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mzxrules

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Everything posted by mzxrules

  1. The updates I added to the z64 wiki yesterday were the same stuff I used to add to that site. Petrie might have made his own changes
  2. 1C3 and 1CC are listed as ? here. According to http://wiki.spinout182.com/w/Complete_Actor_Listing 01C3 is the lid to the Goron Pot 01CC is zelda's path? down tower collapse? Edits: 003F should be the "Mega" Dodongo puzzle in Dodongo's Cavern, spawns when you set a specific switch flag/blow up the wall leading to the main dungeon. 00D7 is listed as Metal Gate, but my documentation notes that the actor modifies the water level in the Bottom of the Well. Also, the actor name is ovl_Bg_Haka_Water Complete Actor Listing lists 0x0137 as being the effect spawned by Zelda when opening the gates during Tower Collapse 0151 is both rocks and bushes. I've named/am naming it "Rock/Bush groups" on the wiki While they have no official name, I typically call actor 009B a Grotto. Would also call actor 0181 "Grotto Treasure Chest" Actor 0194 is listed as Drawbridge/Sign, but appears it should really be Broken Drawbridge/Fencing Actor 01D5 is both the large block that can only be moved with the SIlver Gauntlets as an Adult, and the small ones pushable by Young Link
  3. I've fixed the page and added my own updates, while getting banned/unbanned by the server's firewall in the process. The problem was that the document had the word "poker" in it, which was probably added to a list of words to check to trigger a Captcha, but ends up resulting in a 404 or w/e. XZSO may have been under the impression that the page was somehow protected from rather than a defect with the wiki. That's the impression I got at least until I realized that I could edit portions of the pages. There are two big things that are different in my version of the document: // is used as comments in some spots since at one point I was considering creating a program that parses/stores the data (ex. xdan's xml format) The components of the "variable" portion are represented by a mask rather than the letter byte nonsense. See below & 0FE0 - Controls the contents of the chest. 7 bits. - 00 = Link tries to pick it up, fails miserably if it’s large, works fine if it’s small (but the second time you pick it up, it glitches and makes you shoot into the air until you hit the ceiling, at which point you fail miserably; trying to throw it makes it stuck in the air) - 01 = contains bombs - 02 = contains Deku nuts - 03 = contains bombchus (10) ... & 0FE0 denotes what bits are part of the bitpacked value. Numbering is based on how the bitpacked value would be stored in an unsigned byte/short Edit: For actor 0125, the "unused" parameter has three values, FF, 02, 07. Standard shrubs appear to be either 02 or 07. It's possible that the value may be a specific property of shrubs that is being overlooked
  4. Made a hack for v1.0, want to check out a few things (check see if I can spawn more actors by just editing the object table) before releasing it. Seems like the dungeon is more empty than it should be. http://imgur.com/wLEw4SF Edit: Ok now this is odd... I managed to spawn some of the actors in the scene header by jumping into the void in room 27 (F1 child side loop, has Anubis that you're suppose to kill with fire). This resulted in the doors not spawning/being overwritten (likely the latter since the ovl file was still in memory). The silver blocks, a decorative flame, and a switch all spawned since the room loads the right obj files. What makes it more unusual is that simply hitting the -4000y kill plane does not load actors in other rooms. In any case using the 01 command in a scene header won't do anything useful since the actors that spawn don't mark themselves as being global.
  5. This thread, good times. Please tell me you didn't deliberately bump this old thread. I wonder if Kusai ever got around to playing Skyward Sword
  6. yea a lot of values "work" when it comes to not playing a cutscene. The default value the variable sits at is actually FFEF. I'm sort of curious as to why it's value range is what it is.
  7. FFF1 plays cutscene 1 not F since it ultimately loads scene setup 4 + 1. Setting the next cutscene to 0000 for Jabu should't play a cutscene I don't think.
  8. I believe the skybox files start with vr_fine0_static http://wiki.spinout182.com/w/Debug_ROM:_File_Listing
  9. OoT's skyboxes are so gross.
  10. Sadly I was hoping recent drama would turn out to be an April Fools prank
  11. http://wiki.spinout182.com/w/Ocarina_of_Time_(NTSC_1.0):_File_Listing
  12. Based on the entrance table, the extra headers/setups are intended to be cutscene setups (like "beta" Ice Cavern/Jabu Jabu), not necessarily a new dungeon. Also, while theoretically you could have multiple collision models through scene setups, this wouldn't be possible to do for a dungeon due to memory constraints. According to my programs, Spirit Temple's mesh in v1.0 is 0x1 6284 bytes, while for comparison, the total available space allocated for actors in Hyrule Field (which has a slightly smaller space than Spirit) is 0x3 D660 in v1.0 Anyway I plan on making a hack that restores the "beta" dungeon(s). Kind of a few ways to go about this since the transition actor layout in Spirit suggest that at least the adult side of the dungeon (around the part where the Iron Knuckle fight is) didn't go out as far east as it does now, and if I'm reading the header commands correctly, most (if not all) of the actors won't spawn due to a lack of the object command. And then lastly I have to figure out what to do with the actors in the scene header, if anything. Also, the extra transition actor might be this door i found. From dungeon start, go right to the adult side, then in either the leftmost or rightmost room it will spawn. Possibly these rooms were linked together like the child side (or maybe just copy pasta).
  13. Iirc, the scene header doesn't directly reference all assets that are used. You'd have to parse both maps, and at the very least at table located in code that contains addresses for more cutscenes. Also I just realized that Spirit has 2 extra entrances for the entrance 0 group, seemingly just for these two cutscenes. I wonder what happened to the alternate scene header.
  14. Don't know from experience but judging from the filesize/location, yes.
  15. A printout of the scene file header. http://pastebin.com/xTc07ipP Some points: There are more transition actors than in the final version No switch flag values are assigned to the doors The scene header uses the 01 command, which I think is non-functional in scene files, since only one non-beta scene header uses it. Only 2 Link Spawns vs 4 in the final. A cutscene pointer command which points to the cutscene above. Interestingly I found a second cutscene immediately after the one above (16D40 in v1.0) oh shit there's a second header.
  16. I have a 90% complete file listing for OoT v1.0 in my database. I should print it out sometime soon.
  17. I can confirm that the same pattern exists in commercial releases. Gonna cook up a cheat to play the cutscene in v1.0 Edit: The cutscene isn't unused, it's the Goddess Cutscene, when Farore is introduced. V1.0 code //Sets the cutscene pointer 811CA208 8038 811CA20A 16A0 //Takes you to spirit temple when touching a loading zone, plays cutscene pointed to by the cutscene pointer. //Disable once cutscene starts 8111A5D2 0082 8111B9E2 FFF0
  18. If we're just talking about linking different rooms in a dungeon, Jason has it right. If we're talking about the ui for the pause screen/ bottom right minimap, we don't understand a whole lot about how it works other than what files hold the data.
  19. Unfortunately today is April first so I won't believe you for now.
  20. Twilight Princess's dynamic music system is quite similar to Ocarina of Time's, where in the day time rather than have the standard enemy music the overworld theme changes, while at night you have the same old enemy music I think.
  21. Just pointing out a flaw in logic from a 5 year old discussion is all. Edit: In any case I've named the file z_n64dd.c in my database since afaik an official file name isn't known for it.
  22. Then let me highlight the nonsensical part that I was responding to. If you know how to fix it, explain how to do so rather than defend your useless comments. Also I couldn't figure out how to say that in a less insulting way.
  23. mzxrules

