Jump to content

Airikita

Member
  • Posts

    1,192
  • Joined

  • Last visited

  • Days Won

    99

Everything posted by Airikita

  1. Bleh... it'd be nice if we had proper notes on each command, detailing flags and values for each command, even if we don't have them all. But I get it's such an under-observed data structure because it's so difficult to just test it. It all works differently under various conditions.
  2. Airikita

    Effect Actors

    They're still actors as they spawn with a section of code.
  3. Airikita

    Spinout's Wiki Down

    That page is missing info about shaders, and the format the list comes in mainly. The original shop documentation had all of JSA's notes, including comparisons to girlA regarding shop items.
  4. Airikita

    Effect Actors

    The secret world of effect actors: ------------------------------------------ 0xB8CB50 -> Start of effect actor list 80027798 -> used to spawn effect actors (A1 = actor index to ovl_Effect_Ss actor list) A1 = 0000 = dust (kicked up by Epona) *Effect actors are actors that spawn attached to actors, at a limb point List: ----- 0x0000 -> Dust 0x0001 -> Motes (used by Navi) 0x0016 -> Sparklies (bright lights) 0x0017 -> Flames 0x001C -> Orange flames (when Link is on fire) http://wiki.cloudmodding.com/oot/Effect_Actor_List
  5. Join mibbit, and sign into the channels we're on... no need to create a new room. Me, CloudMax, mzx, and Glitterberri discuss modding on a server together. If you want the server info, just PM me.
  6. B is nicer, but I do love the little shard in the "Ruinous Shards" subtext. Although I'm not sure it would work for LogoB... so yeah, I'd stick with B.
  7. Airikita

    Spinout's Wiki Down

    The PROBLEM with that IS the updates. At times mzx changed the actor variables in ways that were complicated, until that was corrected (and painfully so). So me, and likely others, stuck with spinout's page because at least the information was still consistent. Nothing personal, but constant updates aren't always that great. In fact there's lots of details missing from the "Get Items" page that was on the "Shop Documentation" page on spinout's page... so yeah.
  8. Airikita

    Spinout's Wiki Down

    There is a lot of info on cloudmax's wiki: http://wiki.cloudmodding.com/oot/Scenes_and_Rooms However, if anything is missing, I basically archived every wiki page on spinout's site I ever visited/used.
  9. Airikita

    Spinout's Wiki Down

    Hi everyone, I just want everyone to know... while Spinout's wiki is officially down today, I have a shitload of wiki info archived. I don't think I have everything, of course, but I do have a lot of the information handy. I seem to still have the pages for scenes and maps including the collision format information page. All is not lost. :3
  10. Oh, I misunderstood what you were asking for... my bad. I guess I shouldn't read while working and coughing.
  11. Have you tried re-opening SO to see what the settings are before you import it and that happens? Might not be updating correctly.
  12. You need to add the value to the scene you replaced for it to animate, otherwise it will glitch. I put the information in the ReadMe.txt for a tip on that. I'm not sure what you mean by "shiny" btw...
  13. Nope, same item. You can make it a new object if you want to keep the original in-tact in the game.
  14. Are you saying that each room should have different collision? Sorry, this is not a feature of OoT. Collision is based on the scene, which is shared across all rooms. This is an issue with OoT, NOT SO. I'm sure it is confusing when SO uses the mesh for collision, but that's not how it works in OOT. All collision data from SO is exported to the scene file. EDIT ------- However, this does make me wonder if it is possible to have collision for each individual room. Not sure the consequence of that though... it might work out just fine. You will need to give the collision separate groups that match up with the separate pieces you make, and give them individual sounds with the different group names for each collision and square. The mesh and collision groups have to match up.
  15. object_gi_sword_1.zobj perhaps... http://wiki.spinout182.com/w/Debug_ROM:_Object_List
  16. Working on a wolf enemy concept: This is not the final appearance, just a basic low-polyfied wolf model with some textures. I am working on the shape of it, but for now I am still dissecting where to segment the pieces. I will leave it as this for now until I get more completed.
  17. At 0x12F70 is the start of the DMA table in ROM, with a list of addresses. Try changing the one for your new map there. It's generally hard to say what the main issue is though, because I'm unsure this will make any difference. But try it and see. The address for the original map should replace the old one. There's a list of area names here: http://wiki.spinout182.com/w/Debug_ROM:_Filename_to_Area_Relations And the file names with the addresses associated with them are here: http://wiki.spinout182.com/w/Debug_ROM:_File_Listing
  18. Oh weird... well just change all the addresses in ROM necessary. If you're just testing in and emulator, you don't need to re-calculate the CRC. Not unless you're running it on console.
  19. I don't see how as the DMA table is just a checksum for the console... though I am using JSA's DMA patch, so I don't seem to have that issue.
  20. Uh, I don't think he had this issue on hardware. If it was being tested on hardware without the DMA table fixed, he wouldn't be able to even start the game.
  21. Are you making sure you're using proper transition actors (Link)? Perhaps the other entrances you're using aren't set properly.
  22. Try closing SO and re-opening your scene when you make changes. Sometimes the old data stays in it, and imports incorrectly. There is also the latest version of SO linked here: https://www.the-gcn.com/topic/3153-newest-update-to-sharp-ocarina-we-think-it-is-hardware-compat-now/?p=49309
  23. There can be, depending on the modifications. Those model converters came a long way from before, which had frequent crashes on console beforehand.
  24. Hyrule Field would be something I would look at... especially considering the behavior of the ground is odd for Mesh type 2, considering how it works. Though that could be a condition in the DList that keeps the ground from disappearing. I believe there was the same scenario when I looked at Hyrule Field though... the pathway was in the same line as the ground DList. I could experiment with my Kokiri Forest modded map, and see if connecting the water with the ground would do anything significant.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.