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CloudMax

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Everything posted by CloudMax

  1. Lol, I totally didn't expect that. (watched the video you posted in the shoutbox as well) I actually had no idea what N7 day even was until I looked it up, it's quite cool that a video game company does things like this. Was it the team or the fans that started this initially? I can imagine both being the case. Like people start calling it the N7 day, and they just go with the flow. The week of my birthday really is an amazing thing. It start off with Gamex, a big game show where Microsoft, Sony, Ubisoft, EA, Nintendo (not this year though), Blizzard, Activision, etc. show up and let us try unreleased games and platforms for 3 days. After that there's apparently N7 day, which is cool I guess. I even got the SSB4 Marth announcement as a bonus. And then for the weekend I get to watch the Blizzcon stream all day and night, seeing all the awesome announcements that blizzard make. I am not disappoint. I wonder if there's more stuff I'm not aware of
  2. I have no idea if this is already common knowledge, but I looked up where the debug feature for skipping cutscenes with start was located. 0x800652FC in RAM and 0x00ADC49C in ROM. There's a branch there which branches when the start button isn't pressed. Simply change this branch command to "BEQL R0, R0, 0x80066F70" or 0x5000071C in hex and it will always branch, preventing you from skipping cutscenes with start. This should help out for mods where skipping cutscenes will prevent players from progressing, or if you simply don't want people to skip the cutscenes. You'll no longer have to help all the people asking why they spawn in spirit temple when they start playing. I guess you could also write an ASM hack at the specificed location to only allow players to skip specific cutscenes and stuff like that. (or manually give the player the stuff they'd miss by skipping a cutscene)
  3. I personally disagree with you on most of that. I think the Zelda Hacking scene is as good as ever, the modding part of it may even be better than it has been the past few years. Sure, we did have URA, an amazing project which went way beyond any other projects so far. Problem is, it was TO good, I bet they weren't even close to being able to achieve lots of things they wanted to do. Now, however, we have a lot smaller projects, which is making good progress, and actually bring the modding and hacking community forward, which will help future projects. URA was also more closed off. Documentation wasn't shared in the same way that more recent projects like voyager of time has. Sure, I'd love a project like URA, problem is that to achieve such a big goal, you'd need to do A LOT of things which just aren't possible with the current documentation and hacking tools available, so I don't see a reason not to start out with smaller projects and bring the community forward, to make it easier for future projects to reach a result closer to that of URA. And to answer this thread, I am against starting a new URA zelda. Because that'd mean you're trying to RECREATE something (which wasn't done) which initially had the goal of recreating something (which also wasn't done). You could start a big project such as URA with an original story, hero, etc. by why do you have to copy someone else? Just start fresh and do your own thing, that'll make it a lot easier for you, and the community which just want URA to go away. This is just my own view on it all though, and some may not agree at all.
