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haddockd

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Everything posted by haddockd

  1. No. I am unconcerned about hardware compatibility. If folks want to tackle that project, they can but it isnt going to be something I deal with or support.
  2. mzxrules...if you do want to make a test map and scene, I will be happy to add it to the project so it can be a part of the build
  3. Any feedback or issues with the mod, please report them here: https://www.the-gcn.com/topic/3176-ruinous-shards-feedback-and-issues/
  4. Hi All, This thread is specifically for feedback about the mod and any issues you run into while playing the mod. I have an open mind but please remember that this mod has taken me 3 years to complete so be respectful. While I cannot guarantee I will implement any particular changes, I will absolutely take the advice of the community into consideration. I will also fix issues that I deem deal breakers. As an example: Things I want to know about: Crashes, freezes or items that are not attainable Unable to complete a dungeon, quest or the game for any reason Inconsistencies, irregularities or off plot points Issues like text going out of boxes, NPCs giving wrong info or things that just make no sense Spelling correctness (minus apostrophes, etc) Heart Pieces or Golden Skulltullas not being where they should be (A doc is included in the mod) Things I will likely not deal with (not to say they aren't valid): Small text alignment issues Any of the graphics or design choices you believe to be off. I worked with some of the best folks around and asked for help. If you didn't volunteer...you cant complain Changing the mod in a significant or extreme way (like adding new dungeons or models) Now that all that is out of the way... I sent the closed preview to 5 people so they should be the only ones posting here until the official release in a week. Keep in mind sending me a PM is always acceptable as well.
  5. I replaced quite a few of the icons. I thought they added not only a new look but also a more detailed icon That doesn't mean I am completely sold on them. If you want to send me over a sample or 2, I would be happy to consider it.
  6. I honestly have no idea if it is hardware compatible. Since the only things in this game that are custom are the biggoron sword and the triforce shard, it is probably compatible. Feel free to give it a shot! Oh, and on a side note...love the new pic
  7. MelonSpeedruns disabled all debug functions and cheat abilities (not sure what that means tbh). He also added the screen delay and crash fix GS code into the ROM itself
  8. RELEASE SCHEDULE TIME! I have one change pending that MellonSpeedruns is looking into for me and it is a minor change. Outside of that this bad boy is FINISHED!!!! I anticipate getting his work in a day or two. I am sending the mod to a select group of people for a closed early release. The folks who helped me with this mod, get first dibs. Its just good form. They will get it in a day or 2. Hopefully they will enjoy it fully! I will be releasing this into the wild (to all of you) in about a week so stay tuned The proposed release is set for 03/21/2015 so be on the lookout!
  9. Are you trying to replace textures with higher resolution ones in ROM? If not, perhaps it would help if you told us what you are trying to accomplish
  10. A BIG thanks to Ideka for creating a more precise and awesome looking Triforce Shard! I have yet to test it but I am sure its awesome
  11. This project was moved to GitHub because Google Code is going away. The first post is updated with the GIT URL
  12. Finished testing the first 2 dungeons as a kid. Polishing up the story and text alignment as I go
  13. Oh! I am one of those guys. Welcome back DB! I tried Texture Explorer and it seems to work with some textures but not the logo unfortunately
  14. THANKS to Jason777 for his unwavering assistance and support. Without him, this mod would have never finished. </shameless plug> Alrighty folks...I am beginning my final testing before releasing this bad boy. I have a few tight deadlines so expect it to take about a week or so. In celebration of this milestone, I want to release all the changes (high level) that this mod entails (it is subject to change pending my final tests): 1) Changed Master Sword model 2) Changed the Hammer into the Earthquake Axe 3) Changed BigGoron sword model into the Ultima Blade 4) Tunic Colors are now blue, black and purple 5) Changed Navi’s colors 6) Imported proper textures for all above changes as well as the slingshot and deku nuts to represent ice and fire respectively 7) Also imported the updated text for all new weapons, upgrade number amounts and Guilded (Deku) Tree dungeon 8) Increased walking speed and attack speed of Iron Knuckles 9) Imported dungeon from MM and set it up as an optional dungeon called Riddle of Time dungeon 10) The Owl now gives you information on hidden items and other gossip 11) Updated logo 12) Moved Nayru’s Love and Ice Arrows 13) Moved many Golden Skulltullas and Heart Pieces 14) Imported custom music for many areas. Music from MM, older Zelda games and WW are included. 15) Significantly different plot 16) Dungeons as a child must be done in a different order 17) Replaced sacred stones with Triforce shards 18) MANY of the NPC’s have very different personalities 19) Many enemies are weak against Deku Nuts (fire damage) and slingshot (ice damage) 20) Moved most upgrade items and BigGoron Sword quest (bypassed it mostly) 21) Moved Big Poes Changed the upgrade amounts for: Quiver upgrades: 1st: 30 2nd: 50 3rd: 99 Bomb bags: 1st: 30 2nd: 50 3rd: 99 Wallet: Kid: 99 Adult: 500 Giant: 999 Deku seeds: 1st: 30 2nd: 50 3rd: 99 Deku nuts: 1st: 30 2nd: 50 3rd: 99 Deku sticks: 1st: 30 2nd: 50 3rd: 99
