shadow
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Post by shadow on May 13, 2012 23:03:25 GMT -5
I was wondering if anyone knew how to make that actor 0170 last forever and not just when you enter the map it fades away. but I want the effect to be permanent on the map and by chance anyone know how to get like, white fog or any color of fog like www.youtube.com/watch?v=pQ4sVfsqFHc&t=12s without any codes please.
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Post by punk7890™ on May 13, 2012 23:34:57 GMT -5
It's been forever since I worked on my mod, but I used this heavily in my Nightmare mod. I forgot what I did, but if you look in the map (I think Hyrule Field) at the actor you should get a idea how I did it. Sorry I'm not to much help. You can download the patch below. www.4shared.com/file/gaRfe0WR/NM_40f_test_2.html
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shadow
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Post by shadow on May 14, 2012 10:24:32 GMT -5
It's not a actor cause I just opened it with zappy and it didn't show anything that gave the effect, so it must of been a hex edit
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Post by haddockd on May 14, 2012 11:40:59 GMT -5
Lightning is definitely an actor. I remember using it in my mod as well back in ye olde days.
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shadow
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Posts: 57
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Post by shadow on May 14, 2012 12:00:28 GMT -5
Then uhh... I don't see it in zappy, the actor is 0170 but 0170 isn't in there...
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Post by punk7890™ on May 14, 2012 18:26:13 GMT -5
Maybe zappy doesn't pick up always loaded actors? I remember it is indeed the actor 0170 that causes this effect along with Fog, rain and snow.
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Post by punk7890™ on May 14, 2012 20:44:08 GMT -5
Actually, I'm completely wrong. I remember now. Its actor 0165, not 0170. 0170 is what spawns after you play the Song of Storms. 0165 is always loaded. The variables are below.
-XY02* Snow, needs actor number 0097 with variable 0003 - XY03* Rain - XY04* Clouds - XY06* Fog - XY07* Rain with no sky change X= Size of area effected, use 0-7 Y= Some sort of game trigger. Unsure how to use. Just set it to 4 it will always be active that way.
I forgot what variable 5 would be. It might be lightning if not, it might be 3.
Hope that helps.
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shadow
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Post by shadow on May 16, 2012 13:44:26 GMT -5
Is it possible to permanently add a cheatcode to a rom without activating it in cheats.
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shadow
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Posts: 57
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Post by shadow on Nov 1, 2012 23:29:40 GMT -5
I used to do patching for another game, idk if it will work the same way, using a hex editor and such. I'll have to try, if it works I'll post a simple tutorial.
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Deleted
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Post by Deleted on Nov 2, 2012 0:47:33 GMT -5
I used to do patching for another game, idk if it will work the same way, using a hex editor and such. I'll have to try, if it works I'll post a simple tutorial. ^ 1/2 year bump Not that I wouldn't like to see this solved. I've been wanting to figure out a way to spawn an actor for a single lightning strike for a mod I was wanting to do.
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Post by Jason777 on Nov 2, 2012 7:03:23 GMT -5
I think I had already told someone how to do this on some other forums... You need somw knowledge of assembly and how the DMA register works.
You have to write an assembly hack (or C) which acts like the gameshark codes. Turn the hack into a binary, and insert in some free space in the ROM. From there it's simply writing another routine which pulls data from the ROM and places it in the RAM via the DMA register. Once you have those two hacks written and inserted (the DMA routine should preferablly be inserted within the boot process), you need a hook which executes the main hack at all times so it acts like a gameshark code.
Another way to insert code is to place it in a file that is always loaded in the same place of RAM (code.zasm) and have a hook that always executes it.
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Post by haddockd on Nov 2, 2012 8:47:45 GMT -5
LOL is that all there is too it? And I thought it was going to be some complicated work around
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Post by Jason777 on Nov 2, 2012 12:25:12 GMT -5
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Deleted
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Post by Deleted on Nov 2, 2012 22:49:04 GMT -5
I think I had already told someone how to do this on some other forums... You need somw knowledge of assembly and how the DMA register works. You have to write an assembly hack (or C) which acts like the gameshark codes. Turn the hack into a binary, and insert in some free space in the ROM. From there it's simply writing another routine which pulls data from the ROM and places it in the RAM via the DMA register. Once you have those two hacks written and inserted (the DMA routine should preferablly be inserted within the boot process), you need a hook which executes the main hack at all times so it acts like a gameshark code. Another way to insert code is to place it in a file that is always loaded in the same place of RAM (code.zasm) and have a hook that always executes it. So pretty much just create an actor that loads the data for the lightning strike a create a gs code hook. while I know very little mips, I am fluent in 2 other assembly languages. Additionally, I know a little bit about DMA from goofing around with os developement. I'm sure if I actually set my mind to it I could eventually figure it out, but overall I don't think its worth the time.
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shadow
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Posts: 57
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Post by shadow on Nov 4, 2012 0:00:53 GMT -5
I found the actor for having lightning and rain forever, now you may close this or sticky the solution or w/e, idc.
actor:0165 value: X607 replace X with 0-7
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