    Collision Questions

    From my experience, the Farore's Wind point/oobs respawn point only updates when going through doors, not black transition plane actors, and is also updated when being crushed by the spike thing that drops from the ceiling in Shadow Temple and the "falling ceiling" in Forest Temple. I know this from personal experience, as I had a hell of a time getting past that one room in Shadow where you have to go through this windy path with Skulltulas that drop from the ceiling -> room with a bunch of guillotines, and if you fall off in the guillotine room you respawn back in the windy path
  24. I should have figured. I just stumbled on it while trying to figure out something completely unrelated. The remnants of the file was still in memory and I was confused as to why I couldn't find it in the Debug Rom. Also this quote: Zeth - "By the way, for all those ignorant people that want to believe the BS about how Masterquest is URA ZELDA, you are dead wrong. Masterquest = 32mbs(64 Decompressed) same as OoT 1.0, And to top it off, if Nintendo only intended Ura to be a dungeon remix, all they had to do was add a couple headers to the map/scenes, Which they have plenty of room to do since, if you decompress the 1.0 cartridge, it has 12mbs at the end of the rom with absolutely NOTHING there." Using the last records in the compressed file table as a rough means to gauge the compression efficiency of the algorithm (which of course is slightly inaccurate due to a number of files being uncompressed, you get an average compression rate of about 40%. The compressed v1.0 rom has 0x848E0h bytes of space remaining, or 542,944 bytes. At 40% compression, that gives you 904,906 bytes left to cram into the rom, which is only 0.8 megabytes, not 12. Even if you bump it up to 50% compression, that only gives you 1.03 megabytes. The PAL releases have even less space to work with due to the extra translation. By comparison, the files for the Master Quest versions of the Deku Tree and Dodongo's Cavern are 1.05 megabytes. However I'm fairly confident the devs could have fit in the extra dungeons by using alternate scene setups + code to force the right version of the dungeon to load depending on whether the player is playing classic/master quest. Doing this decreases the available ram for loading actors, but aside from possibly Spirit Temple I don't think any dungeon would be plagued by this limitation.
  25. Skybox palettes are stored in the *_pal_static files. I don't see how they could possibly be related in any way.
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