  4. Am I the only one here who literally HATE the taste of Dr. Pepper? It is very uncommon in sweden to begin with, I don't even think they sell it around where I live at all. But I tasted it once, and it was horrible. D: And I've yet to ever drink an energy drink. I don't need it, so why bother. (Simple logic: go to sleep when you're tired.) Even though it may taste great, its way more expensive than other things that most likely taste just as good, so w/e
  5. Sorry for making this double post. But I really want some community feedback on the texture replacement feature I'm going to be working on, as it will be one of the key features of the editor, and hopefully something that'll make it usable for more people. So, I've already talked about the basic concept behind it all, you'll be able to drag and drop images to the editor, and it will do the rest for you. everything from converting the image, to placing it inside the game. However, I want this feature to work as good as possible, and it is hard for me as the developer to not have biased opinions about things. I've already worked out the converting process, that'll all be automated and nothing anyone has to worry about. I'm still making mockups of the layout and design that will be used for the texture part of the editor. This is the latest version: The Textures panel at the bottom is no longer used for changing the background textures. It can only be used to move the pieces around. However, with the addition of the ability to replace the actual texture, this feature may no longer be necessary, so I may very well just remove it altogether. The new Texture Section is located on the right panel, sharing the same space as the objects/cursors object lists. Having a vertical scroll for the texture list will make navigating easier, and you get much more space to work with, which was needed to add in a Selected Texture box. It displays the format used by the texture, and explain what type of color it uses for those who aren't familiar with the various formats, so they know how to set up their own textures. It also tell you the proper size to use for the texture, as well as its location in the ROM, if you want to know what section of the ROM you're currently editing. It'll display a preview of the texture. I'll most likely limit the preview size to 128x128, and if a image is wider it'll just scale down. You'll be able to import a texture by using either the choose file button or by dropping the texture on top of the preview. The texture list will be displayed below it. The list items will display the same information as the selected texture box but in a more optimized way, and the preview will be limited to 64x64. The textures will be split into multiple groups to keep things organized. For example, textures that make up for the pause menu background such as the L and R Button, Title Panel and Background may be placed in one group. Object textures such as meddalions, spiritual stones, skulltula token, etc. will most likely have their own group as well. And so on. At the moment I plan to set it up so that all textures used by the various pause menues share the same textures tab, meaning that all the pause menu panels will display the same texture lists. You won't have to choose the Quest Status Panel to access it's background textures for example. However, changing to the File Select Panel will hide all the Pause Menu texture groups and instead display ones related to the File Select. One of the reasons for this is because the File Select portion of the editor is an "addon", it can be removed from the editor entirely. And it'll require additional files to be loaded before you can access it. It also runs the editor in a separate state. Textures, objects, etc. is handled very different for the File Select. Basically I wrote a new "core" for handling the elements on the workspace, but the Pause Menu panels still run on the old one. This will also be the case with the Interface portion of the editor, when it is added. I am also looking into removing all the textures from the editor, and instead force the users to provide the texture files from the ROM and have the editor load everything from it. This'll increase the initial load time by quite a bit, but it will also reduce the editors size by a lot, and the editor will recognize textures that've already been replaced in the ROM. However, I can't do that before I have documented every texture I'm using, as well as adding support for every texture format. So yeah, if you have any concerns, suggestions, questions, etc., go ahead and tell me.
  6. "dango dango dango dango dango daikazoku dango dango dango dango dango daikazoku" Such an amazing song. Makes me smile every time Just finished Durarara!!, and Gurren Lagann before that. Gurren Lagann was an amazing anime. I can see why it's so popular. One of the first animes I were going to watch, but put it on hold because it was a mecha anime, which I up until recently have refused to watch. I am glad I finally watched it. Durarara!! really was something different. And even more so because I didn't know that it involved Supernatural stuff when I started watching it. I enjoyed it a lot, though I were extremelly confused and had a hard time keeping up at times. I am considering to make Hunter x Hunter (2011) my next anime, I enjoy watching long series every now and then. (heck, I once watched through Bleach, Katekyo Hitman Reborn!, Fairy Tail and SKET Dance all the way through, in that very order. (except fairy tail because I caught up with the series) took a while to watch through.)
  7. Yeah, that's how it works, no more, no less. Quite the simple format.
  8. I just skimmed through the source, but this hack doesn't actually check if you have the boots at all, does it? Same goes for being child link. Also, there's a function available that updates links physics and model automatically to be equal to that of the boots flag. To use the function perform a JAL to 0x8008E750 with A1 set to 0x802245B0. (You hooked the code at a location where A1 is already properly set, so you don't need to set it) This function uses the current boots flag located at 0x014F(A1), where Kokiri Boots is 0, Iron Boots 1, Hover Boots 2. (This is the flag used by the game to determine which boots you have equipped while not in the pause menu) Just for the sake of it, I wrote my own Quick Swap Hack, and I tried to keep it as optimized as possible so that you can use it as reference and try to learn from it. If you have any questions regarding this hack, feel free to ask and I'll try to explain it further. I'd say that you're making good progress! You should be able to catch up with me relatively fast. If you ever get stuck, or need help improving, feel free to send me a message.
