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Rinku

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Everything posted by Rinku

  1. Rinku

    OpenID.

    Thank you very much, spinout. I'll do the same for all changes on pages that I can't edit, if you are okay with it. Here are the changes for the actor list, concerning actors 016E and 019A: By the way, why can't I edit the actor list? I guess there's some protection because it's a very important page? Thank you very much!
  2. Rinku

    OpenID.

    I'm sorry again for the double post, I fear that no one will view this if I simply edit my previous post. Could someone help me to solve this problem, please? I have accurate and very interesting information concerning Market NPCs to add to the list! Sorry for the trouble and thank you again!
  3. Rinku

    OpenID.

    Thank you very much, spinout! I'm sorry to reuse this topic. I'm trying to edit the actor list on the wiki but I get a "Forbidden" error page when I try to preview or save my changes. Has this page some sort of edit protection?
  4. Rinku

    OpenID.

    I see...I will try to contact spinout. Thank you very much!
  5. Rinku

    OpenID.

    I'm sorry to double-post. But I would really like to help out on the wiki! Could the error be because my name is written in Japanese katakana? Please help me. Thank you for reading!
  6. Rinku

    OpenID.

    Hello, I just made an OpenID on MyOpenID, but I'm not able to connect to the wiki. I choose MyOpenID, I enter my username or my URL (I tried both), I click on "Log in / create account". But then it says: Verification error An error occurred during verification of the OpenID URL. Return to Main Page. Any idea what I am making wrong? I hope this is the right forum to post this and I'm sorry if I'm wrong. Thank you for reading.
  7. Rinku

    Message entry list.

    Oh, I understand, I will try to get this working by changing the next messages too...thank you very much! I remember changing the ? to some values but I didn't see any significant changes...
  8. Rinku

    Message entry list.

