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SanguinettiMods

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Everything posted by SanguinettiMods

  1. Animations don't require ASM Hacking at all. They're very simple to do in Hylian Toolbox, and there should be a tutorial somewhere.
  2. ...Possible help? https://www.the-gcn.com/tutorials/article/7-f3dex2-display-list-tutorial/
  3. This is correct. You UV Map your textures to wherever you'd like, and then include multiple "versions" of that texture for each frame of Link blinking or his mouth doing whatever. There are four mouth textures 0x400 bytes a piece, and eight eye textures that are 0x800 bytes a piece. The pointers point to where the textures are within Link's file.
  4. The first 0x5000 bytes of object_link_boy or child are their Face textures. A little bit after 0xB9CE88 in code.zdata are the pointers to their eye and mouth textures. The pointers are the same for both Adult and Child link.
  5. I always thought it was supposed to be a mirror, personally, considering there's a dirt wall there outside of Link's house, and none of the other Kokiri have windows in their houses that I know of.
  6. Updated the original post with Miscellaneous RAM Findings, which I will slowly be adding to as time goes on.
  7. As I didn't intend this hack for any conventional uses just yet, since I already knew it was incomplete and there were some errors with it. I'm grateful to you, though, for that source, as I can definitely learn from it, so thanks a lot.
  8. I updated the original post with the sauce. Commented and all.
  9. So I joined the ASM Hacking part of this community a week or so ago, and now I'm comfortable sharing my work. The first custom hack I did, under the guidance of Sakura was making it possible to switch between Tunics on-the-fly with the D-Pad, which will be released eventually, but I'm saving that for something much greater. For right now, I have this to show you guys. Switch bewtween Boots on-the-fly with D-Pad Gameshark Code for PJ64 1.7 And for Nemu 64 Sauce (Source) Misc RAM Findings 11/3/13
  10. Observe real-life objects. Depending on what you draw, it will be good to familiarize yourself with the actual structure of what you're drawing. From there, you can lightly sketch building blocks of how the actual object was built, and on top of those, add your final lines and values for a complete image.
  11. http://www.youtube.com/watch?v=E6N7HxJmG9Y EDIT: Yay for being half asleep and not seeing it posted before. Sorry about that. <.>
  12. That's pretty awesome. You could use the Majora's Mask Interface documentation I gave you to hardcode the button placements into OoT, too, if you'd like.
  13. Have you found out anything about the general overworld map compared to the dungeon map screen?
  14. Changing the X/Y Positions of the equipment on the equipment screen, and even Link's position, or Hiding/Showing him would be really neat to see. Though I wanted to ask about a possible ASM hack that could potentially make it possible to add more equipment to choose from?
  15. I've never used ASM to document anything before. I've always taken a RAM Dump, and then changed the attribute that I'm trying to find, and then take another RAM Dump and compare those two in a Hex Editor until I can find enough information to make a gameshark code--Not the best solution but it works sometimes.
  16. I recently finished Sword Art Online. I wub it so much.
  17. For the record, Twili, instead of using the "Drum" instrument because in my opinion it sounds pretty bad with most things, use instrument 127 when editing the channel file. That's how to use the actual percussion instruments and the instrument used depends on the note value. Good job, though.
  18. SanguinettiMods

    Lol

    As far as the deku tree, it's probably looking for textures that are stored within the scene file that aren't in the right spot in the 1.0 scene. That is likely the problem with the walls of Jabu-Jabu, that fkualol found. The DA command is what makes the walls "wibbly-wobbly" and it looks to be referencing a matrix that is in RAM, and it is in different spots between each ROM, so that may be why it didn't work.
  19. More or less, the information that the debug camera displays when you're using it, how can I input those values, specifically the camera angles, into this documentation for it to be used by JSA's program for example.
  20. Hey guys! I need a little bit of help. http://wiki.spinout182.com/w/Cutscenes Can any of you figure out how to en/decode debug camera information with that format? JSA's Cutscene tool can kind of do it, but I'd like to know how it's done. This would really save me some work. Thanks!
  21. Well, if you need any help sprucing up the models once they're in game, I'm available.
  22. Hey CloudMax, what about changing the color of the flames on the Title Screen? If possible, it'd be cool to make an ASM hack to have a "gradient" of flames.
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