boo
Junior Member
[Mo0:0]
Posts: 29
|
Post by boo on Sept 3, 2010 19:11:22 GMT -5
Hey everytime I click the link it say 404 ur fault. Help plz
|
|
|
Post by Jason777 on Sept 3, 2010 21:35:45 GMT -5
|
|
|
Post by bernard on Sept 14, 2010 7:26:04 GMT -5
Hello,
I used the script to import custom maps and all goes very well. But when I extract the modified zelda ROM, and view the map where I made the change, it is not displayed with UoT....
example: I made a custom map for level 119 (test room), and when I open this room with the Utility Of Time I cannot view it...(the old standard rooms are displayed)
When running the rom with the emulator I see my new create level. Why not with the UoT?
thanks,
bern
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 14, 2010 7:57:02 GMT -5
The files are ripped based on the file table, not the scene table. When you import the level to the ROM it overwrites an entry in the scene table which is why you can't rip it. The newer versions of the converter are supposed to dump the map and scene files after importing, can you find those or is it not dumping for you? Alternatively you can dump the map and scene using ZLE2 or do it manually.
|
|
|
Post by bernard on Sept 14, 2010 8:03:16 GMT -5
Hello DeathBasket,
the map and scene files are dumped....and it is possble to load those in UoT. But how can I change ex. the actor placement , exits, etc with UoT, and inject this back into the rom?
Are is there a better way to do this?
thanks,
bern
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 14, 2010 10:09:42 GMT -5
You need to know the offsets the files were inserted into the ROM so that you can give them to UoT when it asks for the offsets to save to. I haven't used the model converter in a very long time so I don't know if it gives you this information. Alternatively you could use a different editor, such as ZLE2/ZAP2 or zappy as these edit the ROM directly so you don't need to extract/inject anything.
|
|
|
Post by bernard on Sept 14, 2010 16:10:46 GMT -5
Hello,
the dumped map and scene files got a number format (xxxxxxxx-yyyyyyyy) Are this the offsets needed ?
thx,
bern
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 14, 2010 16:13:25 GMT -5
If it's something like 03600000 - 03630000 then yes. The numbers should be about that size since that's near where the free space starts in the ROM.
|
|
|
Post by bernard on Sept 14, 2010 16:35:56 GMT -5
I made a custom map for area 109 (one scene - three rooms) obj2area.py script dumped the following files:
035CE2B0-035CE520.zmap
035CE040-035CE2B0.zmap
035CE520-035CE790.zmap
035CE790-035CEC90.zscene
Are this the needed values, and which do I need to input with UoT? UoT offset prompt only accepts 8 characters I believe....
thanks,
bern
|
|
|
Post by Jason777 on Sept 14, 2010 17:00:22 GMT -5
Editing in Zappy is much easier, bern i recommend it as UoT is extremely buggy with loading custom maps (you have almost no chance of opening a multiple room map) and sometimes it even freezes upon trying to open it. AND when you save your edits to a the ROM it usually messes up the map. Soooo....yea use zappy
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 14, 2010 17:49:29 GMT -5
The first eight numbers would be the ones you use. Example: 035CE2B0-035CE520.zmap Use the yellow ones.
|
|
|
Post by bernard on Sept 15, 2010 12:22:50 GMT -5
Hello DeathBasket,
this works great! Thanks..
I've got another question...How do you use the room changing blocks (doors) to enter another room. I have three rooms, and entered two transition objects with spinout's OBJ2AREA script. Do they need some kind of code, because if I place a room changing block between two rooms nothing happens. The first room that I entered when starting the level is visible, but the second and third room are all black. Link makes collision though with the floors of rooms 2 & 3.
bern
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 15, 2010 16:06:44 GMT -5
You need to change the transition actors' data in the scene file (using a hex editor).
You need to change AA and CC (they should be 0x00 by default). I think the values of BB and DD are usually 0xFF.
|
|
|
Post by bernard on Sept 15, 2010 18:12:35 GMT -5
Hello DeathBasket,
thanks for the info . I will try this tomorrow. So, it's also possible with this to turn doors if the don't have the right angle in the game. With UoT, all the transition blocks have the same orientation and it is not possible to change the rotation (let's say of a door in the game)
great zelda community by the way!
greetings,
bern
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 15, 2010 19:12:53 GMT -5
Yes, you can change rotation this way. I'm not sure why UoT doesn't support changing the rotation to be honest. Good luck with getting this to work, post again if you have any problems.
|
|