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mzxrules

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Everything posted by mzxrules

  1. If it allows actor position editing, did you figure out how MM's actor spawn data is formatted, or did you just base it off of the OoT spawn format (which is very wrong)?
  2. I seriously need to find better ways to share my data... "Stages" are what I call scene setups, aka alternate loadouts for the same scene. 0-3 are your playable ones, 4+ are cutscene only (except for some horse back things). Because of funny numbering systems, scene setup 4 = cutscene setup 0. Now the important setups related to your problem are... Setup 2 is Adult Kokiri Forest, with enemies Setup 3 is Adult Kokiri Forest, Forest Saved, Deku Sprout spawns Cutscene 6 (setup 10) is Credits, Deku Sprout. Cutscene 8 (setup 12) is Deku Tree Sprout Introduction. Cutscene 9 (setup 13) is Deku Tree Sprout "You Are Hylian" cutscene. You list that scene setups 2, 9, 11, 12. Either XDan doesn't follow the proper internal numbering/I don't adhere to map select bs, or you fucked up major... thinking about it though, it's likely the former so you may want to subtract 1 from my setup numbers. One more thing: Arcaith is probably way off base on your rom being bad.
  3. Solution: Get a SNES emulator for the wii.
  4. mzxrules

    Multiple Exits

    By reading the Scene/Room header page, writing a program that can parse the data in scene/room headers, and thinking about how the bits and pieces come together as a whole. Actually, that page is what got me into more serious hacking, since I used it to help me figure out how the "Wrong Warp" glitch really worked. I don't understand what you're asking.
  5. mzxrules

    Multiple Exits

    Absolutely none of this is new information. This is basically everything I tried explaining to you on Zelda64 a while back, though probably a bit more organized this time around.
  6. If boulders work for this, make sure to not use bombable ones as chus can explode underwater.
  7. I don't think you'll be able to get jumping into the well -> fall into a new area to work the way you want without using some sort of trick. You either need to stick something solid over the exit so that Link won't trigger it before you're suppose to enter it, or make the well deeper. As for entering the well, I checked some of your exits and you still have exit 0098 set in some places (the child/day scene setup for example), instead of 0024.
  8. mzxrules

    Multiple Exits

    I wrote nearly an entire guide on how to do this, then i triggered the back page shortcut key and lost everything because these board fucking suck. Your images aren't showing up because you're not copying the direct link url. You don't need to set Link's actor variable differently. What you're doing is changing the animation Link uses when spawning. Looking at your Deku Tree image, you don't seem to understand how to read the scene header. You want to start by editing the data referenced by the 06 command as this sets up what room is loaded when you spawn. The 06 command's data is located at 0200 0198, which means offset 0198 in the currently loaded scene (which would be this file), or address 288 D198. At that address, the spawn/room data should be set to 00 00 01 00, for: spawn 00, room 00 (first spawn) spawn 01, room 00 (second spawn) This will set up where the entrance table will spawn you. If you haven't modified the entrance table at all: entrance index 00EE will reference scene 85, entrance 0 -> spawn 00, room 00 (first spawn) entrance index 0209 will reference scene 85, entrance 1 -> spawn 01, room 00 (second spawn) With the spawn defined, you simply move on to the Deku Tree scene, and modify the data referenced by the exit list command (0x13). The bank offset for the data referenced by the 0x13 command is 0200 01A4, or 1FC21A4 rom. There you simply replace the first value with 0209, and assuming it's not modified, you will end up at your second spawn when leaving the Deku Tree. Importantly though, this does not explain fully how to create custom exits. Exits are part of the collision mesh. The way the collision mesh works in oot is you have a mesh of polygons, and a table of "surfaces" that can be assigned to those polygons. These surfaces can be set so that they behave like an exit. As an exit, the surface stores a number between 0 and 15 (actually could be higher, don't know though) that is used to match with the exit list defined by the 0x13 command.
  9. Now I'm a little more confused. When you jump into the well without the water actor, are you suppose to touch an exit immediately, or is the exit suppose to behave like it does normally (where you drop down to the bottom, then walk through a small opening into the exit)? When you say you "I did change the exit variable", do you mean you modified the exit list referenced by the 0x06 header command in the scene file, or did you modify the entrance table?
  10. I intend to make a push for more comprehensive documentation of actor files and their instanced structures when I get the motivation, and I just don't like the "actor panel" term. More on topic: The references to damage charts are set via assembled code, and not stored as a pointer in the data block? Edit: Even more weird, 0x00B94EC0 should fall within code, not one of the Flare Dancer actors
  11. By exit polygon I mean a collision polygon with a surface type that triggers an exit when Link passes over it. If I recall correctly, you can be as high as 1000 units above one of these polygons and still trigger the exit, provided that there isn't a solid surface in between Link and the poly. That's just what it looks to me though, I could be wrong (but it would be a lot easier to fix if I was right).
  12. Watching the video, it looks like Link passes over an exit polygon. It would explain why Link sinks like a rock, since the game seems to "ignore physics" once a scene transition begins.
  13. Actor panel is a dumb name. Should be called the common actor struct.
  14. mzxrules

