shadow
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Post by shadow on Nov 12, 2012 8:38:58 GMT -5
My first Zelda mod enjoy! and you gotta use the state included or the game will never load. ZELOOTMA <-- Is the rom.(Debug rom for OOT) Version 1.2: www.dropbox.com/s/iiaultxvf85prc6/Project%20Nightmare%20V2.7zSpoiler Preview for Project Nightmare Beta map level 1: password: shadow19 Project Plans: Replace most maps with custom maps. Custom storyline (hopefully). Change music(I'll try anyway) Hopefully learn to patch GS codes so I don't have to use states <3.
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shadow
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Post by shadow on Nov 12, 2012 9:13:42 GMT -5
I said I would be posting tomorrow, exactly 14 hours from now. and I purposely made it like that. cause the savestate actually loads the level that I edited, everything else is in beta stage and don't want you to see :$
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shadow
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Post by shadow on Nov 12, 2012 9:22:54 GMT -5
Yeah it's PJ64, I didn't really feel like looking into patching GS codes, cause I'm expect some difficult statement from jason777 about a wiki or something (which never helps me) so I just made it a state hack.
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Deleted
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Post by Deleted on Nov 12, 2012 23:48:24 GMT -5
What is this for, OoT debug, OoT 1.0 (U), MM (U)?
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shadow
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Post by shadow on Nov 13, 2012 6:44:28 GMT -5
I updated the post, what do you think guys.
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shadow
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Post by shadow on Nov 13, 2012 6:58:53 GMT -5
It's the first beta of the first map in the mod.
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shadow
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Post by shadow on Nov 13, 2012 9:32:43 GMT -5
Why must it be logical? is my question. I was trying to make the effect that the spider was kinda like climbing on the trees, and the water and trees, it';s kinda like a swamp, idk how to make the actor spawn the kakriko tree like it spawns the brown colored leaves, and the stone door, well I'll probably try to figure out how to remove that.. or maybe hide it, but as of now for my idea, I cannot remove it. and I put two chests, one catches the eye of the player, and automatically makes him want to open it, but then the boss triggers, and that chest is a fake it actually freezes the player, and makes the weapon behind him unavailable.
PS: In nightmares almost 90% of the nightmare is unlogical. (Nightmare as in bad dreams) Note: It's still in beta, meaning there will be things that are out of place, I plan to use the things out of place later on.
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shadow
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Post by shadow on Nov 13, 2012 10:02:28 GMT -5
I wanted it difficult, but like a bad dream too.
note: I'm not gonna spoil the storyline for you too early.
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Post by Secant on Nov 13, 2012 12:03:24 GMT -5
Lemme see, what more? Oh right! Make an actual map next time, k? (If that is a *real*map, enable the skybox and actually texture it!) That's about as helpful as "make an actual mod next time," which really makes you come off like a dick. Most of your advice is at least constructive though, which is good, but comments like those as a stinger to your post generally aren't helpful. Just sayin'. Anyway, I'm definitely going to go with shadow19 on this and say there's not necessarily any need for a map to make complete logical sense. Abstract conceptual maps can be just as good as beautifully organic and textured ones, and this one seems to be heading in the right direction. The themes conveyed reminded me of Slender pretty well, which is in itself nightmarish enough. I do agree, however, that a random door falling out of nothing if it doesn't actually trap you could be worked with, and going either into or coming out of a cave seems like a solid implementation. Same with the chest, I'm curious as to its purpose--if it's necessary to make the boss actor load, you could always conceal it below or above the main map.
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shadow
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Post by shadow on Nov 13, 2012 12:11:59 GMT -5
Well... I mean if I could remove the door, that would be awesome, but for now we are going to have to just tolerate it, until my team finds a solution to removing it.
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Deleted
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Post by Deleted on Nov 13, 2012 12:38:00 GMT -5
That's about as helpful as "make an actual mod next time," which really makes you come off like a dick. Maybe a little rude, but I do agree. Hacking savestates isn't the best idea. There's tons of emulators out there, like Mupen64, Mupen64 Plus, Daedalus, DaedalusX64, 1964, Nemu64, Wii64, UltraHLE, and SupraHLE, and each emulator has its own format for savegames. It's best to do the mod on the rom itself and distribute a patch.
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shadow
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Post by shadow on Nov 13, 2012 12:41:46 GMT -5
Don't know how to patch codes, if you can give me a simple tut, I will do it, but until then. it's gonna be savestates
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Post by Deleted on Nov 13, 2012 14:55:38 GMT -5
Don't know how to patch codes, if you can give me a simple tut, I will do it, but until then. it's gonna be savestates You don't have to patch codes. You just use ppfstudio. You can download it hereIt comes with documentation. You might have to select 'All Files' in the open-dialog filter to see your roms. Idk, I haven't used it in a while because I wrote my own ppf manager for HC You distribute that and we can apply it to our unmodded rom with either the same tool or ppf-o-matic.
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shadow
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Post by shadow on Nov 13, 2012 19:36:49 GMT -5
No I mean putting the GS code into the rom, I didn't put the codes into the rom, I put it on the state...
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Post by Deleted on Nov 14, 2012 1:01:39 GMT -5
No I mean putting the GS code into the rom, I didn't put the codes into the rom, I put it on the state... Well if it's just an map or placing actors you shouldn't have to use gameshark codes. You just use UoT, Sharp Ocarina, ZLE, OZMAV, or whatever to make / edit your map and save the changes to your rom (keep a backup unmodded one). The only time gameshark codes are ever used in Zelda modding is to hook code for custom actors or assembly hacks, and technically you don't even need to do that because you can either: a.) Add your stub to an existing actor and increase it's size in the file table or b.) Create your own custom actor and add it's offsets to the actor table. Personally, I don't fiddle around with assembly hacks. I'm sure I'd be great at it considering I spend 90% of every day programming and love doing it, but I'm really just not interested in it. Too much work for such little results.
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