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SanguinettiMods

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Everything posted by SanguinettiMods

  1. This isn't a party. It's a f*king revolution. My hill.
  2. I think there are already two of these topics. It stands that it's my hill though. Sorry.
  3. Exception Object reference not set to an instance of an object. Show detailed information? Yes System.NullReferenceException: Object reference not set to an instance of an object. at SceneNavi.XMLActorDefinitionReder..ctor(Stringdefdir) in C:\Users\Daniel\Documents\Visual Studio 2010\Projects\SceneNavi\SceneNavi\XMLActorDefinitionReader.cs:line 177 at SceneNavi.ROMHandler.ROMHandler.ctor(String fn) in C:\Users\Daniel\Documents\Visual Studio 2010\Projects\SceneNavi\SceneNavi\ROMHandler\ROMHandler.cs:line 176 This is what I get when I open a Debug ROM.
  4. I'd be happy to make graphics for any sort of Interface you may have planned.
  5. Does this mean you'd decline if I asked for help on something?
  6. Soundfonts can never emulate exactly how the song will sound in-game. It can just come kind of close. For best results, it's best that you import it into the game.
  7. I doubt it. It's really old as far as I can tell, but it's the only thing I've found.
  8. http://zelda64rus.ucoz.ru/_fr/0/tp_iso_file_ind.txt
  9. In some cases, you may have to port the instruments that MM have and OoT does not. You can do this with InstEd.
  10. Rinku, you wouldn't have to re-import anything. Just export your SharpOcarina scene as a binary and import that file into Hylian Toolbox.
  11. Jason, Hylian Toolbox 1.7.1 does this. You shan't need to worry about it.
  12. None of that was ever implemented so there isn't even that, as far as I know, to show off.
  13. Then again, since heavy's busy, I'm already doing this: These are recorded from in-game. http://www.sanguinettimods.decisive-media.net/Music/Lttp64_01/ The rest of the soundtrack is coming, too~
  14. Hey guys... Hylian Toolbox 1.7! Download link in the video description!
  15. This topic generalizes women as if there can be s singular guide to "get a girlfriend". Not that I've ever gotten myself, but take this advice. Tell him to ask someone he likes out. If he gets rejected, do something else his own way.
  16. Have fun where ever life takes you, but that doesn't mean we'll loose contact, right? You're still a pretty cool guy.
  17. I really liked his "Kingdom Key". That was awesome to see.
  18. I've done that before with Dark Link and the result was kind of cool. Can I have it use a custom object if I add an entry to the object table?
  19. I'm not sure--Before now there isn't anything I've done with actor editing. The game crashes before the area even loads. How would I check, and what would I do if it isn't; or if it is?
  20. I didn't add or take away anything. These changes work in a viewer perfectly fine. The game rejects it, though.
  21. Specifically, I was using En_Dekubaba. I modified the object file to contain two more copies of the two display lists that make up the head, and two copies of it's hierarchy to utilize the modified display lists. The original offset was 0x2A40 The new offset(s) were 0x3FB0, or 0x4030. I made sure to recalculate the limb list as well, too, so I don't know what the problem is.
  22. I don't have any notes. I just know that if I look at the disassembly of an actor, if you search the offset of the object's hierarchy in decimal, you can find it not too far from the start and if you look for the offset within the assembled actor file you can usually find it with "0006" two rows above it. Changing it results in the game crashing.
  23. When ever I change the hierarchy pointer in an actor file to a diffent offset in it's corresponding object file, the game always rejects it, even if it is a valid hierarchy. While I'm on that note, how could I change the object file used by a specific actor?
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