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Post by skulllink on Dec 6, 2010 16:00:20 GMT -5
This is perfect but, andreas wants to make him look like oot link....other than mm link Great Job! You won't be able to destroy the paintings in the Forest Temple because he is still firing slingshot bullets. The animation for the bow just lines up conveniently with that of the slingshot (it's the same animation), so it looks as if it's actually working. I haven't looked into this properly but: li t8,10 sw t8,36($sp) sw $zero,32($sp) li a2,22 addiu a0,a1,7204 jal ActorSpawn sw t7,28($sp)
from: http://spinout182.com/mqd/ovl_player_actor.S That will be what spawns the arrow/seed but its variable (t8) seems to be constant, you'll have to figure out how the game knows whether to use an arrow or seed by yourself because I don't think I have time right now. Well....Is there anyway of taking the pictures out?
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dogboi67
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Post by dogboi67 on Dec 6, 2010 16:19:54 GMT -5
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Post by zeldazelda on Dec 6, 2010 17:01:58 GMT -5
You won't be able to destroy the paintings in the Forest Temple because he is still firing slingshot bullets. The animation for the bow just lines up conveniently with that of the slingshot (it's the same animation), so it looks as if it's actually working. I haven't looked into this properly but: li t8,10 sw t8,36($sp) sw $zero,32($sp) li a2,22 addiu a0,a1,7204 jal ActorSpawn sw t7,28($sp)
from: http://spinout182.com/mqd/ovl_player_actor.S That will be what spawns the arrow/seed but its variable (t8) seems to be constant, you'll have to figure out how the game knows whether to use an arrow or seed by yourself because I don't think I have time right now. Well....Is there anyway of taking the pictures out? Yes if you load the actor not the picturs. (well actually if you just had some master swords in the temples you could change and use the arrows then change back) Oh hey I have an idea for the boss ghoma (a very good one ) Oh wait your can use the slingshot for the pictures but you would have to change the pictures damage offset(whatever that is)
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dogboi67
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Post by dogboi67 on Dec 6, 2010 17:07:03 GMT -5
how do we change them though
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Post by zeldazelda on Dec 6, 2010 19:07:29 GMT -5
how do we change them though Hmm well if we used spinouts assembler(or dissasembler) and build it back into the rom!
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Post by skulllink on Dec 6, 2010 19:33:41 GMT -5
This has nothing to do with the temple but, Can anyone change the shop items and make the text say anything without breaking the ROM? If you can please tell me!
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Post by zeldazelda on Dec 6, 2010 20:10:59 GMT -5
This has nothing to do with the temple but, Can anyone change the shop items and make the text say anything without breaking the ROM? If you can please tell me! I heard of that before but I did not bother at the time. EDIT: I found about the arrows info. The number is 16 EN_arrow variable 0002 is the regular arrow. 0003 is the fire arrow. 0004 is the ice arrow. 0005 is the light arrow. 0009 is the slingshot pellet. 000A looks like a deku nut(if shot by the slingshot/bow)
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xzso
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Post by xzso on Dec 6, 2010 21:25:26 GMT -5
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Post by zeldazelda on Dec 6, 2010 21:30:17 GMT -5
Can someone port the variable 0002 in actor 16 to the variable 0009? (like you dogboi67?)
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Post by skulllink on Dec 7, 2010 10:45:40 GMT -5
Can someone port the variable 0002 in actor 16 to the variable 0009? (like you dogboi67?) That might be interesting.....I could ask my cousin Flotonic to help.
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Deleted
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Post by Deleted on Dec 7, 2010 11:13:12 GMT -5
This has nothing to do with the temple but, Can anyone change the shop items and make the text say anything without breaking the ROM? If you can please tell me! I heard of that before but I did not bother at the time. EDIT: I found about the arrows info. The number is 16 EN_arrow variable 0002 is the regular arrow. 0003 is the fire arrow. 0004 is the ice arrow. 0005 is the light arrow. 0009 is the slingshot pellet. 000A looks like a deku nut(if shot by the slingshot/bow) This means that what I posted actually spawns a Deku Nut, which I've confirmed now. I had no idea that they used the same actor as arrows because I hadn't checked variables. Arrows aren't spawned by Link's actor then which means they are probably spawned by something in code.
