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Post by petrie911 on Dec 2, 2010 0:04:57 GMT -5
forums.zeldaspeedruns.com/index.php?topic=419.0So far, I have... Making a custom ocarina song. This includes changing the name of the song, changing the activation sequence, changing the effect actor, changing the playback sequence, and changing the zseq file. The only thing I don't have is changing the name of the song as it appears on the start menu, and that's because I don't know how to edit sprite text. Most of the non-zseq related stuff comes from you guys. Actors, Groups, and, most importantly, adding them to a map. Your tutorial is actually wrong, in that it doesn't fix the offsets in the main file table. Without doing this, the game will load the room the first time, but freeze on any return trips. Making enemies hookable. Neat little thing I figured out how to do, and haven't seen it anywhere else. Also, hookable bombchus are very cool. Using switches. This one I think is rather important. I've seen very little documentation on how to use switches, which is a shame considering how big of a deal it is. I've also got a list of how to attach relevant actors to switches, though it's not complete. Oh, BTW, I'm not sure if this is known, but I figured out how to attach chests to switches. You simply set the Z-rotation of the chest to the switch number. Also, the actor list says the function of chest variable 9XXX is unknown. It's a Zelda's Lullaby-triggered large chest. Come to think of it, the actor list could really use updating.
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Post by punk7890™ on Dec 2, 2010 1:41:03 GMT -5
You have no idea how this will come in handy. Fantastic work! If you find anything else worth mentioning (actor related or anything else), don't hesitate to post here.
I'll move this to tutorials.
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Post by Arcaith on Dec 2, 2010 5:11:40 GMT -5
Nice work on this, my own work on switches was fairly light on details.
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Post by Dead on Dec 2, 2010 5:21:10 GMT -5
Damn Really good work, you have no idea how long i've wanted this info!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 2, 2010 12:32:08 GMT -5
I stumbled across this just the other day actually, there's some really good information there.
I have these notes I made:
What you've posted makes me think that the 'next 20 bytes' may be the hitbox options. Do you have any further notes on this?
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Post by petrie911 on Dec 3, 2010 12:48:09 GMT -5
Added RAM addresses for the clear triggers, chest flags, and switch flags.
switch flags: 0x00213D48 chest flags: 0x00213D58 clear triggers: 0x00213D5C
These are the RAM addresses for the flags of the currently loaded scene. Not entire certain where the game puts them when it unloads the scene, but I'll deal with that later.
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xzso
Junior Member
Posts: 29
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Post by xzso on Dec 3, 2010 17:04:38 GMT -5
I stumbled across this just the other day actually, there's some really good information there. I have these notes I made: What you've posted makes me think that the 'next 20 bytes' may be the hitbox options. Do you have any further notes on this? FINALLY! Very good work!!! Damage charts are in every enemy in the game. glitchkill.proboards.com/index.cgi?action=display&board=ootmod&thread=3457&page=1The FFCF FFFF,enemy damage to Link, is usually, if memory serves about 3 pages up from Link's damage to enemies.(when viewed in hex editor XVI, 16 column view anyways.) Every enemy can be customized! Some non enemies can be customized too (torch), but their mappings aren't as easy to find. From petrie911 post. forums.zeldaspeedruns.com/index.php?topic=419.0Find the actor number by searching the Actor_database.txt, Despair's Actor List.txt, or MNGoldenEagle's Actor List.txt which come with ZAP2. When you have the actor #, you can use spinout's zelda hacking Wiki, or Actor_list.txt which comes with ZAP2 to find any actor. Keep up the good work!
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Post by Dead on Dec 5, 2010 11:15:45 GMT -5
I should post my work based on this thread^^ turns out really good... just some things that I ned to fix.......
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Post by zeldazelda on Dec 5, 2010 12:10:57 GMT -5
Well actually You can use spinouts god.ppf patch and look at the loaded enemies in the room and if it said actor 33 then you would go to spawn actor and say 33 as actor number and it says the filename.
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Post by Jason777 on Dec 8, 2010 21:33:45 GMT -5
Just stumbled across this and I have to say, thank you! When I was still working on my ol' Light Temple I was puzzled at how to use switches with chests
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