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Zeth Ryder

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Everything posted by Zeth Ryder

  1. Then my curiosity is peaked, if this is the case that is happening then why doesn't it happen on the OOT Debug rom?(which so happens to have most of the DD traces removed from it) Keeping the code for the disk option on does absolutely nothing in game for the debug rom but does effect 1.0.
  2. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I fully agree 200%!
  3. I'm curious why you are using messian's converter if I remember correctly that its old and outdated when it comes to handling things for OOT. I believe Deathbasket made one that works much much nicer.
  4. Yep, Glad I could help figure out your problem! Its just a simple flag issue that gets checked once Phantom Ganon is beaten. Im glad to hear it was something simple then something wrong with the rom itself while you were modding. Best of luck with the mod.
  5. The only time I have seen this is when you don't beat the Forest temple boss because its still force loading all the enemies as if the temple isn't beaten yet in Kokiri forest.
  6. I went ahead and fixed all the UVmapping errors it had though it looked more like the game just mirrored these sections vertically and horizontally. But at the time of writing this post I saw you already had someone fix the model for you from facepunch. Oh well either way it was fun to mess with.
  7. Speaking of fishing, its an old concept that was around during MM's original game design. Playtendo found the leftovers and got them working for the most part in MM (J).
  8. I definitely agree and hope some of our ASM Hackers/programmers will look into it! There is also a reference to animating textures in the scene table as well. It was how I fixed the beta castle courtyard forever ago, it is also the reason the textures do not animate and there is graphical glitches relating to animating textures. I've also been able to use it get scene/maps imported from MM into OOT to animate properly by changing the scene index number for dynamic textures. [scene entry offset] [scene ending offset] [Location entry offset] [Location ending offset] XXYY {insert few more digits unrelated to discussion} YY being the digits that effects and enables animated/dynamic textures, with it disabled to 00, nothing gets animated. Also in that video, That scene is animated on spot 120, Syotes which has -no animating textures- normally. Example of the scene table used at 120 that I did for the video: 03FD 7B50 03FF AF10 01A1 7000 01A1 9880 0008 0000 As you can see the value 08 was used to get the textures animating properly for the MM scene. Also during my tests, I've used MM maps with OOT scenes, while the textures became garbage, they however animated -properly- at speed and movement direction. I am hoping this info will help anyone willing to look into this issue that has gone long overdue to being completely figured out. It would honestly be great to see maps using native animating textures.
  9. My recommended list: Tales of Symphonia - Gcube, PS2, Ps3 Final Fantasy XIV A Realm Reborn - PS3, PS4, PC Mario RPG Legend of the Seven stars - SNES, Wii VC Paper Mario - N64, Wii VC Paper Mario: The Thousand Year Old Door - Gcube(can be played on wii) Fable The Lost Chapters - Xbox 360, PC Bravely Default - 3DS Chrono Trigger - SNES, PS1, DS Skies of Arcadia Legends - Dreamcast(non-legends content) and Gcube(LEGENDS CONTENT)
  10. Woo! Majora's Mask! Please Nintendo do something special with it! Add Masterquest to it? Perhaps a gauntlet mode like in OOT. SOMETHING! D: Because if its just...pretty graphics and nothing new...I will have to decline buying it and just play it on my N64 that requires less eye strain. lol
  11. Just dropping this here, I picked these up recently!
  12. This is pretty cool! Have you progressed any further on the model viewer for ALBW?
  13. Have you check this out? I've fiddled around with it and it seems to be the ONLY pure accurate list of Link's animations and its using their proper file name from the 3DS animation listing. http://oot.cloudmodding.com/wiki/Link_Animations
  14. Welcome to the project eating up my life(not really) but its been so much fun to work on and create.
  15. This is -very- impressive SoD. It reminds me a bit of the Zelda Classic engine, which started out as replica of the Zelda 1 game but became a full blown editor/engine to create custom Zelda games/quests. I think this engine could follow suit, tearing down the huge barriers the N64 has had for those wishing to create a custom Zelda game of their own, as we all know the N64 is very limited in what it can do and handle. Keep up the amazing work on this SoD, I shall be watching this project very closely.
  16. So I went a little bit further with it. Decided to try to work in my shaders I've been working on using sweetfx and so far its been turning out really well. Original: New textures with New Shader:
  17. Boredom hitting me one night. I'm not sure if I'll turn this into anything, just wanted to see what I could do to improve the actual game's look. Give it more that HD feel. Before: After:
  18. To be truthful, High poly and N64 really just don't go together. If you are wanting to add higher poly, the best option would be to switch to a much more capable engine such as the one used in Twilight Princess or Skyward Sword. Also, can we stop throwing Ura's name around, it just digs up bad vibes for everyone, myself included.
  19. The spiritual stone of water actually is affected by the cutscene and goes inside Lord Jabu Jabu's mouth also younger ruto's actor has unused animations I think are associated with the original jabu jabu cutscene.
  20. You mean this video, that was the first thing that came to mind when I saw the listing and video. Assemblers also has gcube interface but lacks the actual copyright dates on it but his was still Master Quest still despite having a red logo. My guess is this rom is between the MQ's Debug Rom we have and Assemblers.
  21. Life is too full of wonderful things to focus on the past little things.

  22. That last one, isn't that the windwaker test room with the pigs?! o-O EDIT: IT IS! http://youtu.be/4hE9zJKinMs?t=3m24s You can see the textures and the design match up with that room!
  23. Hey guys, let's be a bit more civil toward each other, ok? The only thing I can think of that it wouldn't dump would be the objects a scene uses.(Such as trees, enemies, skyboxes etc) Other then that, ZLE2 if I remember properly dumped all the textures. Airikita, if there textures that aren't dumping, please explain what textures aren't? Its the only way JSA can fix the problem(if there is one) in the upcoming ZLE3.
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