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xzso
Junior Member
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Post by xzso on Dec 7, 2010 11:39:34 GMT -5
This has nothing to do with the temple but, Can anyone change the shop items and make the text say anything without breaking the ROM? If you can please tell me! I heard of that before but I did not bother at the time. EDIT: I found about the arrows info. The number is 16 EN_arrow variable 0002 is the regular arrow. 0003 is the fire arrow. 0004 is the ice arrow. 0005 is the light arrow. 0009 is the slingshot pellet. 000A looks like a deku nut(if shot by the slingshot/bow) Wait, wait, wait, wouldn't values 0006, 0007, and 0008 be the BETA arrows? glitchkill.proboards.com/index.cgi?action=display&board=ootmod&thread=3457&page=1There's at least one enemy that suggests BETA arrows. When the damage mappings for the suspected BETA arrow entries were applied to other attacks, the enemy gave the same item every time, and it was a different item for all 3 mappings. Can anyone post a method to spawn the possible additional arrows?
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Deleted
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Post by Deleted on Dec 7, 2010 13:49:02 GMT -5
I heard of that before but I did not bother at the time. EDIT: I found about the arrows info. The number is 16 EN_arrow variable 0002 is the regular arrow. 0003 is the fire arrow. 0004 is the ice arrow. 0005 is the light arrow. 0009 is the slingshot pellet. 000A looks like a deku nut(if shot by the slingshot/bow) Wait, wait, wait, wouldn't values 0006, 0007, and 0008 be the BETA arrows? glitchkill.proboards.com/index.cgi?action=display&board=ootmod&thread=3457&page=1There's at least one enemy that suggests BETA arrows. When the damage mappings for the suspected BETA arrow entries were applied to other attacks, the enemy gave the same item every time, and it was a different item for all 3 mappings. Can anyone post a method to spawn the possible additional arrows? 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 0x2A(SP) = variable x,y and z positions should also be stored at some offset close to the variable. Spawning arrows with the 'beta' variables just makes them look like fire arrows, but I haven't tested their effects on enemies. At the moment I'm just setting an execute breakpoint at 80032458 and changing the variable's value in memory. The variable seems to be determined by: func_80834380: lui t0,0x8016 addiu t0,t0,-6560 lw t6,4(t0) li t7,3 li t4,6 bne t6,$zero,$L000141 li t5,9 ... from: spinout182.com/mqd/ovl_player_actor.SWhich is a check to see if Link is an adult (uses variable 0009 if he isn't, if he is it presumably goes on to determine which type of arrows are equipped). The variable is in register t5. Relevant to the topic: You can make the slingshot shoot arrows with this information but it won't look good unless you give Young Link a bow. To make the slingshot shoot arrows, go to 0xC0323A in ROM and change 0009 to 0002. Arrows won't work properly as an adult anymore though, so you'll need a bit of assembly hacking to get around that.
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dogboi67
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Post by dogboi67 on Dec 7, 2010 16:49:33 GMT -5
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Post by zeldazelda on Dec 7, 2010 18:13:17 GMT -5
Wait, wait, wait, wouldn't values 0006, 0007, and 0008 be the BETA arrows? glitchkill.proboards.com/index.cgi?action=display&board=ootmod&thread=3457&page=1There's at least one enemy that suggests BETA arrows. When the damage mappings for the suspected BETA arrow entries were applied to other attacks, the enemy gave the same item every time, and it was a different item for all 3 mappings. Can anyone post a method to spawn the possible additional arrows? 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 0x2A(SP) = variable x,y and z positions should also be stored at some offset close to the variable. Spawning arrows with the 'beta' variables just makes them look like fire arrows, but I haven't tested their effects on enemies. At the moment I'm just setting an execute breakpoint at 80032458 and changing the variable's value in memory. The variable seems to be determined by: func_80834380: lui t0,0x8016 addiu t0,t0,-6560 lw t6,4(t0) li t7,3 li t4,6 bne t6,$zero,$L000141 li t5,9 ... from: spinout182.com/mqd/ovl_player_actor.SWhich is a check to see if Link is an adult (uses variable 0009 if he isn't, if he is it presumably goes on to determine which type of arrows are equipped). The variable is in register t5. Relevant to the topic: You can make the slingshot shoot arrows with this information but it won't look good unless you give Young Link a bow. To make the slingshot shoot arrows, go to 0xC0323A in ROM and change 0009 to 0002. Arrows won't work properly as an adult anymore though, so you'll need a bit of assembly hacking to get around that. Thanks Deathbasket! but I set the breakpoint and I see the value and I changed it to 0002 but it dosn't save my change. How do I save the changes in the registries?
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