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Post by Jason777 on May 14, 2011 9:24:25 GMT -5
I'm not sure yet. I'm not good when it comes to textures. ^^; When you try to use the Exit Modifier on ZLE2, do you make sure to load and then dump the current scene first? You could always just follow the 0x13 header commands to the exit list in the scene file you wish to edit. And then from there you could move around exits within the scene by modification of the collision flags in UoT. Anyways, for usage ZLE2's program, "exit_changer"...: 1st: Launch ZLE2's main program, "zle2" 2nd: Launch the Emulator that can save changes to RAM (Sorry, no PJ64. You could use Nemu) 3rd: Load the ROM 4th: Once you get to the level you wish to edit, Load the Zmap 5th: Find the ROMBASE and/or RAMBASE if needed 6th: Now, open up ZLE2's program, "exit_changer" 7th: You should see many different boxes- these are the exit numbers. Each and every different box is a different exit. Find the exit number that corresponds to the exit you would wish to edit and have fun. Click Here to view the exit list/table. 8th: If you look at the bottom of the program window, you should a drop down box to select object sets- these are for editting cutscene, adult, child exits. 9th: When you are done modifying your exits, click Save at the bottom of the program window. 10th: And just to make sure, click Save to ROM and Save to RAM in the ZLE2 program window.
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Post by Cinnamon on May 15, 2011 19:55:39 GMT -5
Jason777 I'm using PJ64, is that the prob? oh well doesn't matter, each exit is 2 bytes in hex, just edit it in the Zmap & inject it into ROM (not with UoT) @!Tommy would suggest slight changes in textures (like greener grass for example) oh, you should ask Zeth if he could teach you how he ported the MM skybox to OoT, that would be excellent for this mod!
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Post by Jason777 on Jun 3, 2011 20:40:57 GMT -5
Care to give an update on this awesome mod?
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Jun 3, 2011 21:16:39 GMT -5
Sure! I can certainly give an update.
I've actually learned how to port display lists, but I still need to know how to change the points for kid Link to actually use them. I have ported a couple adult weapons for kid Link to use even though he can't actually use them yet. For right now, you'll have to wait and see which ones he'll be using. It's looking promising. Once I get these worked out, I'm gonna get into the temples and start reworking them. I'll post a few more screenshots when that happens.
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Post by Cinnamon on Jun 4, 2011 0:47:28 GMT -5
sounds very promising! keep up the good work, we can't wait for more screenies!
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Post by tricksta555HD™ on Jun 4, 2011 3:57:12 GMT -5
Good luck
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Jun 4, 2011 8:15:52 GMT -5
Thanks guys! I'm pretty excited about this too. Hopefully I can meet everyones expectations. XD
I don't really have anything new physically to take more screenshots, hopefully I will soon.
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Jun 4, 2011 13:49:56 GMT -5
I want my mod to be surprising and different. I know how exciting it was to play a new Zelda game and so I want to put that thrill back into the N64 platform. I don't really want to put a whole lot of work into it now until I get the weapons working right because I don't want to plan something and then have it not work. So we'll see what happens with it. This one won't die though, I'll make sure of that.
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Post by Cinnamon on Jun 5, 2011 22:15:46 GMT -5
The most important thing is to plan out everything you will do in the mod first, you'll get much better results, as well as more efficient work.
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Jun 6, 2011 20:50:30 GMT -5
You're right, and that's why I don't want to do too much to the hack right now until I know I can get what I planned to work.
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Aug 18, 2011 21:58:39 GMT -5
Hey everyone! I just picked this project back up and I'm adding new things into the game. I've ultimately decided to call it The Legend of Zelda: Ocarina of Time 2, Quest for Navi. Since this is ultimately what it's about. I've been adding puzzles in ranging in difficulty to get simple or more rewarding items. But the project is long from dead, it was just on hiatus for a while. It's looking really good and my new fiancée thinks it looks promising too from what I showed her. All I can say now is prepare for a familiar game that's a lot more difficult than Master Quest ever was! And speaking of which, does anyone know how to change the track played on the titlescreen itself?
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Post by Cinnamon on Aug 19, 2011 12:27:29 GMT -5
you'll have to change it in hex somehow, unless you replace the track with a custom song
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Aug 19, 2011 19:59:49 GMT -5
I know of the 0x15 command but when I dump the scene, it's set to 2D for some reason, which isn't right at all, I don't think anyway because if I remember correctly, the opening theme is 1E. But I do know it can be done because others have done it.
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Deleted
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Post by Deleted on Aug 19, 2011 20:25:40 GMT -5
It will be in a different scene header. Search for 0x0000131E in the scene file and you should find it.
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Post by !Tommy on Aug 19, 2011 21:26:04 GMT -5
Thanks DeathBasket! I got it all set now! I've been pulling my hair out for a while trying to find out where it was. So, one last thing, does anyone know what offset the fileselect screen is on for the debug ROM?
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