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DeathBasket

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Everything posted by DeathBasket

  1. PPF patch to apply to a normal Majora's Mask (U) ROM: (link removed while I fix this up) I'm trying to get it working for VC but I'm just getting freezes after the Nintendo logo so far. I'll try a few more times but maybe someone else will be able to get it to work.
  2. Overdosing... but what if I overdose on water? Hashtags or emoticons?
  3. Sorry this has taken such a long time, I just really haven't had much motivation to work on it for a while. That said, the bulk of the work left to do is just copying the main part of the hack to my ROM (again) and then I'll play through it for a bit (again) to make sure everything works. I should be able to release this later tonight or tomorrow. I'll make a patch or whatever tomorrow, I'm tired now.
  4. I'm probably about half way to finding all the checks I need but it does involve having to play through most of the game, so it's taking a while (not that I mind actually playing for once). Once I find the rest I'll make sure I've found and fixed all the bugs caused by the stuff I've changed and then test it out a bit. Hopefully it'll be fully playable in three or four days and then I'll see what I can do about making a wad file for it so it can be played on VC too, though I haven't had any luck trying to inject Majora's Mask ROMs before so somebody else might need to try that.
  5. and that only proves that its always on, if you have forgotten, the console is turned on via the Kinect voice sensor. and because the console doesn't require internet anymore (passed day one), it seems useless to even use it for spying on people. as I just said, that just seems to be speculation. and more or less a conspiracy theory, I haven't seen any proof that it records what you do. without any proof, I can tell you are going with the crowd on this whole rumor If Kinect is always on and the console is controlled by voice commands, that means it always has to be recording at least the audio from your house. While the console is turned on and connected to the internet, I doubt there's much you can do to monitor what information it's sending around so I'd still be a little cautious about this. Not that I'm interested in the Xbox One anyway, I was put off from the start by how it didn't even seem to be built primarily as a games console...
  6. Yes, but I have to go and find every single time an NPC checks your items. I don't think there's a point in releasing this hack in an unfinished state so I'll get it done, it just might take me a while to fully finish (give me a few days).
  7. Nope, the immediate value when using the ori instruction is always unsigned. In this case, a0 = 0x00008000. Follows on from your earlier error. Here a0 = 0x80168000.
  8. Basically, each time an NPC wants to give you a mask or whatever, they'll check your inventory to decide if they gave you that item before. Since things have been randomised, let's say as an example you could get Kafei's Mask from Grog in place of the Bunny Hood; if you then went to the Mayor's Residence and talked to the mayor's wife, she'll see that you already have Kafei's Mask and therefore you'll never be able to get the item she should give to you. In some situations this could prevent you from getting key items, which is something I really wanted to avoid. I'll take one more look tomorrow because I'm thinking I can probably find a quick way around this, otherwise I guess I'll just release what's done already.
  9. As it stands, I don't know if I'm even going to finish this now. The randomisation and making sure items are accessible is not a problem, but there's a lot of things that can still potentially make the game unbeatable which I did not anticipate. I'll think about this for a while because I did want to finish this, it's just going to be a lot more work than I expected.
  10. Randomisation is based on your filename so it should be the same for every file that uses the same name, making it usable for races and stuff so everyone gets the same items. The item list itself is generated right after you load a file from the file select screen and it's in an area of RAM that won't get overwritten - since the results depend on your filename and you can't change the filename after creating a file, this never needs to be stored in the game save. About not getting the right items, it can easily be fixed... in a way. The solution is probably that you will see the object and text for one item but the pause menu will show that you got another item. I'll try and find all the instances where this happens so I can work out how best to deal with it and whether or not it can be fully fixed.
  11. Update: the hack is pretty much done, or at least it's there and works as intended. However, some items aren't being given to you the way most are so I need to either work around that or drop those items from the hack. I'll get to actual testing and fixing it up tomorrow, I suppose.
  12. I've got some of the basic information I'll need, just figuring out which items can go where without becoming impossible to get. I can probably start putting an actual hack together tomorrow but it might take a while to get everything working properly and actually test things.
  13. I'll probably do it by hijacking the function the game uses to give you items and have it load some code from somewhere in the ROM that will handle everything. I'll also need to make sure chests can't be opened twice too to prevent people from savewarping to get all items out of one chest over and over. One thing, is the first cycle still needed or should I skip it by having you start with the song of time and changing the start position?
  14. Well so far I'm thinking that items can be grouped into importance or similarity. Categories like: Transformation masks Important items (ocarina, bow, magic arrows, hookshot) Normal masks/unimportant items/event items? Bottles Songs It may be possible to randomise dungeon chests too but that could be a pain. Some items will need to be fixed to ensure you can progress. Bomb bags, chus, song of healing and Fierce Deity's mask are some examples. If it's done like this, you should at least be able to get all transformation masks with isg, bomb hovering and song of healing as well as whatever masks/items you can get from around Clock Town too. I'm pretty confident that it will be possible to beat the game this way.
  15. I was hoping it'd be possible to have randomised items while still being able to beat the game. If all the dungeon items stay the same then it's really not going to be a lot different to a normal playthrough other than masks being random. The only difference in any% would probably be finding the hookshot. I'm still thinking about how it can be randomised but beatable without having to follow a normal route through the game.
  16. I'll be around I guess. I will start really thinking about this tomorrow after I have slept, it's late now.
  17. I'd be happy to try and do it but the problem I'm seeing is exactly what you've pointed out - what if you don't get bombs? Even then, you need to also get a bomb bag to use them. There needs to be more thought put into this than it would immediately seem. Is there much demand for a hack like this? Anywhere we can talk about it?
  18. It's very much possible. However, I think it'd be quite difficult for it to be effective because most areas depend on you getting certain items to progress.
  19. Played up to the Forest Temple so far, seems pretty good. Might go and finish it off later so I'll let you know if I find any problems.
  20. There's at least one inverse trigonometric function (arctan I think) there but you don't even need to use it (directly) to get the actor to face Link. There is a function that will return the rotation value you need for any actor to face another actor, 80078068. Its arguments are: a0 = (pointer to current actor + 0x24), a1 = (pointer to target actor + 0x38). Take the return value of that function and store it to 0xB6 in your actor's RAM structure and it will face the target actor at all times. If you want more detail on how it works, the game basically gets a direction vector from the x and z positions of the actors and works out the angle using the ratio and size of the two components and the direction of the vector. The function it uses to do that doesn't figure out the angle directly, it just converts the (magnitude of the) ratio into an index it uses to look up a result from a table (8012D310), which it then adds or subtracts numbers from to get the right direction (inverse trigonometric functions aren't 1 to 1).
  21. I'd be interested in making a few fixes here and there, I'll see when I can get back on my other computer and get at the source code again. The only major thing I remember last time I was using the tool is that backface culling was broken though, everything else seemed to work well enough for me.
  22. You would need to inject it into a wad of a game that uses 8MB of RAM, I think the only one is Majora's Mask? I've been unsuccessful injecting anything into that when I last tried, though I wasn't exactly sure of what I was doing.
  23. I know myself and a few others have had the idea to do this for a while now too, cool to see that you've already gone and done it. I will definitely be taking a look once I have time and feel like getting back into things.
  24. Actually, there is a specific type of collision you need to place below any gaps you have but I don't know what it is. Check an area like the Shadow Temple's room with the boat. If you just leave a hole in your map, Link will be falling for a long time before he dies and respawns (like moving him out of bounds and just letting him fall).
  25. You know you can read and write float values in a hex editor, right? Not all the numbers will be loaded directly by the actor's code either, which is the reason not all the data appear as floats in the actor disassemblies even though that's what they actually are.
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