  9. I noticed that I haven't really talked about it in the thread, so it's time for another update. I've decided to include the ability to replace textures in the editor. The idea is to keep things relatively simple and quick to use. In the next release, importing a menu background texture in the texture tab should actually replace the texture in the ROM itself, you'll no longer need to use other software to achieve this. I am still working out the details for how various things will be handled, especially texture loading. I will try to make it so that the editor can read the textures from the files you provide directly. It shouldn't be to hard, but I can't say for sure since I haven't generated brand new images through javascript before. This will also require me to reverse the image conversions (shouldn't be difficult at all). At the moment I've written functions to convert images you import to the editor to I4, I8, IA4, IA8, RGB5A3 & RGBA32. RGB565 will be supported as well. I also plan to release a "bonus" tool. It'll basically allow you to just drag and drop textures and convert them to whatever format you want and output it as hex. This is so that you can convert textures which aren't used by the editor. Here's a few textures I looked up: Title Screen (all title screen addresses except copyright text is from SoDs OoT thread) 017F7000 160x160 rgba32 main logo 01810A00 160x16 ia4 Title Screen Copyright Text 01817000 192x192 i4 logo mask; a 3x3 grid of 64x64 tiles 01817000 64x64 i4 top-left of logo mask 01817800 64x64 i4 top of logo mask 01818000 64x64 i4 top-right of logo mask 01818800 64x64 i4 left of logo mask 01819000 64x64 i4 center of logo mask 01819800 64x64 i4 right of logo mask 0181A000 64x64 i4 bottom-left of logo mask 0181A800 64x64 i4 bottom of logo mask 0181B000 64x64 i4 bottom-right of logo mask 0181BC00 72x8 i8 "the legend of" 0181BE40 96x8 i8 "ocarina of time" File Select 01AC1480 128x16 ia4 File Select "No file to copy." 01AC1C80 128x16 ia4 File Select "No file to erase." 01AC2C80 128x16 ia4 File Select "This is an empty file." 01AC3480 128x16 ia4 File Select "This file is in use." 01AC8C80 128x16 ia4 File Select "Copy which file?" 01AC9480 128x16 ia4 File Select "Copy to which file?" 01AC9C80 128x16 ia4 File Select "Are you sure?" 01ACEC80 128x16 ia4 File Select "Please select a file." 01ACF480 128x16 ia4 File Select "Open this file?" 01AD1C80 128x16 ia4 File Select "Erase which file?" 01AD6480 128x16 ia4 File Select "Options" 01AD7480 56x16 ia4 File Select "Name?" 01AD7F00 144x16 ia4 File Select "A-Decide*B-Cancel" 01AE4200 48x16 ia4 File Select "Surround" 01AE4500 48x16 ia4 File Select "Headset" 01AE4E00 48x16 ia4 File Select "Mono" 01AE5900 48x16 ia4 File Select "Stereo" 01AE5F00 64x16 ia4 File Select "L TARGETING" 01AE7000 48x16 ia4 File Select "Switch" 01AE7B00 48x16 ia4 File Select "Hold" 01AE8600 128x16 ia4 File Select "CHECK BRIGHTNESS" 01AA4180 16x16 ia4 File Select Forest Medallion 01AA4280 16x16 ia4 File Select Fire Medallion 01AA4380 16x16 ia4 File Select Water Medallion 01AA4480 16x16 ia4 File Select Spirit Medallion 01AA4580 16x16 ia4 File Select Shadow Medallion 01AA4680 16x16 ia4 File Select Light Medallion Interface 01AECA00 32x32 ia4 Action Button (A, B, C, Start) 01AEC000 16x16 ia4 0/4 Heart 01AEC100 16x16 ia4 1/4 Heart 01AEC200 16x16 ia4 2/4 Heart 01AEC300 16x16 ia4 3/4 Heart 01AEC400 16x16 ia4 4/4 Heart 01AEDE00 16x16 ia4 Key 01AEDF00 16x16 ia4 Rupee 01AEE580 8x8 rgb5a3 Chest 01AEF940 24x16 ia4 Magic Meter Middle 01AEF8C0 8x16 ia4 Magic Meter Edge Note how all textures I've looked up except one are ia4. This is because ia4 & rgba32 was the first formats I added to my editor. And one is rgb5a3 because I used that texture to compare the result of my conversion to make sure that everything worked properly. I can't promise that the next release will be able to change all of these textures though, since I haven't added Interface or Title Screen support yet.
