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Found 5 results

  1. Hey guys. Just making this thread to notify anyone interested in the Pokemon Style Monster Game I've been developing recently. I've been developing it in UnrealEngine4. The gameplay features elements similar to Pokemon, Pikmin and Zelda. This is not a fangame. Though I don't have a name for the project yet (suggestions welcome)! Basically, the idea is to create a Pokemon style game that is as similar to the original Pokemon Anime in gameplay as possible. This seems like a really tough challenge but I've been making some good progress recently. I'm just using royalty free assets for now but I've had some experience working in blender and should be capable of creating most of the assets for the game (help would be very much appreciated.) Programming is all done in the Node based programmer in UE4. Your monsters would follow you as you explore the open world environment. Battles are in real time similar to Pikmin and are engaged by aggrevating wild monsters and can be left by leaving the battle radius of the wild monster (movement of player character remains even in battle(also like pikmin)). So far I've been able to program the most basic gameplay features as follows: UI that displays: Follower names, health and moves. Player health. Items set to quick actions on controller. Cool down indicator at top of screen. Combat: wild monster health displayed above monster. Follower(allied/party) monsters can be "hotswapped", basically meaning you can press a button and switch them out at any time during or not during battle. Quest log menu: Party manager menu: party members can be set to one of three available follower slots. I could theoretically have hundreds of monsters following you at once (like pikmin) Item manager menu: map potions/status modifying items to the Z/X keyboard or Left/Right d-pad buttons. Map of area: Sorry about low res images, I'm limited to 500kb per post. I've made sure to program these features so that they are all very easily expandable. It is currently possible to infinitely add new monsters to your party and to the wild. Infinitely add new moves, items and quests. The game has full Keyboard/Mouse and Gamepad support. Future features I'd like to include would be: -Complex battle system that closely emulates the style of the Pokemon anime. -Art style that closely emulates the e3 demo of BoTW with a little more of a pastel style 90's anime colour scheme. -Dialog system -Trainer battles -Save + menu system -Cutscene system -Monster mounts (gives you extra movement abilities like being able to fly similar to Skyrim's dragon mount) -Abilities system similar to BoTW's Runes (allow you to manipulate world) also similar to HM's in Pokemon I have the first prototype (Prototype1.4) completed. Though my poor Australian internet limits my ability to upload it. Same with any videos. I can try to get a video out though if anyone is really interested. Any suggestions are more than welcome! Concepts and ideas are greatly appreciated.
  2. I guess I'll contribute something to this community. This is a romhack of The Legend of Zelda Link's Awakening DX V1.2 (USA) on the Game Boy Color. I removed a lot of collision from the game so people can enter entrances from the back. Tell me what you discover when you do that! Download in Spoiler: Tools used: LALE (Link's Awakening Level Editor) - It only works on Link's Awakening DX V1.2 (USA) (You can also edit the 3DS VC version of the game with this since it's the same game with separate patches.) (if you don't want the prepatched game, then download the patch instead that's attached and use beat to patch it.) Link's Awakening DX 1.2 Wrong Warp Hack.bps
  3. Here's some maps I've been working on. I'll probably do a mini-mod or something. Here are some in game screenshots. https://ibb.co/jHKNf6 https://ibb.co/cyHm7m https://ibb.co/cfqH Here are some in game screenshots. https://ibb.co/jHKNf6 https://ibb.co/cyHm7m https://ibb.co/cfqHDR https://ibb.co/juF67m https://ibb.co/m8jNf6 And the current overworld. https://ibb.co/nMUutR Theres a lot more but maybe I'll upload those later idk.
  4. Hello zelda fans, i've found various interesting stuff since i started zelda modding. I'm going to share that with you all. You can response here don't be ashamed. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; link's size modifier 0x80224600 link's acceleration speed: 0x80210A4B link's running speed: 0x80210A70 link's max movement speed: 0x80210A84 link's gravity: 0x80210AAC 0xB05930: Used to determine if you should use Child or Adult Movement Speed 0x8015F590: Sword Flag 0x00000000 = You have a sword equipped 0x00000001 = You don't have a sword equipped 0x80224702: Item in hand 0x8015E6C8: Equipped Items ID 0x00 Sword 0x01 C-Button Left 0x02 C-Button Down 0x03 C-Button Right draw distance: 80210A3E: draw distance half in static context 80072CA8: function that stores the draw distance half in static context time speed modifier: AE8040: change to nop to make the time freeze B10074: change to 2400FB40 or 00000000 to prevent from the time speed value be changed To make Young Link shoot arrows PLUS magic arrows, you just need to change 8D 0E 00 04 24 0F 00 03 24 0C 00 06 15 C0 00 0D in 0xC03228 (debug rom) to 24 00 00 04 24 0F 00 03 24 0C 00 06 24 00 00 0D! Bow display: 803DAF1C C09C1C (C09C2C bow display ids: 0007: adult link FPS/First person, 0008: z-targeting aiming, 0009: crashes the game, 000A, strange center z-targeting aiming, 000B child link FPS/First person, 000C strange z-targeting aiming) Bow string display: B0850A (it's what keeps the string position on the bow when you string it when you're a adult) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following thing has been found by soul of deity ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DA Set Matrix Format: [DA ss 00 tt bb oo oo oo] ss - ((size_of_matrix_in_bytes - 1)/4) << 3 bb - bank matrix is stored in oo - offset of matrix tt - instruction/matrix type MODELVIEW = 0x01 PROJECTION = 0x05 LOAD = 0x03 PUSH = 0x00 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following thing has been found by death basket ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; I've been looking into this further and it turns out that there seems to be an additional actor spawning function, or at least that I didn't know about. I just realised from actually looking at the function that it actually appears to set up the data for the actor spawn function before jumping to it. 80032458 = address of function a0 = 80213C44 a1 = RAM address of 'parent' actor a2 = 80212020 a3 = actor number ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following thing has been found by jason777 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Looking at the routine at 0x80032458, we see how it sets up data to call the actor spawn function for arrow spawning... 0x80032470 : LH T9, 0x005A (SP) # And later we see... # 0x80031F50 = ActorSpawn function # SP + 0x0024 = Actor variable argument 0x800324A4 : JAL 0x80031F50 0x800324A8 : SW T9, 0x0024(SP) 0x2A(SP) = variable x,y and z positions should also be stored at some offset close to the variable. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Back to my stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 80157DA0: global context adress 80161390: ovl_player_actor stuff? B1F778: determines if you should spawn in temple of time B9D2C8: this is where is located the arrow/deku seeds spawn XYZ B9D260: this is where is located the FPS/First person right hand and left hand XYZ and zoom for child and adult link B9D1B1: unused black tunic color B9D1B4: unused white tunic color B9D1B7: unused yellow tunic color ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MM Debug stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DE78C8: fps left hand dlist pointer (child link) E04958: fierce deity link and child link size E491A0: this is what spams the double helix sword when you are fd link E542E4: determines if you can put away item E78A78: floats for the fd link's height ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Back to OOT debug stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; C18E14: this is what spawns the companion dog C1D464: this is what spawns the temple of time objects C1D544: this is what spawns the deku nut C1E598: this is what spawns the spiritual stones D6E48C: how magical arrows should look (4 bytes, sequence: fire arrow, ice arrow, light arrow, beta arrow 1, beta arrow 2, beta arrow 3, values: 010A: fire arrow; 010B: ice arrow, 010C: light arrow, 0109: beta arrow 3 010D: beta arrow 1, 010E: beta arrow 2) D6D02C: fire arrow trail B8F560: load beta arrow 3 effect B8F5E0: load beta arrow 1 effect B8F600: load beta arrow 2 effect 8015FA50: this is what makes you only shot 1 magic arrow per shot (static context) { 80087E1C: this clears the value of this 80088270: same 800877E4: this writes 0x0001 on this (subtract magic from magic meter) 80087B0C: this writes 0x0002 on this (subtract magic from magic meter, light arrow?) 80087B7C: this writes 0x0003 on this (this is the value that don't let you shoot more than 1 magic arrows per shot) 800876F0: this writes 0x0005 on this (???) C033BC: JAL 0x80087704 } Arrow variables list: 0002=Normal Arrow 0003=Fire Arrows 0004=Ice Arrows 0005=Light Arrows 0006=Beta Arrow 1 0007=Beta Arrow 2 0008=Beta Arrow 3 0009=Deku Seeds 000A=Deku Nuts 80016DA0: dmadata in ram 8015BBFC: link's angle ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; The following AWESOME thing has been found by three_pendants ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0xB9E3FC - This allows you to change icons, ranging from 00 to 59. There may be more beyond that value. 0xB9E604 - This is the location which tells the game which received item goes where. Say you change the 05 to a 0A, Din's Fire when received will move to the spot where the Ice Arrows are normally located.
  5. Ultra553

    HEYA!

    HI everybody! im quite new here and am trying to look for tools to make a zelda texture hack. ive seen many projects on youtube like 3rd quest, Zelda Links Awakening and Zeths Twilight princess texture hack and they have just inspired me to make my own zelda hack. i know how to 3d model really well and am currently working on a unity project, its just me, making a small game/animation about skullkid and how it all led up to majoras mask. modelling is all finished and im trying animation in blender which isnt to bad but ill need to brush up on it more. another Unity project im working on is Animal crossing for pc. its kinda on hold at the moment until the creator gets a computer so im just going to rig and 3d model everything for that and rip content from the Gamecube Animal crossing game. if anybody is interested in helping with the Animal crossing just send me a PM or if your willing to help me with Skullkids Story shoot me a pm and ill hopefully get back to you on that here are some screenshots of my work. also, I used sculptris to paint landscapes and other terrain environments because its tools are vary flexible. as you can tell some of these screenshots look similar to the Ocarina of time 3d and majoras mask 3d type maps, well ive been hunting around the internet for days looking for textures and couldn't find any so i had to get a 3d model ripping program and rip them that way. i have so much to show! and am willing to accept help! ill soon make a video showing oh how i make these maps. my first time rigging and animating and it turned out great!
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