by DezZival at 05-04-2019, 12:57 PM
This Rom Hack is mostly made up of solving puzzles in different ways. Traverse through six trials that look similar to familiar dungeons and get what lies behind the six gates in the main room.

Download the Rom Hack here: https://www.mediafire.com/file/7ht6p2m09...ZZLING.ppf
Watch the trailer here: https://youtu.be/zDNQP-ZsQDY

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

Tools used:
-Blender
-Sharp Ocarina
-HxD
-Custom Actor Toolkit
-Texture Explorer
-PPF Studio

Thank you to everyone 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:
   
   
   
   
   
by Armos at 03-29-2019, 05:43 AM
Will someone make a tutorial on this eventually on Sharp Ocarina? I'm just curious because when ever I see a rom hack like Nimpize with custom scenes. It makes me want to make some my self. Or is it too advanced? Will there be a tutorial in the future? Just wanted to know how do people do this? This is new to me. It's pretty sweet. Can it be done in Majora's Mask too?
by Armos at 03-27-2019, 09:43 PM
Hi! I was wondering if it's possible if someone can have my account deleted from the site as requested. I have not been doing really well as I am not into modding anymore. I've loat interest and I've been really sick lately so I won't probably be here for a very long time due to health related issues, etc. Ive been busy with real life stuff. Trying to get my life together, get my license, move, find a job, etc. Ive been stressed out allot to the point of no sleep. So im not functioning well. So if possible can one of the administrators please remove the account? I would really appreciate it if anyone can help me. Thanks! ^_^ I've been struggling with very bad anxiety,  stress,  and mental health issues. So I don't want to cause anyone else any problems. Thank you for understanding. I need time to recover. I've been undergoing with this for 2 years now. It's not fun. Thank you. Thanks for having me.
by Anthus at 03-20-2019, 06:47 AM
(I accidentally deleted the old thread while trying to edit it :c  So here is a new thread.)

I am making a small mod for OoT that basically adds a Cave of Ordeals, or Savage Labyrinth area to the game.

The tl;dr is, this will be a 25 room enemy gauntlet. There will be five sets of rooms, with five unique themes. This is in no way a groundbreaking mod, but I hope some people will like it. Smile

Here are some WIP screens:
[Image: better.png]
[Image: fiyah.png]
[Image: wew.png]

I have more stuff on my youtube, but there is also some shitposty stuff. This should be finished by the summer-ish. Thanks for checking this out. Big Grin
by Anthus at 03-20-2019, 06:38 AM
(I accidentally deleted the old thread while trying to edit it :c  So here is a new thread.)

I am making a small mod for OoT that basically adds a Cave of Ordeals, or Savage Labyrinth area to the game.

The tl;dr is, this will be a 25 room enemy gauntlet. There will be five sets of rooms, with five unique themes. This is in no way a groundbreaking mod, but I hope some people will like it. Smile

Here are some WIP screens:
[Image: better.png]

[Image: fiyah.png]


[Image: wew.png]





I have more stuff on my youtube, but there is also some shitposty stuff. This should be finished by the summer-ish. Thanks for checking this out. Big Grin
by EpicN at 02-23-2019, 06:42 PM
I recently got into modding OOT, however I can't get past the first step. I have the tools, but they're not working for some reason. Can someone help me out?
by Armos at 01-26-2019, 08:41 PM
So I made a custom dungeon map a while back and got that working pretty well. I wanted to try some switch triggers to spawn a large chest. I wanted to see if I can use a eye switch to spawn a chest when I hit it with an arrow or with the sling shot. The problem is when I try to add the object number it gives me an error saying something about 0's error etc wont work with sharp ocarina deleting the object/actor don't use this, etc. Any reason why this wont work at all? Would I have to try another method? 

I did managed to get a chest to spawn with spawning a Stalfos though. But I don't know why I cant use a eye switch to get a chest to spawn. I followed instructions on Cloud Modding's website and it wouldn't let me spawn the chest. But when I added torches it tried to spawn a chest a second time after I killed the stalfos. So I don't know what I did to mess it up. I originally wanted to see if I can open the chest and get a Fire arrow or a Light arrow from it. Though I'm pretty sure the light arrow is out of the question due from it being from a cutscene correct? Thanks if anyone helps me solve this. :Smile I'm just experimenting with flag triggers is all.
by LinkOfThePresent at 01-09-2019, 06:00 PM
Hi! So, I'm very much a beginner when it comes to modding but it's something I've wanted to do for a very long time. I've tried Blender but I find it very difficult as a beginner so I've been trying to use SketchUp since I find it to be user friendly.

I've been having problems and have tried watching tutorials and reading up online but either don't find anything relevant or the information is outdated.

I create a rather simple model with texture in Sketchup, export it as an OBJ file. It looks like the way SketchUp exports has changed since all the instructions I find don't apply anymore. It's exported as a zip file in the cloud.

Anyway, I then open SharpOcarina, and do what I'm supposed to do:

File > New Scene
General > Collison Model
(and then find the OBJ file that I've had to drag into a different folder, usually my Desktop, since it's a zip file. But it's saved as 3D Object).
Rooms > Add Single Room
(and then I select the same file).

I then get this error:

Unhandled exception has occurred in a component in your application. If you click Continue, the application will ignore this error and attempt to continue.

Could not find file 'C:\Users\12268\Desktop\Testing.mtl'.