    Multiple Exits

    obligatory "use http://oot.cloudmodding.com/wiki/ since I'm still updating that wiki" Linking scenes is not an easy process because it's a multi-step process. The best way to think of it is to completely separate entering (or spawning) with exiting. Focus on defining the spawns first, then set up the exits. Spawning begins with the Entrance Table. This table defines the bare minimum info for defining spawn: a scene number (first column), and a spawn number (second column). The spawn number is just an identifier to a spawn that will be defined by the scene file. In case you need to edit the data, know that for every spawn you MUST have a minimum of 4 sequential records in the entrance table set up the way you want, one for all 4 day/night, child/adult combinations. The next phase is defining these spawns in the scene file itself. That's where the scene header comes in. The 0x06 (Entrance List) command pairs Link spawns (0x00 command) with room numbers. The spawn number (second column) value from the Entrance Table is used as an index into this list. The last component to spawning is the actual Link spawn, which is just like spawning any other actor. Actor List (Variables) shows all the different variables used for spawning Link. Exits simply link to spawns. The collision mesh contains polygon types that when passed over cause a "new" scene to load. These polys store an index meant to reference the scene setup's exit list (0x13 command). The values in the exit list are indexes to the entrance table. The Entrace Table page I linked covers more of the complexities to this.
  15. psst: http://oot.cloudmodding.com/wiki/Interface_Hacking
  16. Related: I recently modified VerboseOcarina to print out stats on scenes and rooms, and I discovered weird actor numbers within the actor list. What I think is happening is that the first 4 bits for what should be part of an actor's number are used for something else. For example, pots in the final fight scene have a number of 2082 rather than 0082.
  17. Or... you could just import the Master Quest scenes into the V1.0 rom, which is what I am/was doing with Dungeon Rush 2
  18. I want to say it looks like the run animation, but it's not cycling fast enough
  19. Two ways, both involve modifying code the file. You can either modify the instructions that spawns you in Hyrule Field (a little more involved but the "proper" way to do it in my opinion), or you can modify the entrance table so that it takes you to a different scene. The title screen cutscene uses a base entrance of 00CD, and cutscene number of FFF3, meaning you get a real entrance of 00D0, so you'd modify that record in the entrance table. I know these addresses for these have been found/posted here, but I can't immediately find them atm, and it's late and I wanted to at least respond to your question No need to remove Link's spawn (actually, doing that might just crash the game). Just set the actor variable to 00FF to make Link invisible. You might want to create a custom cutscene to get things to look nice. The title screen logo doesn't appear automatically if you don't press any buttons, since that is triggered by the cutscene.
  20. Bump to show I'm not dead/keep it easy for me to find this thread. I think since I last posted on this, cloudmodding.com added wikis for OoT, MM, and OoT3d. Added lots of stuff to help figure out what file is what ootwise, as well as organized the stuff that was on spinouts wiki a lot better. I also did a complete overhaul on the formatting for the Actor List so that it's a lot easier for documenting and modders. I also have all the data stored in an xml file, which is why everything is formatted so well. I want to add more metadata info but I'm not sure how to take it to that next step yet. Posted this on the screenshot thread: A charset for the Hylian langauge exists in the japanese character set. Can easily be used in game
  21. http://oot.cloudmodding.com/ is a good source for the nitty gritty stuff, in case you want to go beyond relying on programs to make your hacks. Scroll of Time looks good for text editing, never used it. You might want to check out http://oot.cloudmodding.com/wiki/Text_Ids for a listing of text dialogs. I don't know what you mean by editing actors. If you want to change an actor's behavior there isn't a single tool for this. If you want to change what an actor looks like, I think you can use Hylian Toolbox for this. Don't know what tools are used for making custom maps, but I can explain some things about the game engine. In OoT terminology, a "custom map" consists of a Scene, and a collection of 1 to 32 Rooms (sometimes called maps). A scene contains certain things that are global to an area (spawn points, collision mesh and exits, room transitions), while rooms consist of mainly graphical data, spawns actors, and lists what object files (graphical assets required by actors, sometimes called "groups" in older docs/Hylian Toolbox) to load. To change exits, there are two ways to go about this, both of which you'll need to know. The easiest way is to modify the Entrance Table, which will simply change where existing links take you. The other way is a bit more complex, but necessary if you're making custom rooms. You start by modifying the collision for your scene so that you have spots that trigger an exit when Link stands on them. This is done by modifying an existing, or creating a new collision type and assigning it to a collision polygon. I think there's a range of like 0-15 or 0-31 possible exit numbers that can be assigned per scene... this number is arbitrary and is given meaning by the 0x13 Scene header command, which defines a list of Entrance Indexes that a particular exit will take you. Making puzzles is very easy, even without programs. Modification and Addition of Switches covers the basics of puzzle design, while Actor List (Variables) lists different actor variables, for use when spawning actors
  22. Thanks for linking that XDan. Solved the issue with lighting entrances in dungeon rush 2
  23. A charset for the Hylian langauge exists in the japanese character set. Can easily be used in game
  24. mzxrules

    How Do Sounds Work?

    An incredibly bizarre glitch was discovered semi-recently: And it made me realize that I don't know how sound effects work. Anyone know?
  25. http://oot.cloudmodding.com/wiki/Scenes_and_Rooms#Environments_list This fine?
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