    Hello, I know this has been figured out before (as there exist some text editors), but I wanted to figure out the message entry list for my own. So I compared message offsets and finally found the list which addresses the messages: 00BC24C0 Message Entry list Format:II II Y? 00 07 XX XX XX Where:IIII = Message ID/number addressed by actorsY = Text box type? = 0, 1, 2 or 3XXXXXX = Message offset relative to the begin of it's file (nes_message_data_static) (freezes if pointing to 00, has to be pointing to a letter or a text control code) Text box types:0 = Black box1 = Wooden box2 = Blue box3 = Ocarina input box4 = No box5 = No box, default text colour is black6 = No box7 = No box8 = No boxA = No boxB = No boxC = No boxD = No boxF = No box So, the problem is, as long as I keep the offset pointing to a part of the original message, everything works well, but as soon as the offset points to a part of another message, the game freezes when an actor addresses the message! Could someone please help me to figure this out? It would be greatly appreciated! Thank you very much for reading and helping!
  9. For the alternate door skins, you should see the link provided by Jason777. But for the buttons in Jabu Jabu's belly: They are another actor than the basic switch. The actor number of the basic switch is 012A, while the number of the Jabu Jabu switch is 00E6. Keep in mind that the Jabu Jabu switch is much more limited than the basic switch. Thank you for reading!
  10. Interesting concept and good ideas! I like the idea of using the hole in Zora's Domain. There's also a similar hole in Darunia's chamber. The screenshots are nice, too. I would love to help you, but I'm too busy with work, writing hack tutorials for a french website and doing some research.
  11. Hello there, Firstly I want to apologize if I didn't understand right or if I tell you something you already knew. If you're asking for a map to test out adding and modifying actors, you should use one of the test rooms like Sutaru or the Chest Test Room, or you make your own test room using SharpOcarina. If you instead want to make a hack, you should work on the dungeons, like the Great Deku Tree or the Forest Temple. Their use of multiple maps, actors and event flags are great for learning. If you want to add new actors, or if you simply want to add your own maps, you should always use a ROM with JSA's NO_DMA patch applied. It prevents most of the freezes on some emulators. Yes, as you already know, actors won't show up if their object, commonly called group, isn't loaded in the map. You absolutely have to add their respective object numbers. As far as I know, they're used to load their models. In fact, the objects are their models, I think. The actor list and the object list have a determinated length in the zmap. Adding an actor or an object more would exceed the list size. So you have to relocate their offset pointers and move the whole list to the very end of the zmap, as you can't split the list in two. If you only want to change actors/objects rather than adding new ones, you don't have to do this. Note that if you want to add actors, you'll almost always want to add objects, too. Considering the fact that the added actor probably needs its own object, simply changing one of the present objects to the new actor's object would cause other actors to not show up, as they would miss their object. So, if you add an actor, you should add an object for it, too, rather than modifying the existing objects. (An exception is of course if the actor's object is loaded in the zmap by default, or if you want to modify everything.) Well, relocating the offset pointers and moving the actor or the object list is the only method I can think of; it's up to you if you find it easy or not, at least, it's quite time-consuming. If something I wrote isn't clear or if I didn't answer your questions, don't worry and ask. It would be really helpful if you could provide me an example of what you really want to do, so I could try to help you based on this example. Thank you for reading!
  12. I don't know if I understand right, but if you simply want adult Link to be able to use Deku Sticks, you can check this information: https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/hacking-information/adultchild-item-usability
  13. Yes, this is because this gate doesn't use real clear triggers (like normal doors and chests would) and was designed to work for Wolfos only (I think?). Do you success in attaching chest to clear triggers, too?
  14. This is a clever idea! For this method, I would use the gate that I tested earlier (it can be found in the Water Temple and in the Spirit Temple). It attaches nicely to switches. Object: 0059 Actor Number: 01BB Variable: XFYY where X is 0 for a small gate and 1 for a bigger gate. You will still need two gates for the Death Mountain entry (because it's too big). I think you can freely rotate this gate (it has two faces). YY is your switch flag (I'll explain it better later...), say, 03 for a permanent secret, 23 for a temporary secret, for example. You then would take a normal ground switch (Object: 0003, Actor Number: 012A) with variable YY00, where YY is the same switch flag as your gate, and place it like Jason777 said. Use variable 6F03 for your flame circle. This great information is taken directly from Airikita's topic: http://www.the-gcn.com/topic/1741-updates-for-zelda-oot-actor-list/ The Wolfos and any other enemies (like Stalfos) don't need any special settings. This is way more flexible than my poor Meadow gate. It's a clever use of both clear trigger and switch flags, I think I'll use it too, thank you for the input, Jason777!
  15. No problem! You will certainly have a lot of fun! PS: Oui, bien sûr, si tu as besoin d'aide, demande-moi! Yes, of course, if you need help, ask me!
  16. Hello there, Edit note: The text in red explains clear triggers without concrete examples and doesn't apply for the gate I've found for you! The flag that you want to use for the Death Mountain Trial Gate is called a clear trigger. It is much simpler to use than switch flags. Every room (here Kakariko Village, if I'm right?) should automatically have a single clear trigger flag. This clear trigger is set (1) by killing all enemies in the room. When this clear trigger is set (1), some actors attached to it are going to react. If there are no actors attached to the clear trigger in the room, the clear trigger doesn't work. This is the case in most of the rooms. So, to make the clear trigger work, you simply have to attach an actor (like a gate) to it by using special variables. The room enemies then will automatically be attached to the clear trigger and have to be beaten to set it. Sadly, it is not documented on the z64 wiki that you can attach the Death Mountain Trial Gate to clear triggers or switch flags. I will do some experiments and then tell you the steps to do or, if it doesn't work with this gate, I'll try to propose another gate and tell you the steps. Thank you for reading! Edit: So, here I am. Sadly, I couldn't get the Death Mountain Trial Gate to work with clear triggers in my few experiments. It seems, but I'm unsure, to be impossible to attach it to a clear trigger. You should use another gate. I've done a test with a water temple gate but I didn't get results. As a poor solution, I propose the Sacred Meadow gate. It looks quite similar and it has the right size for this map. But: It works differently than other actors and I don't even know if it attaches to clear triggers! Fact is, for this gate, forget what I told above: It seems to open if it shares the first part of its variable with a single wolfos. So, no real clear trigger, you only have to beat that single wolfos. The setup: Gate: Object ("group"): 0161 Actor Number: 018D Variable: XX01 where XX should be 1F Wolfos: Object: 0183 Actor Number: 01AF Variable: XX0Y where XX should be 1F and Y should be 0 for normal Wolfos but you can try Y=1, too, for white Wolfos. The clear trigger flags are poorely documented, excepted for normal doors and chests. But maybe this is because only a few actors at all can attach to them. If you want to use clear trigger flags for normal doors and chests, I'll gladly help you. I would love to make further investigation in clear trigger flags and a proper tutorial, but I say this everytime and I rarely find time to do it. For the switch flags, please give me an example of what you would like to do (with an eyeswitch for example) so I can explain it to you (actors attached to switch flags are more documented than actors attached to clear triggers so you can use it more freely). Please tell me if this strange gate works, especially for the white Wolfos! Thanks for reading!
  17. Hello AnimatixReels, Have a nice time on the GCN! A lot of great people can help you here!
  18. Bonjour Kirito, J'espère que tu passeras de bons moments sur ce site! Hello Kirito, I hope you'll enjoy your stay on the GCN!
  19. This is very impressive! I wish I could do that. Please keep up the nice work! Edit: To answer your question, yes, the Flare Dancer in the Fire Temple has a flame circle.
  20. Well, I wanted to do the same! I'm really interested in your findings, Airikita. I would like to ask if I could edit the wiki, too. So I could add small and simple things and I would be more useful. I would really like to help, even if I'm quite useless, I can do basic things like completing the Actor Lists. Thank you for reading!
  21. Hello! This is a nice introduction. I hope you will enjoy the GCN! Have a nice time here!
  22. Rinku

    ROM and RAM relation.

    I might have understood this explanation, but DeathBasket states it is false... But still, thank you! Does that mean that the interface comments are not stored in the ROM as a simple hex value, like Navi's colours would be? That is really complicated (for me, of course, I guess your explanations are alright), I barely understand anything. I wish I would have been following the Ocarina of Time hacking scene from its beginnings on (I would probably better understand if I had seen the discoveries in the right order), but I didn't know about it back then. Thank you very much to you all!
  23. Rinku

    ROM and RAM relation.

    Hello, I think this question has been asked before but I couldn't find the topic, so I'm sorry. So, I know the ROM is the thing I modify all the time. What relation has the RAM to the ROM? If I take the code 811C7948 XXXX who changes the A-button size at offset 1C7948 in RAM, can I get any information from it where the A-button size is stored in ROM? I don't think so... I've heard several explanations before but I didn't understand (I'm not a programmer). Thank you very much!
  24. Rinku

    Zovldis and nOVL?

    I'm sorry for my late answer! That's really nice, thank you very much! Basically, I'm interested in every aspect of hacking Ocarina of Time! But I clearly do realize that I'm far away from being able to do this high-level hacking! I will have to figure out how to use this program, but I have to learn many things first.
  25. Don't worry, I'm quite experienced with such things, even if I never encountered them on MSN... So, this bot seems quite frequent... Thank you for your answers!
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