|
Post by Jason777 on Mar 18, 2011 12:57:15 GMT -5
Hello! This is where I'll be posting any tests related to modifying the OoT debug ROM. I realize that I don't really ever post my work so I guess here is where I'll begin Let's see what I have been working on for the moment.... Skybox usage and JFIF backgrounds in Custom Maps: ^^ ITZ TEH BETAH This was just a test so I didn't really feel the need to fix up the image (remove the interface and other stuff) or correct the collision of the custom map.
|
|
|
Post by Wishengrad on Mar 18, 2011 14:39:00 GMT -5
Picture is pretty blurry.
EDIT: I exalted you.
|
|
|
Post by Dead on Mar 18, 2011 15:03:11 GMT -5
Nice job!
|
|
|
Post by Jason777 on Mar 18, 2011 16:39:02 GMT -5
The JFIF background is indeed very blurry. If I had abetter quality picture of that beta screenshot I could fix it Thanks for the exalt by the way
|
|
|
Post by Dead on Mar 18, 2011 17:06:55 GMT -5
You get one from me too, this is nice I want too see more!
|
|
|
Post by Jason777 on Mar 30, 2011 21:14:14 GMT -5
This is just test for messing around with cutscene dataHehe this is the result of a hex editor and the things I think up to waste time when I'm bored. I hope you like how extremely long this hack is The point of this modification is so that you don't have to use that stupid GS code (Press R to Appear in Strange Places) to get inside the goddess cutscene and others NOTE: everything was inserted at their normal locations- the offsets given below. By doing this, there was no need to change their file table entries since I didn't increase the size of the files. This is for those of you who really want to explore the cutscenes in level select 116. All the cutscenes that reside in that selection are the only ones that do not have link present in the cutscene (in other words, you can't explore). hiral_demo_scene Start: 0x02E63000 hiral_demo_scene End: 0x02E66D50 **Changes Made to hiral_demo_scene.zscene** All cutscene headers in hiral_demo_scene: I changed the start positions data that is pointed to from each and every cutscene header. **IMAGES** ITZ TEH TRIFORZE- STAMPEDE- **DOWNLOAD** For those of you who actually care for the scene... here^^ Simply take modified_cutscene.zscene and PASTE WRITE it at 0x2E63000 in the ROM, save, and test by going to 116 in the level select screen. Choose any cutscene and interrupt the cutscene with debug movement controls (L & D-pad -right) at any point to explore **CREDITS** Flotonic- teaching me a little about cutscenes cooliscool- if it weren't for UoT, I would not have been able to find all the seperate scene headers for the cutscenes. spinout- his Wiki which contains the Map & Scene format
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 31, 2011 4:32:46 GMT -5
I don't suppose you know anything about the actual cutscene data (pointed to by 0x17 command)? I never had time to do anything with it other than being able to put any cutscene in any area.
|
|
|
Post by Jason777 on Mar 31, 2011 6:53:15 GMT -5
I don't suppose you know anything about the actual cutscene data (pointed to by 0x17 command)? I never had time to do anything with it other than being able to put any cutscene in any area. I have a few theories of what the data could be comprised of. But I can't really test them out until I find out how to modify the frame rate of my emulator (PJ64 1.6). I need to change it to 1 FPS
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 1, 2011 5:11:00 GMT -5
You could try out this emulator as I believe it's possible to advance one frame at a time. I have a feeling that the data is split into frames like animations (would explain the frame counter in Majora's Mask debug ROM every time a cutscene starts) but I'm not sure how actors or text are handled.