  10. Someone asked if I could remove the Button Input Display at the bottom right the other day and decided to look into it now. To disable it, change the value of the halfword located at RAM address 0x80211A42 to any value except 0x0000, the game compares this value to the R0 register to decide if it should branch past the button input display. To disable it permanently change the branch instruction at RAM address 0x800C4790 or ROM address 0x00B3B930 to "BEQL R0, R0, 0x800C47AC" or 0x50000006 in hex. I looked this up in just a minute or two, and I haven't properly tested other debug features and such after doing this, but I believe that it will only affect the button input display. Figured that this may be useful for mods.
  11. Changing the Title Color requires an ASM Hack to allow chaning all 3 colors, which is why I didn't put up the addresses. It normally set Red and Green to 0xFF, and let you choose the blue color.And I also haven't looked up the ROM addresses yet, I only have them in the RAM at the moment. Edit: Okay, this time around I'm actually awake. (Writing that post was the first thing I did this morning) So, I looked up the ROM addresses for stuff, and since I'm in such a good mood, I'm even going to explain what this (extremely simple) ASM hack does, and why it is needed. To start of, here's the original ASM (using ROM addresses): .org 0x00BDD050 LH T8, 0x4A6E(V1) #This command loads the Alpha of the Title as a halfword. ADDIU AT, R0, 0xFF00 #This is the key command we're looking for, since AT is the RRGGBB00 color of the title. This command will set AT to 0xFFFFFF00. LUI A0, 0x8040 #This command is not related to the title, ignore it. ANDI T9, T8, 0x00FF #This command will make sure that the alpha doesn't exceed 0xFF. OR T6, T9, AT #This command combines the RRGGBB00 color with the Alpha color. SW T6, 0x0004(A2) #This command applies the RRGGBBAA color to the Title Object. So, as you can see, a single command is used to set the Title Color, and the result is that you're only able to change the Blue color.We start by changing the "ADDIU AT, R0, 0xFF00" command to "LUI AT, 0xXXYY". So now instead of only being able to set the Blue color, we set the Red and Green. However, now we won't be able to change the blue color. Lucky for us, there's room for optimization right here. Notice how the Alpha is first loaded as a halfword, then uses and ANDI command. This basically just turn the halfword into an unsigned byte. Which means that we can change the load halfword command into a load byte unsigned command by simply changing register to T9 and increasing the offset by 0x1, rendering the ANDI command useless. Now we're able to add in a new command, which is the one we'll use for applying the Blue color. So we'll just put a "ORI AT, AT, 0xZZ00" command where the "ANDI T9, T8, 0x00FF" command was. The AT register will have all the RRGGBB00 values set separately, and the T8 register will be an unsigned byte value, just like before. This is the result: .org 0x00BDD050 LBU T9, 0x4A6F(V1) #LH changed to LBU, register changed to T9, and offset increased by 0x1. LUI AT, 0xXXYY #ADDIU changed to LUI, allowing you to set Red and Green instead of Blue. (XX = Red, YY = Green) LUI A0, 0x8040 #This command is not related to the title, ignore it. ORI AT, AT, 0xZZ00 #Since T8 now is an unsigned byte, the ANDI command isn't necessary. Command changed to set the Blue color instead. (ZZ = Blue) OR T6, T9, AT #This command combines the RRGGBB00 color with the Alpha color. SW T6, 0x0004(A2) #This command applies the RRGGBBAA color to the Title Object. Now there's only 1 thing left. The Name Select Screen and Options Screen have their own Title Colors. But we're in luck. The code that applies the Title Color is built in exactly the same manner, it just use different registers, so we just need to do the same thing again. (And there's really no point in explaining the same thing again) So, to finish this of, here's how you set the RRGGBB of the Titles: Default Title: 0x00BDD050 = 90794A6F 0x00BDD054 = 3C01XXYY 0x00BDD05C = 3421ZZ00 New File Title: 0x00BD61FC = 90F94A6F 0x00BD6200 = 3C01XXYY 0x00BD6208 = 3421ZZ00 Options Titles: 0x00BD8E68 = 93EE4A6F 0x00BD8E6C = 3C01XXYY 0x00BD8E74 = 3421ZZ00 XX = Red YY = Green ZZ = Blue Man, who would've thought that it would take like 20-30 minutes to explain something that only took me a few minutes to do.
