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Post by Deleted on Apr 27, 2011 12:33:38 GMT -5
These are a few mods I made, hope you likes
My first mod
One I've been working on
I'm trying to figure out where links eye are loaded to for the animation that way I can animate the eyes.
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Post by Secant on Apr 27, 2011 15:37:33 GMT -5
Every part of this block of data is bi- or quite possibly tri-winning. More, please.
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Post by Deleted on Apr 27, 2011 18:33:19 GMT -5
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Post by Dead on Apr 27, 2011 19:49:53 GMT -5
Dude this is awesome, you have done well Oh I see you're new here? In that case, welcome too glitchkill!
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Post by punk7890™ on Apr 27, 2011 19:54:33 GMT -5
I thought this was awesome.
Welcome to the forums! Don't be a stranger!
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Post by Cinnamon on Apr 27, 2011 20:01:46 GMT -5
wow! excellent work mah boi! we,re all looking forward to more. 0h, & welcome to glitchkill!
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Post by Dead on Apr 27, 2011 20:12:14 GMT -5
**wonders what will come next, an ASM guru?, the new members just get better and better....**
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Post by Jason777 on Apr 28, 2011 6:44:02 GMT -5
Nice work, SoulofDiety you've learned alot in the short time you've been around
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Post by Dead on Apr 28, 2011 7:14:11 GMT -5
hmm, someone doesn't like me Back too topic! Yes he has indeed learned alotin the short time he has been here, and I hope too see more from him
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Post by tricksta555HD™ on Apr 28, 2011 13:41:27 GMT -5
WOW! these are good. ;D im speechless welcome to glitchkill mate and what an entry to the site EDIT: btw i subbed your youtube.
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Post by Deleted on Apr 25, 2012 13:09:58 GMT -5
MEGABUMP - sorry for not replying guys, at the same point in time I was working on another project and well...I pretty much stopped hacking Zelda games for a while. Anyway, I've decided to make a comeback.
Now I'm asking myself where to start...Before I left, I was working on a project in Visual C++ called the Hylian Cartographer that was already capable of hex editting, display list viewing/replacement, text replacing, texture replacing, and filesystem editting (with CRC recalculation and Yaz0 compression/decompression). Of course, after catching viruses 5 times and transferring computers 3 times, it was eventually lost. I'm trying to decide whether or not I should rewrite the project (in Java this time), or dive straight back into hex editting. thoughts?
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Post by Jason777 on Apr 25, 2012 17:22:41 GMT -5
Oh, hey, how's your Zelda fangame project going? And the Hylian Cartographer sounds like quite an awesome tool. Too bad it's gone
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Post by Deleted on Apr 25, 2012 17:50:54 GMT -5
Same fate as the ole' HC. After restarting that project 4 times, I'm not up to doing it again XD. So, I have all the time in the world to remake HC. Meh...I might just stick with C too. My Java skills aren't really as good as my C skills. XD
I'm open to suggestions for features if you have any.
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Post by punk7890™ on Apr 25, 2012 22:54:11 GMT -5
Welcome back!
Sorry to hear about those viruses.
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Post by Deleted on Apr 25, 2012 23:02:42 GMT -5
That's the price of surfin with firewall disabled and no virus protection i guess Anyway, I've already got a jump start on the Hylian Cartographer by setting up the main form with an OpenGL view, displaying the FPS (and percentage), adding bg color choice dialog, adding open file and open rom dialogs, and adding save check when closing the forms. Next I'm gonna work on the filesystem editor since that was the easiest thing for me to do last time. -- Updates -- * Just finished setting up the basics of the filesystem editor; HC now locates the filesystem, builds a table consisting of file #'s, filenames, start addresses, sizes, and whether or not the file is compressed. Also reused the fps label in the statusbar to display the number of files in the filesystem. * Just added byteswap capability to convert n64 and v64 files into z64 files. Task is shown in status bar and progress is shown to let the user know the application hasn't crashed. NOTE: Check is done by extension when first loading roms and is optional. May do more in-depth check in the future. * Minor Fix: Tested the filesystem editor on MM E3 rom and noticed the rom's filesystem had 'holes' in it. Made HC ignore all entries with a physical address of 0xFFFFFFFF. * Added field for file type in the filesystem editor and added type checking by name. --- Screenies --- Took some screenshots so ya know I'm not pullin this crap out my ass. Pic1 - OpenGL View with background color changing dialog. The shapes are from an OpenGLPanel template I use with MSVC. Pic2 - HC recognizing file extension as .n64 and requesting user to byteswap (would've took a screenie of the byteswap, but the byteswap is hogging processor time and won't let me use prntscr lol) Pic3 - The filesystem editor with OoT MQ debug rom loaded. Note that my methods for locating the filesystem and the name table (if there) are a little different from standard. Rather than search for the author and go 0x30 after for the file table, I know that the first file in the filesystem is always the makerom, which is always the same size and uncompressed. So, I search for 0x00000000 00001060 00000000 00000000, which should be the first entry in the table. For the name table, I search for "makerom\0boot" at long-aligned address, since those should always be the names of the first 2 files in the filesystem. Pic4 - The filesystem editor after its newest update
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