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Post by Salvage66 on Apr 17, 2011 11:30:39 GMT -5
I was wondering i know this is advanced but how would i go about porting a zactor from mmdec to the debub rom?Im trying to port mmdec clock over with all its programing.So that telling time could be possible but im not sure how to go about this.
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Post by Dead on Apr 17, 2011 12:03:03 GMT -5
I join on this, I also want to learn how to port actors from mm (The half gibdo dude, and the circle of gibdos with their AI, except for the half gibdo dude, he's gonna be modified ;D I also wanna import some other characters so.......)
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Post by tricksta555HD™ on Apr 17, 2011 12:15:05 GMT -5
import the MOOOOOOOON!
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Post by Salvage66 on Apr 17, 2011 12:19:59 GMT -5
I join on this, I also want to learn how to port actors from mm (The half gibdo dude, and the circle of gibdos with their AI, except for the half gibdo dude, he's gonna be modified ;D I also wanna import some other characters so.......) Porting a zobj is easy porting a zactor i have no clue to port a zobj simply onpen it in hex go to the fist diplay list start you can find then search for 01 commands now here the real step open the file you want to port over go to the bottom and note the length after that go back to the 01 command see this? 01 00 00 00 00 01 15 22 ingnore the zeros this an example now just add that length in a calculator to 011522 lets says its child link which is 2CF80 which would be 03E4A2 so change 01 15 22 too...03 E4 A2!now just do the rest to all the 01 and FD commands in the file and paste it at the bottom of the file you want to port over.and repoint.And thats all its hard but works.
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Post by tricksta555HD™ on Apr 17, 2011 12:29:21 GMT -5
that would be cool to import the moon and have it over hyrule castle
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Post by Salvage66 on Apr 17, 2011 12:34:08 GMT -5
You really need to know what the difference is between port and import.Port is when you tranfering something between roms import is when you puting something in the rom like when using wotf.py.
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Post by Dead on Apr 17, 2011 12:44:30 GMT -5
yeah, I know how to, but how would I go by when adding more display lists and animations, like with the gibdo dude? And with the circle of gibdos how would I go by doing that? Also one problem is that the limb count has to match up..... or else it will take a long tme.....
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Post by Salvage66 on Apr 17, 2011 12:56:17 GMT -5
yeah, I know how to, but how would I go by when adding more display lists and animations, like with the gibdo dude? And with the circle of gibdos how would I go by doing that? Also one problem is that the limb count has to match up..... or else it will take a long tme..... Ive asked flotonic the same thing you have to create your own set of display lists and fill them up leaveing spares in other words create your own thats my idea all he said was "hxd".But this is something id like to do.I demand an someone tell how we could start doing that.Ethier way it did lead to us discussing brilliant ideas.
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Post by Dead on Apr 17, 2011 13:23:00 GMT -5
yes, but imagine porting something with too many limbs onto something
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Post by Jason777 on Apr 17, 2011 16:23:49 GMT -5
^^ animations would be screwed up, I bet. Also, you can always "append" ZOBJ together, fix display list pointers, paste the file at free space in the ROM, and then correct its entry in the file table
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Post by Secant on Apr 18, 2011 1:34:18 GMT -5
My understanding is that it is extremely difficult to port actors from Majora's Mask to Ocarina of Time, in any form of either game. With the knowledge we currently have, I am not aware of any successful attempts, so you're effectively on your own. Considering your specific request, however, of porting the Majora's Mask clock, a time interface already exists in the Debug ROM buried within the developer's tools, and is being used in the URA Project. As we plan to release the source when the project is done, the methods used to dig up this utility will be made public. Simply remain patient and you'll have your method. To address Flotonic's apparent advice of "create your own," I'm reasonably certain he means use a custom actor for the Debug ROM, which I believe has already been done by spinout. Ask him for the source for that, it should be somewhere on his site where I'm too lazy to retrieve it. Also: This is both off-topic (the moon is a zobj--in other words, a model--not an actor) and has already been done before.
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Post by Dead on Apr 18, 2011 5:11:51 GMT -5
ok, and how would I go by when importing the gibdo sircle and the semi-gibdo guy? Since I want them to work under the ReDead actor, just using custom variables, like gibdos have variable (FFFE Redeads basically occupy the rest, the invisible ReDead is 0003 btw) so maybe I want to use variable 0666 for the semi gibdo dude, and 6666 for the gibdo circle, how would I go by doing that, (I will use a custom AI and custom damage charts for the semi-gibdo dude (And again, what is the most efficient way for this?), and normal gibdo AI for the gibdo cicle, except they will be walking in a cicrcle like they do in MM)
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Post by Secant on Apr 19, 2011 21:53:47 GMT -5
That's the problem, Andreawws; there's very little documentation on porting AI data from Majora's Mask. Your idea to replace the ReDead actor in part with Pamela's half-mummified father probably won't work well as it's a completely different model with a presumably different bone structure, so if you did manage to port it, I doubt the animations would be correct (assuming everything else managed to run without errors--i.e., unlikely). What you're basically talking about is reprogramming and customizing actors to a point that either we as a community or I as an uninformed member of it do not yet know how to do. To that extent, asking questions won't get you much further; you'll have to do research and experiments of your own to answer your questions.
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Post by Dead on Apr 20, 2011 2:48:02 GMT -5
Okidoki, I have another idea for the half-mumified guy..... That will work but the only problem now is for me to find out how to actually port the circle of gibdos (I could replace some crap with it, I don't really care ) So I'll do some research and experimentation
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Post by tricksta555HD™ on Apr 21, 2011 3:09:44 GMT -5
off topic but what the hell. i have imported ikana canyon from mm to oot but when i kill the redeads they fall down through the map
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