  15. Sent you a PM Interesting. None of my testers saw this issue so I am fairly sure that it is an issue on my end.
  16. haha. No. I think its an issue with my plugin or setup. If I go to full screen or out of full screen it corrects itself but if I pause it, then it messes up again.
  17. UPDATE! Almost finished with my optional dungeon.
  18. Keep in mind if someone wants to contribute, let me know. I can get you access to the Google Code goodies and we are using SVN if you care This project is in C#.NET
  19. Interesting progress! Song of storms is my fave song. I actually own this t-shirt:
  20. Have you tried GoldWave? I use it for my Video decoding/transcoding and it handles many audio types. I dont know if it handles aiff but it is a comprehensive audio tool. Sending you a link
  21. Well then..... Haddockd stats: HP: 999 Strength: 68 Usefulness: -5 I swear I am not useless haha
  22. So the sound effects themselves? I know how to change the Ocarina notes themselves but not import custom sounds. I doubt this is what you are looking for but.... From: http://forums.zeldaspeedruns.com/index.php?topic=419.0 Changing the playback notes --Open the Debug ROM in your hex editor and go to BA8120. Alternatively, search for 02 00 00 12 56. --The songs are stored in consecutive blocks of 160 bytes, in the following order Minuet of Forest:BA8120 Bolero of Fire: BA81C0 Serande of Water: BA8260 Requiem of Spirit: BA8300 Nocturne of Shadow: BA83A0 Prelude to Light: BA8440 Saria's Song: BA84E0 Epona's Song: BA8580 Zelda's Lullaby: BA8620 Sun's Song: BA86C0 Song of Time: BA8760 Song of Storms: BA8800 --Each note consists of 8 bytes. You can have up to 19 notes in the playback sequence, as the last note must be an end rest. --Byte 1 controls the pitch of the note, as well as the note displayed. It is simply the number of half-steps between the note and Middle-C. The 5 default notes are listed below. FF indicates a rest, ie, no note is played. 02 A (D) 05 Cv (F) 09 C> (A) 0B C< ( 0E C^ (D) FF Rest --Byte 2 is always 00 in game-defined songs. It seems to have no purpose. Odd. --Bytes 3 and 4 are the duration of the note, in input frames. A value of 60 (0x3C) will give a note that lasts exactly 1 second. --This is an unsigned short integer, so the maximum number of frames a note can last is 65535 (0xFFFF). Such a note would last over 18 minutes. --If you don't want to calculate your own note durations, the following are a good choice. 06 Sixteenth note 0C Eighth note 18 Quarter note 30 Half note 48 Dotted Half note 60 Whole Note --A rest of 00 duration signals the end of the song. --If you want to have two consecutive notes with the same first byte, put a 01 duration rest between them. Otherwise, the song won't work. --Bytes 5 and 6 are the volume, in the form of a short integer. Most ocarina songs use volumes between 5000 and 6000. --Byte 7 is the pitch adjustment from the control stick. It is a signed byte. 7F is a whole step up, while 80 is a whole step down. Fractional steps up and down can be achieved with smaller values. --Byte 8 is the vibrato from the control stick. Still investigating this. --The playback sequence is what shows up when you learn the song and when the song plays on the start menu. Keep in mind that if you use sharp or flat notes in the playback sequence, you will have to match them when learning the song and when playing it on the start menu.
  23. OH! Sorry. I misunderstood. I have never dealt with sound that. I dont even know what the aifc sound file is....sooooooo... I need to excuse myself dont i?
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