by Bazuka at 10-12-2019, 04:57 AM
(post from Zelda64; credit to ChrisTiian)

Writing this, if you want to make your Debug ROM more faster and extended, you can add some of this hacks to your project, remember that some codes need a CRC Fix:


Removing printf Debug Function: (Require CRC Fix)
0x00002CF0 -> 03E0000800000000

Remove The Exception Handler On osStartThread: (Require CRC Fix)
0x00005250 -> 00000000
0x00005278 -> 00000000

Faster Subscreen Delay:
0x00B36B6B -> 03
0x00B3647B -> 00
0x00B36483 -> CA

Faster Loading Area:
0x00B74FE0 -> 00000000
0x00B75094 -> 00000000
0x00ACEE2C -> 00000000

Faster Boot Loading (For RAM) And RAM Expansion: (Require CRC Fix)
0x00005DF8 -> 3C010080AFA1000800000000

RAM Expansion Hack: (This can broke some GS Codes)
0x00B415B0 -> 3C188074
0x00B33C5C -> 3C05004D

More RAM Space For Loaded Objects: (More Space For Scenes/Maps, Allow More Polygons):
0x00B0EF9C -> 3C110020
0x00B0EFBC -> 3C110020
0x00B0EFE4 -> 3C110020
0x00B0F00C -> 3C110020
0x00B0F010 -> 3C110020


Credits:
Airikitascave: All RAM codes.
▲ChriisTiian▲: Converting all RAM codes to ROM and writing this.
by Bazuka at 10-12-2019, 04:55 AM
(post from Zelda64; credit to ChrisTiian)

Releasing this, made in 2014, Title Screen edition offsets (almost complete):

ScreenFade Effect:
0x00E5A02F 0x03 ; ScreenFade ID

Sound Effect "Start" Button, (Note: see Audio Debugger for more SFX ID info):
0x00E59E9A 0x48 ; SFX ID
0x00E59E9B 0x23
0x00E59FFA 0x48 ; SFX ID 2
0x00E59FFB 0x23

Flamming Effect:
0x00E5B176 0x80 -> 0x00 ; Disable the Effect.
0x00E5B343 0x38 ; Position x.
0x00E5B27F 0xFF ; Color Green.
0x00E5B28F 0xFB ; Color Blue.

Main Logo:
0x00E5B42F 0x98 ; Position x.
0x00E5B433 0x64 ; Position y.
0x00E5B443 0xFF ; Alpha.

Master Quest + Ocarina:
0x00E5B787 0xAE ; Position x.
0x00E5B78B 0x91 ; Position y.
0x00E5B79B 0xFF ; Alpha.

"The Legend Of" + "Ocarina of Time":
0x00E5B58B 0xFF ; Alpha Shadow.
0x00E5B6B3 0xFF ; Alpha Normal.
0x00E5B68E 0x14 ; Normal Color Brightness.
0x00E5B66A 0x64 ; Normal Color Red.
0x00E5B66B 0x96 ; Normal Color Green.
0x00E5B66E 0xFF ; Normal Color Blue.

"The Legend Of":
0x00E5B5C7 0x92 ; x Shadow Position.
0x00E5B59B 0x49 ; y Shadow Position.
0x00E5B687 0x91 ; x Normal Position.
0x00E5B69B 0x48 ; y Normal Position.

"Ocarina of Time":
0x00E5B607 0x90 ; x Shadow Position.
0x00E5B60B 0x7F ; y Shadow Position.
0x00E5B6FF 0x8F ; x Normal Position.
0x00E5B703 0x7E ; y Normal Position.

Press Start:
0x00E59B8F 0x3F ; Scale.
0x00E59BAF 0x77 ; x Position.
0x00E5B093 0xFF ; y Position.
0x00E59B9F 0xFF ; Red colour.
0x00E59BAB 0x1E ; Green & Blue colour.

Nintendo ©:
0x00E5B963 0x13 ; Position x.
0x00E5B84B 0xFF ; Alpha.

Last Text Message:
0x00E5BF40 0x17180C18171D1B1815150E1B ; NOCONTROLLER
0x00E5BF4C 0x191B0E1C1C1C1D0A1B1D ; PRESS START
by Crookie at 09-04-2019, 10:01 PM
Hey folks!

I made this for myself shortly after Citra's HD Texture feature was first added, but I figure I'd post it here if anyone else wants to use it.