Here are the details of the error:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not find file 'C:\Users\12268\Desktop\Testing.mtl'.
File name: 'C:\Users\12268\Desktop\Testing.mtl'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
   at System.IO.StreamReader..ctor(String path)
   at System.IO.File.OpenText(String path)
   at SharpOcarina.ObjFile.ParseMtl(String Filename)
   at SharpOcarina.ObjFile.ParseObj(String Filename)
   at SharpOcarina.ObjFile..ctor(String Filename, Boolean IgnoreMats)
   at SharpOcarina.ZScene.AddRoom(String Filename, String extrastr, Int32 subs)
   at SharpOcarina.MainForm.AddRoom_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SharpOcarina
    Assembly Version: 0.9.7.5
    Win32 Version: 0.9.7.5
    CodeBase: file:///C:/Users/12268/Documents/SharpOcarina0.971(beta)/SharpOcarina.exe.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3314.0 built by: NET472REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Users/12268/Documents/SharpOcarina0.971(beta)/OpenTK.DLL
----------------------------------------
OpenTK.GLControl
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Users/12268/Documents/SharpOcarina0.971(beta)/OpenTK.GLControl.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
ExtendedXmlSerializer
    Assembly Version: 2.1.3.0
    Win32 Version: 2.1.3.0
    CodeBase: file:///C:/Users/12268/Documents/SharpOcarina0.971(beta)/ExtendedXmlSerializer.DLL
----------------------------------------
System.Collections.Immutable
    Assembly Version: 1.2.2.0
    Win32 Version: 4.6.25519.03
    CodeBase: file:///C:/Users/12268/Documents/SharpOcarina0.971(beta)/System.Collections.Immutable.DLL
----------------------------------------
System.Runtime
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.dll
----------------------------------------
System.Linq
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Linq/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Linq.dll
----------------------------------------
System.Collections
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Collections/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Collections.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System.Interactive
    Assembly Version: 3.0.1000.0
    Win32 Version: 3.1.1.0
    CodeBase: file:///C:/Users/12268/Documents/SharpOcarina0.971(beta)/System.Interactive.DLL
----------------------------------------
System.Xml.Linq
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT  debugger registered on the computer
rather than be handled by this dialog box.

I don't know why the error message has .MTL down when it's been saved as .OBJ. I've tried this with Blender and it opens into SharpOcarina no problem.

Sorry for the length of this message. I will appreciate any help!

Thanks!
Conal
by mzxrules at 12-15-2018, 05:20 AM
I could have sworn I created a thread here, but I guess not. 

https://wiki.cloudmodding.com/oot/App:Spectrum

Spectrum is a memory viewing tool that can hook on to virtually any emulator process (Nemu64, PJ64, Mupen, Bizhawk, Dolphin) and extract information from the emulated RDRAM. From there, Spectrum can map out the address of various data structures in memory, making it an extremely powerful tool for any hacker. 

One of it's simplest and yet most powerful feature is the ability to convert between a file's ram, vram, and vrom addresses for most files, provided that the file is loaded in ram. This makes debugging actors significantly easier.

The latest release adds the "trainer" command, which can be used to set up mupen64plus based emulators easier, and has partial support for Project64.
by Nokaubure at 11-21-2018, 12:52 AM
Since super mario world and super mario 64 modding communities does it, why not ocarina of time? my aim is to provide useful actors that can work in almost all romhacks that can do something that no other vanilla actor does

To get those actors inside the game, you can use Custom Actor Toolkit

While the project is not done yet, you can start using some of them, there's 3 so far


On/Off Gate (debug)
Check the video description for download link and information





Switch Flag Platform (debug)
Check the video description for download link and information

https://www.youtube.com/watch?v=jxSBQ7Rk...e=youtu.be

[Image: jKLY4rt.png]

Red Blue Block (debug)

[Image: EllipticalSarcasticBunny-size_restricted.gif]

Download: here

Actor ID: ???? (whatever empty ID you want)
Object: 0010 (inject the zobj at this id)
Var XYZZ
X: 0 triforce small, 1 pillar small, 2 triforce big, 3 pillar big
Y: 0 normal gate 1 reverse flag gate, 2 triple gate, 3 triple reverse gate
ZZ: switch flag (00-3F)

Check the Readme if you want to render it in SharpOcarina

Switch Flag <-> Global Flag converter (debug)

Download: here

Actor ID: ???? (whatever empty ID you want)
Object: Nothing
Variable XXYY
XX switch flag
YY  global flag

This actor stays invisible and sets global flag to 1 if you trigger the switch flag, or sets switch flag to 1 if the global flag is set

Usages:

- You can carry flags between scenes
- You can convert flags 20-37 into permanent flags at the cost of 1 global flag per switch flag
- You can make a cutscene trigger a switch flag



Cutscene Trigger (debug)

Download: Here


Actor ID: ???? (whatever empty ID you want)
Object: Nothing

Variable XXYY
XX - switch flag (FF = null)
YY - global flag (mandatory, 18 = always plays?)

RotationX  00XX
XX - first byte of cutscene offset

RotationY XXYY
XX - second byte of cutscene offset
YY - third byte of cutscene offset

RotationZ 00XX
XX - Delay to start cutscene in seconds


This actor stays invisible and triggers a cutscene once you enter a room, or you triggered a switch flag with other actors.

Examples:

- Play a cutscene after killing all enemies in a room by pairing it with a timer actor
- Play a cutscene when reaching certain position by placing an invisible collectible
- Play a cutscene when solving a puzzle

Random chest contents (debug and 1.0)

Commissioned by Psi-Hate. Replaces actor 000A (treasure chest)

Usage: Chest content 0000 becomes one of seven random items. 
To change the items, ctrl+F "var_items:" inside the .S
To increase or decrease the amount of items, ctrl+F "Max items" inside the .S

Download: here
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