|
|
|
Post by Jason777 on Apr 13, 2011 18:37:11 GMT -5
Thanks DeathBasket, the emulator does indeed allow you to advance one frame at a time and works perfectly with the Debug ROM. However, after spending 30 minutes of clicking the frame advancer and counting frames with tick marks, I realize that I just don't have that kind of time on my hands nor is this that important I will post what little things I have documented about cutscenes so far: **Cutscene Header and Data Documentation** -Controlled by different scenes and their headers within the ENTIRE scene -The header of the different scenes are in the same format as all scene headers -Cutscenes in which link is present have start position pointers in their header. Cutscenes in which link is not present still have start position pointers in the header, however, they have a different link actor variable (read below). -Cutscenes in maps can be found after the 00 00 00 in the data that the alternate scene header command points to. The data at this scene leads me to believe that... * they are four-byte object set entries (including the map bank- 03) * followed by a 00 (one byte) to mark a different entry. - Link Actor variables seem to depend whether link is present in or part of the cutscene. The variables I have found are (besides 0xFFF) *If NOT Present: 0xFF *If Present: 0xFFF While in a cutscene with the link actor variable of 0xFFF, you can interrupt the cutscene with the debug movement controls and then roam around the cutscene, BUT in a cutscene with a link actor variable of 0xFF you can interrupt the cutscene with the debug movement controlls but link is not present (you cannot roam around in the cutscene). **0x17 Command Theories** -Likely be associated with frames -HAS to do with XYZ coordinates and rotation of actors and camera -May have to do with timed events dealing with frames -Different maps loaded in cutscenes are referenced to by 0x04 commands in cutscene headers -Probably dealing with Path List header command -HAS to do with which object sets to load **Contradicting Thoughts** -There are a SHITLOAD of frames meaning that there would be a quite a bit of data. I'm a little iffy about frames... I hope this becomes useful to someone
|
|
|
Post by Dead on Apr 14, 2011 0:12:42 GMT -5
it will, imagine what could be done when you know enough about cutscenes, eh? You could make custom cuscenes, remove them altogether or even make something moar awesome?
|
|
|
Post by Jason777 on Apr 14, 2011 22:00:20 GMT -5
You can create your own cutscenes with the debug camera, however, you can't make it totally advanced (example: timed events) To make it advanced you would have to know the cutscene format and thats where the usefulness of formats play a part
|
|
|
Post by Dead on Apr 15, 2011 2:51:29 GMT -5
yes, and that's what I was speaking about
|
|
|
Post by Jason777 on Apr 18, 2011 18:58:37 GMT -5
I tried applying some of my knowledge in creating exits with custom maps into adding exits and scene header commands with existing scenes and guess what... It worked! Hehe, I finally put a video on my YouTube. Video linkage to me showing off a little modification I did: I'm not going to provide a patch or modified scene file because what better way to learn then to know exactly how I did it! Everything was done via hex editor besides positioning the Link Actor/Start Position- I used UoT for that **SCENE HEADER MODIFICATION***EDITTED DATA*0x00 Start Positions:-Moved start position data to the end of the scene file at 0x24B0 -Changed scene header command to point to the new start of the data -Changed the XYZ position of the data so Link doesn't start off on an exit 0x14 End Marker:-Moved the header command 0x08 bytes foward to make room for an extra command -The command overwrites the old data for the start position since it is no longer being used *NEW DATA*0x13 Exit List:-Overwrites the End Marker and moves the 0x14 to where the old start position data originally was. -The command points to right after the new start positon data at the end of the scene file at 0x24C0 -Added 0x10 bytes of 00 for exit list- that means the end of the scene file is 0x24D0 **OTHER DATA MODIFICATION**Exit List:-The first entry in the exit list data is 001C- daytime child exit for the Stalfos Middle Boss Room Polygon Types:-Editted the doors collision and ground that is in front of it to trigger an exit and to be hookshotable **ROM MODIFICATION**File Table Entry and Location:-Since the modified scene was a larger size than the original, I had to paste it at free space in the ROM at 0x35CE040 -Editted its entry in the file table (0xBA13E4) to be 035CE040035D0510 **END OF MOD**I made a remark about wanting to try this in the Q&A section of a tutorial of mine Keep in mind that this is not addition to the Exit Table but just adding an exit list to a scene that doesn't have one.
|
|
|
Post by Dead on Apr 19, 2011 0:29:03 GMT -5
o.0 awesome, this could come in handy
|
|