  12. If I actually knew how to do it myself, and were able to create a converter from png to the format used ingame, I could implement that and have the editor split the logo and all that automatically. Sadly I don't have the required expertise. It would be sweet to be able to convert and replace textures directly within the editor though. And while I'm at it, a minor update: I added an FPS display to the editor and noticed the horrible FPS it was running at. ~12fps on quest status screen, no objects selected. ~8fps on quest status screen, all objects selected. ~24fps on save screen. ~30fps on file select screen. I've started optimizing stuff, and added a mode that will stop performance heavy features from updating in real-time. This mode will only affect those who edit the $editor variable manually, and only for a few specific things, so I don't think anyone will notice a difference. What it does is it only update the visuals of performance heavy features when the values are being set, instead of checking if it is supposed to update every frame. Which is why it will affect those who edit the variable manually, they'll have to perform function calls to update the visuals. This mode will be enabled by default and can only be disabled through the $editor variable manually, since that's the only reason for disabling it anyway. I've managed to achieve these values with the current optimization: ~25fps on quest status screen, no objects selected. ~15fps on quest status screen, all objects selected. ~40fps on save screen. ~42fps on file select screen. So it's a significant improvement, pretty much twice the FPS on the quest status screen, and is especially noticeable when drag-selecting and moving elements. (It actually feels smooth now)
  13. Yeah, that sounds like a good idea. And yeah, I never really looked further into the Pause Menu hack I wrote. It worked when I applied it during runtime, but it seems like there's some issue with it when it's a ROM hack because some values seem to get messed up if the hack is applied when the pause screen is first being loaded. I'll try to get it to work properly for the next release, but I can't promise anything, it is an experimental feature after all, and I'd like to focus on other things at the moment. Also, here's another editor update: So, changing A*B Help Text Color was easy to add in because it already had it's own RRGGBB values. The same goes for File Name Text color. I wrote a minor ASM Hack to allow changing all the Title Text Colors, you could only set the value of Blue initially. I haven't written the ASM hack for setting Background & Button colors separately yet, so I can't promise that the actual result will look like this later on. But the current goal is to make it so that you can set the background, button and cursor RRGGBB values individually. I also decided to allow changing the Skybox that's used for the File Select, and I took a picture of each one so that you can preview the result. The downside of being able to display the skybox is that it takes ~500kb to store the 8 skyboxes I have And does anyone know why I can't seem to dump the File 1, File 2, Copy and Erase button textures? Looks bad with multiple File 3 and Options... Managed to dump it using another OoT version. Note: The editor still doesn't save/load data from the ROM, I haven't worked out how I want the file system to work now that the editor will require multiple files.
