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JDYoungLink1

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Everything posted by JDYoungLink1

  1. I don't understand it either, I can't write in code yet. So don't think your the only one .
  2. thanks DeathBasket It work I was able to use the arrows, The hookshot appears to be very tricky. Zeth's right about young Link Frozen in animation which makes it harder to understand whats really going on. Not only is young Link frozen getting hit by an enemy doesn't even make the getting hurt animation to snap Link out of it he simply takes damage and can't move. Also when he's in water he just floats but cant move howerer his legs move(don't know if thats useful at all).
  3. i know what you mean but hey its a start. I knew a about the child to Adult Link Highlight and Usability table. The problem is the porting part and getting the Player_ovl function(you guys know what i mean) to work I'm terrible at display list porting . Thanks Jason for the info I'll try and make the best use of it can. I going to try so if a few a hour i be back to let you guys know how it went. I think i get it. Im going to attempt to port the arrow over the slingshot bullets not the bow.
  4. Yea I know what you mean I seen spinout port kafei over Adult Link and he floats. So yeah porting over adult link isn't the best idea. Yea I know about he did it in the Zelda's Birthday mod, I just don't know he did it. What i really would like is to be able to use adults Links items properly such as the arrows and Hookshot I've seen the arrows edited so i know it possible. does anyone know how to port(swap) items like this guy
  5. I've been curious why hasn't anyone ported Oot Young Link over Adult Link? My question is if young Link was ported over link just his character model not items would he be able to use the hookshot and the stuff Young Link is supposed to be able to use properly? its just something that has been bugging me for a while and I would like a second opinion. Also are there any Tutorial that teach how to port(display list) characters over others. I've seen samus over adult link, mario over young link are there any easy to follow tutorials out there that teach this sort of thing?
  6. No Problem and I appreciate the honesty.I guess was later than i hoped , I hope some of the info helped even if it was a little.
  7. I used to use codes too but as my knowledge of the rom grew hex editing became more natural , as much attack - animation studying ive done(That makes it too easy i like a challenge). Also using codes animation code can cause the rom to freeze unless you use them after the game has started and the level has loaded. i just prefer changing it in the hex editor because i can write it directly to the rom i find it more reliable that way and I dont have to disable a code then enable at a certain time see what i mean. :)and If i hex edit it i can change all the anmations at once even port animations... Thats pretty sweet I guess im not the only one who has done his research.
  8. Thanks Jason A lot of people wanted to know I would have posted this info sooner but wasn't able to at the time. IIf Anyone has any Questions , Comments or Advice please post when you can.
  9. A lot of people have been wanting The Beam blade to appear in the URA Project, and I have done a bit of my own hacking in this department and wanted to be of assistance by providng useful information on it. Hope I can Help out the URA Project a bit, and all of you others interested in it. What I fogot to show in my video was that if you use UOT to alter The Beam Blade or the spin attack and load it into the game those changes will appear too. Simply mod the Zdata file. GamePlay keep.Zdata. pic shown below of spin attacks in that file. [media=]http-~~-//www.youtube.com/watch?v=8bQd84AigHs[/media] I also forgot to show you guys how to change the animation loaded for those attacks. use the hex editor HxD the goto C231B2 thats where the Blue spin attack animation is loaded. C231D2 thats where the orange spin attack animation is loaded. change the four digit animations to any of link animations. These are some of my favorite aniamtions but there are tons more. 2880 horizontal slice 2hands 2890 diagonal slice 2hands 28A0 diagonal slice downward 2 hands 28B0 horizontal slice 2hands knee down 28C0 diagonal slash downward 28D0 upward slash 2 hands 28E0 low 2 handed stab 28F0 upward 2 handed slash 2900 jump attack 2940 2 handed sword spin attack 2968 horizontal slash 2978 wide ranged horizontal slice 29A0 diagonal slice down ward 29B0 diagonal slice upward 29C0 full spin attack 29D0 back flip 2A40 running sword 2A48 beta jump attack 2A50 vertical slice fast 2A60 alpha jump strike 2A80 vertical slice 2A98 upward slash fast 2AA8 stab fast 2Ab8 upward slash 2Ad0 one handed jump attack 2B28 short spin attack 2B40 running slash 2B48 horizontal slash slow 2B50 diagonal slash right back time 2B70 2b80 backward slice A Big Thanks to Sakura And DL77 and Spinout. If Anyone has any Questions , Comments or Advice please post when you can.
  10. I finally decided to make tutorial on how to import WW levels into OOT. Ive wanted to for a while i just didn't have internet at home. How this helps those wanted to know. [media=]http-~~-//youtu.be/aPhc7SWU3sw[/media] A big Thanks to Xdaniel for SharpOcarina and tons of other people you know who you are.
  11. Sure thing Naxy. On-Topic Xdaniel are you goint to add a dump obj file option for the "WindMaker" in the near future? or if 3ds format the only available option(like BMDView2)?
  12. That wasn't the issue I just took the picture before i applied all of the hires textures.this is with all of them applied looks like. i'll just leave this here*
  13. my mistake in confusing the two. i managed to get the outset forest to work without any problems this time.
  14. I tried that every map that i export for SharpOcarina I then Import it into 3ds max and export it. But what i havented tried is importing the file into 3ds max in the 3ds format that BMDView2 exports in then exporting it in obj format then importing it into SharpOcarina.
  15. I tried importing the Outset Island forest level in OOT debug and it didnt go exactly as planned. I opened the .arc file in BMDView2 that worked fine, then i exported the level and put it in sketchup at this point so far so good But when i used sharpOcarina to import it this was the result , i think ill retry later. I was pretty close but... but as they say if at first you don't succeed try again XD
  16. Satoshi Great Work. Thats Pretty Impressive! XD
  17. My Computer has a NVIDIA Geforce GTS 450 1 GB DDR 5 memory Graphics card,a Quad core processor 3.0 GHz a processor, 8GB RAM and a 1 TB hard drive. you dont have to specs as good as mine but it helps to have a powerful graphics card and processor if nothing else. Hope this helps XD
  18. Zeth it is possible to upload it into zelda with hires textures. you would just have to upload it with low res textures then go to the level and use rice's plugin to dump the textures and paste the hires ones over the low res ones, just keep the aspect ratio a multiple of 4 ex. 512x512 or or if if is a long image 512x1024, you get the picture. this just an example these are in game pics.
  19. its as you said to fix the errors. exporting from 3ds max has a higher success rate of working, well for me anyway. plus SharpOcarina can't use 3ds format files.
  20. Guys If you want to get you model to import into the game. import it as an obj in 3dsmax then export over it as an obj using 3ds max it will work. I build my maps in sketchup, then use the obj exporter plugin to export it. then import it as an obj into 3ds max, then export it as an obj and i haven't had any problems. to insert hq texture use rice's plugin 6.1.4 to dump textures and load them as hires textures. hires level pic
  21. Xdaniel very Nice Work Im loving SharpOcarina. The only problem is textures appear very stretched. I imported my own custom castle and it came out pretty good.
  22. http://3.bp.blogspot.com/_UIXOn06Pz70/R3JPCGt2P7I/AAAAAAAAAUc/BtVohS5toTo/s800/Beef+Ramen.jpg
  23. ok lets go with collusus #1. download Link in first post, retexture complete.
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