Every major area Is upscaled, most if not all characters are as well.

This requires a Canary build of Citra, and you should be aware the boot up time is increased quite a bit.

An Imgur album of a few screenshots to give you an idea of what to expect.

and of course the downloads:

Main File (1.65 GB)

To install place the "0004000000033500" folder inside Users/USERNAME/AppData/Roaming/Citra/load/textures


Updates:

Small update 1, fix for a texture inside Jabu Jabu

To install this update and any future updates, place the 0004000000033500 in the same texture folder as the main files, if it asks to replace files, let it.

let me know if you find any bugs!
by ChrisCube at 08-31-2019, 04:09 AM
Hey guys, so I'm not dead. Yet. But I've made an effort to try to pick back up the project I've been working on, the Zelda 64 Recreation Hard4Games has covered a little back. I've been busy with college, still kinda am, but I'm better at finding time out to work a bit on the project. 





What some of you may not know is, I have a Patreon, which lets me work more often on the project, as I don't have to spend time at my actual job when I could be working on the project instead. There are a variety of tiers with different rewards, I'm very open about changing prices and that sort of thing, so shoot me an email if you'd like to discuss that or literally anything else, I'd love to chat. 

We also have a discord server, as well as a secret developer server (if you'd like to help with the project, email me about that and I'll hook you up, we'd really appreciate it).

We wouldn't have gotten this far without Hard4Games for exposure, MelonSpeedruns with helping out with a lot of stuff behind the scenes, FreeFang for providing some files from his previous recreation hack, Lurondor for his absolutely fantastic texturing job, and everyone else for support. 

I'm hoping we can finally get this project finished by the end of this year, or second quarter of next year at the latest, its time we get this finished. 

I'll be sure to give some updates here, and if anyone has questions or comments, let me know!
by Zelianos at 08-18-2019, 11:14 PM
When creating an N64 model, you may realize that sometimes transparent textures don't exactly look correct. For instance around the edges of the texture you may be able to see the skybox like this.
[Image: links-awakening-64-preview-4.jpg]
(Credit to Link's Awakening 64 and Ty Anderson)

Or you may also find that you have a black outline or white outline around the texture. For a long time these issues weren't really thought about, however luckily CDi-Fails and I have found solutions to all of them, that could even possibly increase performance on console.

First you must prepare your model to render triangles with transparency after it renders triangles with opacity. The goal is to solve any issues where the skybox bleeds through the texture, and this can also drastically improve console performance.

This can be achieved in both SketchUp or Blender, however it is suggested that Blender is used for this, because it will be slightly easier to see if you did it correctly.

~ Blender Method ~

First create your model, and use CTRL+J to join all meshes in to a single object. Then select all vertices (in vertex mode) and do ALT+M, and then select "By Distance" if you are using Blender 2.8. If you are using 2.7x then select all vertices and Remove Doubles. Make sure the distance is greater than 0.00 or else triangles may get deleted. This will merge any disconnected vertices.
Now select all triangles that are transparent and will be rendered in FRONT of any other transparent textures. For example:
[Image: Capture.png]
Since these trees will always render in front of the trees behind it, I would select this. Then simply hit P and split the mesh by group. Then hide the group.

Now select the triangles behind, and split them and then hide the group until only opaque triangles are left. After that split any triangles such as water that will receive transparency in SharpOcarina.

Then begin splitting opaque triangles however you like, and hide those groups.

At this point I am only left with these faces.
[Image: 2.png]
Once you are to your final group that you want to split, still select all of the faces and then hit P to split the group, and hide it. At this point you should have what seems to be a blank viewport, however still hit the A key and then delete the invisible group. After that hit ALT+H and every transparent face should render nicely, like so. Notice the difference between how it looks now as opposed to the previous screenshot.

[Image: better.png]

Another thing you may notice is that there seem to be semi-transparent lines coming from the texture, I will touch on why this is later.

Now export your model as an OBJ and make sure to enable "Keep Vertex Order" in the export settings, or else none of the steps you just did will be reflected in the final OBJ file.

~ SketchUp Method ~

This method is not recommended for two reasons. One of which is that SketchUp generally won't render the triangles any different like they do in Blender, and it can be somewhat difficult to tell if the steps actually work. Another reason is that if you have overlapping transparent faces like in the previous example it is seemingly impossible to fix them like you can in Blender.

This method requires the Cleanup^3 SketchUp plugin, as well as TT_Lib^2. 