  14. The Textures were just a video plugin texture pack I made. And here's some goodies for the File Select while everyone's waiting for the next release (which will allow you to change all of these things) These are all ROM addresses. 0x00BE039C Background & Menu Button Blue (ASM ADDIU command, change last byte of the word/4bytes to the color you want) 0x00BE039C Cursor Green & Blue (ASM ADDIU command, change last byte of the word/4bytes to the color you want) Note how they share the same value across these 3 colors. 0x00BE05D4 Cursor Red (ASM ADDIU command, change last byte of the word/4bytes to the color you want) 0x00BE0700 Background & Button Red (ASM ADDIU command, change last byte of the word/4bytes to the color you want) 0x00BE0704 Background & Button Green (ASM ADDIU command, change last byte of the word/4bytes to the color you want) 0x00BE168C File Panel Red (halfword/2bytes, change the last byte to the color you want) 0x00BE168E File Panel Green (halfword/2bytes, change the last byte to the color you want) 0x00BE1690 File Panel Blue (halfword/2bytes, change the last byte to the color you want) 0x00BDA3F4 A-Decide*B-Cancel Alpha Fade (ASM command used to fade in the text, NOP it to prevent it from fading in) 0x00BDA430 A-Decide*B-Cancel Alpha Final (ASM command used to set the final Alpha after the fading is done, NOP this and the Fade to prevent the text from being displayed) 0x00BE0098 A-Decide*B-Cancel Red and Green Color (ASM LUI Command, change the last 2 bytes in the word) 0x00BE00AC A-Decide*B-Cancel Blue Color (ASM ORI Command, change the 2nd last byte in the word) In the editor I'll most likely apply a minor ASM hack that allows you to set up the RRGGBB for the Background separately, and all Buttons (including file buttons) will share RRGGBB color. The Cursor should also have it's own RRGGBB color. Please tell me if any of these addresses causes you any issues, as I myself never test the addresses I look up in ROM hacks, only in the RAM (I only test the ROM addresses after the features have been implemented into the editor)
  15. Another update: Now, the File Select itself will just be a minor feature in the Editor. It will most likely only contain Coloring options, and perhaps positioning for the Title and A-Decide*B-Cancel text. My real goal with this is adding decent support for features that aren't part of the games Pause Menu. The editor was previously hardcoded to only support a specific structure for each panel, and that structure was built for the pause menu, only allowing editable objects and cursors, and required a 3x5 background grid, etc. That isn't the case anymore, I've spent the past few days removing many of these restrictions it had to allow me to easily add in features to the editor that aren't the pause menu, so after I'm doine with this, it should be much easier for the to add in other features. And for those using the editor offline, things like the File Select will be completely optional and can be removed altogether to reduce size, or just keeping the editor clean. Everything related to the File Select feature is put in a single javascript file.
  16. I guess this spelling error will live on forever. I blame Nintendo for it though, they themselves did this mistake in their first 3 zelda games. In LoZ they incorrectly wrote Gannon ingame, but Ganon everywhere else. In AoL it was Gannon in both the intro and game over screen. in ALTTP NTSC-J, Ganon's Tower was incorrectly named Gannon's Tower. They did fix the error in LoZ for both the GC CE and Wii VC, but not in the 3DS VC. So yeah, nintendo brought it upon themselves. Still, a gamer that attempts to provide facts (and in such a manner), they should at least make sure that they're spelling the names correctly.
  17. I've picked up two new series now that I've finished bakatest. And this times it's Little Busters!: Refrain (watched through the first season the last few days) and Eureka Seven. Decided to gives Little Busters! a try since it's written by Key, who've made other series the I like a lot, such as Clannad and Angel Beats!. I have to say that I like it a lot so far. At the beginning it was heavily focusing on nonsense comedy and everyday life, but at some point it started to shift focus to the relationship between people and their feelings, especially in season 2. I'd say that this anime isn't for everyone though, I can see why a lot of people don't like it, and it really does seem to struggle with deciding what genre it's supposed to be. (season 1 and 2 could easily have been separate anime series if they changed the cast, they're very different) asad for Eureka Seven, it's actually something relatively new to me. This is the second time I watch a mecha anime, the other one being Code Geass, even though I've seen at least 40 anime series by now. It was a welcome change for me, and I'm happy they they actually focus on things other than the machines, and have well developed characters. Can't really say much more since I don't usually watch mecha.
