm sorry to say, but its not possible. I wish there was a function like that tho.
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.
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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.
How Do Sounds Work?
in Q & A
Posted
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.