Once you have installed both of these plugins, explode all of your groups in your model. The next step is to select all faces, and select Geometry to Layer0 in Cleaup^3's settings. Then select all transparent faces and hide them. After that box select all of the opaque faces and make them in to a group. At this point you can further subdivide this group, however you can not with the single transparent group. After that you can export the model as usual.

~ Fixing the Textures ~

While it may seem like we're done here, there is unfortunately even more steps involved. You will also need Photoshop. While Photoshop CC is recommended, CS2 can be downloaded for free legally, and should do the job well enough. GIMP may also work, however I am unaware of how to do this efficiently in GIMP. 

You will also need to download the FlamingPear free plugins pack from this page, instructions on installing it are here as well. Only the Solidify plugin is needed.

Once you have Solidify installed, open your texture in Photoshop and duplicate the layer, and then place it behind the original texture. After that run the Solidify A filter. If done correcrly you will get an effect like this.

[Image: weird-texture.png]
Now simply select the solidifed later and set the opacity to 25% or below, as long as it is greater than 0. The purpose of this is to create a layer that the edge pixels of the image can blend with. This later will NOT be visible in game, as long as it is below 25% opacity. If the texture is grayscale then this step is unnecessary, or if it is 64x64, then a single color needs to be used for the blending layer instead of a solidified image.

Do these steps for each transparent texture in your model.

~ SharpOcarina Steps ~

Alright, one more step. Now in SharpOcarina simply find any groups that use a transparent texture, in your model, and set the opacity to 254, this will allow the edges of the transparent texture to nicely blur, like so.

[Image: betterlikeso.png]

......Finally! That's it! Now you can inject your map in game and test it out.
by Pale Horse at 07-22-2019, 05:43 PM
Is there a way to make the Biggoron Sword into the Iron Knuckle Axe and Ganon's Sword? Maybe even give it a damage boost? I tried posting in Brainstorming but there's no Topic starting button there.
by VGDCMario at 07-11-2019, 10:57 PM
1. When setting RAM address 16822B to CD, models flicker between various methods of broken lighting, animation, and bone structure. Is it possible to get a speicfic model to freeze on a specific "method," for example if I wanted the Mayor to stick like this as he walks into a room.[Image: 1553125892437.png]

2. Is there a working LUA script for Bizhawk 2.0.0 that lists both what addresses need to be changed to replace an actor in RAM, like the various "Replace Dog with X,"  and what the addresses are for the actor(X) your are replacing the actor(Y) with?
3. Is it possible to force a room to load a different level's texture set? Like loading Clock Town's textures in the Gibdo "Earthbound did it so we can do it too" Dungeon.
4. Does newdec properly decompress Majora's Mask? I've had issues with it loading in Utility of Time (some objects don't load, the levels only half-load, etc)
by AriaHiro64 at 06-23-2019, 10:07 AM
Caffinject is a gui for gzinject that also has options for raphnet adapters and fixes the debug rom header. It doesn't help any idiot who killed their rom... But as long as you compress your rom it should work. There's no dialog for completed so when the window stops freezing (usually seconds) it's done. 

Github has downloads.
by DezZival at 05-04-2019, 12:57 PM
Traverse through six trials full of different puzzles.


Download the Rom Hack here: https://www.mediafire.com/file/6ba68d6rjgym6a5/1.1.2_OOT_PUZZLING.bps/file

Use Floating IPS to patch the rom over the 1.0 version of OoT: https://www.smwcentral.net/?a=details&id...&p=section
If the rom extension says ".v64" or ".n64", you have to byteswap your rom to ".z64" (Big Endian). Use this tool to do so: https://www.zophar.net/utilities/n64aud/tool-n64.html

Watch the trailer here: https://youtu.be/zDNQP-ZsQDY

This Rom Hack is compatible with OoT Online.

This Rom Hack is made by DezZival. If you find any bugs or typos, please tell me.

Tools used:
-Blender 2.79
-Sharp Ocarina
-HxD
-Zelda's Letter
-Texture64
-Tool64
-Flips IPS
-NewDec
-Aegh

Major thanks to Nokaubure, Psi-Hate, and Aroenai for the help they gave me in some areas.
Thank you to everyone else that has helped me with this Rom Hack.
(The Rom Hack is finished, although I can't put it in the Finished part of the forum.)

Here are some screenshots:
   
   
   
   
   
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