  18. DID I HEAR SOMEONE SAY POKEYMANZ?! HOLÉ SHEET OF PAPER! THIS IS A MAZE IN!
  19. I were going to request WW link earlier, but didn't, because I figured that it'd be diffcult & a mess to deal with all the items he's supposed to be able to wield and use. A proper looking Wind Waker Link in OoT would be amazing in so many ways though. I can totally see a mod being done in Wind Waker Style if the resources to do so were available.
  20. Well, I did find a minimal amount of things waaay back when I first started out, and that was in Majora's Mask. I don't have any documentation of it. Main reason why I didn't look further into it was because the world map is corrupt on the decompressed Majora's Mask ROM. I'll look into it in OoT at some point, as it actually will be useful since it isn't corrupt. And here's something totally unrelated just for the sake of it: I've finished making all menues except for the Map Menu in Majora's Mask style for OoT. Also replaced the interface textures with the ones from Majora's Mask, and changed the colors to match those from MM. I personally think it looks much better than the original OoT Interface/Pause Menu.
  21. The reason I can't add more options is simply because I don't know how to add new menu objects. I only edit the pre-existing ones. Having said that, I guess it would be possible to "add" equipment by removing the upgrade column. But that's not really a good solution at all. Another possible solution could be to remove 1 equipment type to add in an additional 1 to the 3 others. For example: Remove the boots slots by having the boots as regular items instead (or removing them altogether), and add 1 sword slot, 1 shield slot & 1 tunic slot. This should be do-able for me, but it will obviously be time-consuming, and doesn't really feel like something that I'd be able to implement directly into the editor as a feature. It is something that probably should be done for a specific mod and not something generic. As for the Map Screen, I've wanted to get to that one for a while. Because it has a few things that shouldn't be to hard to add in to the editor. Such as changing the Map, Compass & Boss Key positions. Changing the Dungeon Map Location Title shouldn't be hard either, I remember doing that in MM a while back. Also found out how to modify the Link Head and Boss Symbol height offset in MM, not sure if I still have that documented though. So yeah, being able to move around at least things like that for the Map screen is something I want to do. Editable World Map is lower priority, but I'll look into it at some point.
  22. I used to draw quite a bit back in 2008. I basically didn't draw anything after that until summer last year, where I made about 4 drawings. (and I haven't drawn anything since then) Here's one of those, it isn't an original drawing though. I pretty much just redrew a picture. The way I draw is odd, and not to mention slow. The reason for this is because I use a ruler to draw every single line that makes up for the shadow that you see in that drawing. I use a ruler and draw lines from various directions, and different distances depending on how dark I want it to be. (I started doing it this way because I couldn't make proper shadow)
  23. After almost a months break from the editor, I've decided to give it another go. The main features of the Quest Status Menu is pretty much already done for both OoT and MM, so it's time to start moving over to the global features, and a new menu. I implemented several features on a yet-to-be-released build before I took a pause, such as the ability to choose the heart piece fading colors, cursor colors & ocarina note colors. Features I plan to add before the next release: Name Panel Y Position (Name panel is the panel that is displayed at the bottom, containing the name of the currently selected object) This feature may be delayed for various reasons that I can't bother to explain right now. Name Panel Background Color (This will require an ASM hack, as it shares color with the L/Z button) Name Panel Text Colors? (I actually have no idea, at all, if this is set ingame or not. I believe it is set ingame, if this is the case, it should obviously be possible to change it) This feature has a very low priority right now. L/Z Button Color (Requires an ASM hack, see Name Panel Background Color) R Button Color (Is already individual will be easy to add in) L & R Button Y Position (They will most likely be set to share values. It would be possible to make an ASM hack to set them individually, but I do not see a reason to have them on different heights) So those are the global features I want to add in, which affect the entire pause menu, and not one specific menu. So my question to everyone is, what do you want to be able to change in the Equipment Screen? Several things you should first know about the equipment menu: It uses a grid system for object positions. 4 rows, 4 columns. Positions are not set individually for each object. The object IDs in the equipment screen are 0 1 2 3 4 5 6 7 8 9 A B C D E F There is a table set up in the game which incidates the start index for each equipable item type. Swords start at ID 1, shield 5, boots 9, tunics D. These offsets are what decides where the white borders appear when equipping something. There is a table which indicates the start item ID of each equipment upgrade, so it is possible to quite easily change the start offset for each upgrade. However, you can't individually set each capacity level of each upgrade. If the first capacity level item ID of the bomb bag is 2, the next has to be 3, etc. This works differently in Majora's Mask, where you set every single upgrade capacity level item individually. This table only seem to affect the icons however. There is a separate table for the names. There is also a table that sets the name for each equipable item, however, it uses item id 0x3B (kokiri sword) as start offset, so you can't set it to an item with an ID lower than 0x3B. That is, without changing the start offset, and modify the table accordingly. And again, this table is only for the names, it does not change the icons. There is a similar table for the upgrades, except they use 0x47 (Bullet Bag (Holds 30)) as the start offset. So, at this point I have the documentation neccesary to change icons & names of upgrades, and the names of the equipment. However, I honestly do not see the point in adding any of this as features to the editor. The reason for this is because you can do these changes with texture swaps instead. No need to mess with the IDs. So now the only thing I can think of that would be worth adding is the ability to change the column/row X&Y positions, and the ability to move/hide Link on the screen. Any suggestions?
  24. Yeah, watched Pokemon Origins just recently. It was amazing. Way better than the original pokémon series. And I'd say that I do have the right to say that since I've seen over 600 episodes of the original series at this point. Also watched D.Gray-man just recently. It was great. It was much better than I expected it to be. Long running series usually drag everything out with nonsense so that I lose interest over time, this was not the case this time around. I'm currently watching season 2 of Baka to Test to Shoukanjuu. and ohh god. This anime. I read some reviews about it before deciding to watch it, and there were a lot of people mentioning that they were laughing out loud at times. I thought they were exaggerating. Well, they weren't. I can without a doubt say that I've never seen an anime series before where I've laughed as much, not even Gintama is close to it. I never thought I'd experience an anime series where I actually can't keep myself from laughing, on multiple occasions.
  25. A few weeks ago I actually streamed my ASM hacking sessions when I were writing my Majora's Mask hacks and documented stuff. That was when I wrote my Iron Boots & Zora Swimming as Link hack among other things. Sure, I only had like 2-3 viewers but it was interesting. The viewers got a completelly different picture of the process I went through when writing my ASM hacks. I really enjoyed the moments when I were just as confused as the viewers. Hacking, especially when being done to things which aren't documented is a lot of trial and error, not to mention dumb luck. When you finally find that small detail related to what you want to achieve, it is just the matter of connecting all the dots with debugging and eventually you'll get there. This is something that a lot of people isn't aware of. Many believe that there is some simple process behind it once you know how to hack, but it involves a lot of patience and dumb luck even for experienced hackers. The secret to my Pause Menu documentation for example is quite simple. I just clear out the entire damn RAM section of the inventory data one address at a time and see what changes, when something interesting happens, I reload a state, look further into the address that caused the change, write it down, and hopefully it'll get me somewhere. That's the general process I've gone through for almost every single feature of my editor. Dumb luck. Sometimes there's more to it though. Like when I found out how to change the tintcolor of the title panel at the bottom of the pause menu. To find that I actually calculated the tint color itself by comparing the original greyscale picture and a screenshot ingame, and searched for the calculated values. I'd assume that this isn't something a new hacker wouldn't think of, but things like this becomes second nature overtime. I'd still say that the majority of things I do is trial and error combined with dumb luck though. A lot of times I do not even understand what I'm doing. I just get the result I want, and completelly forgot how I did it a moment later. I wouldn't be able to explain the majority of things that I've done, and I absolutely wouldn't be able to properly teach anyone how to ASM hack. So yeah, long story short, I salute you for trying to help others in learning ASM hacking, it isn't as easy as it sounds, I'd even argue that it is harder to teach it than it is to learn it, mainly because the process is something that usually is unique to the person in question. Everyone has to find their own way of doing things, or you'll just get held back by trying to emulate another persons thinking process.
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