by FantymSyreuth at 02-22-2018, 09:35 PM
Hello,

I've always wanted to get into Zelda modding, and eventually game programming and design. I started a project named "War of The Triforce" back in early 2014 and all I really could do was just make the 3D assets and graphics. Game design was not a hobby or a job I was built to do and I have found that out real quick after getting a little too ahead of myself. I've uploaded a majority of what I made onto a zip file.
Anyone can have it, its up for grabs. I hope that some of you here can use what I made in your mods. Thank you Smile.

Download
https://www.dropbox.com/s/fp7d47d1v7y6k7...s.zip?dl=0
by Copen-08 at 02-22-2018, 08:01 PM
Hi.

So this place seems like a great place to get the Zelda Modding community back on track, but I think it'd be a good idea to make this place about both Zelda Modding, and the community.

I've been taking peeks at the Zelda Hacking Community since ZSO, and I'd like to know what the big players are doing these days. I'd also like to know if any members of Hylian Modding are doing anything cool outside Zelda.

I have projects I'd like to post about myself, like ZeroInput - https://github.com/Copen-08/ZeroInput

I think having a "Other Projects" board would make these forums more interesting for people with development/modding knowhow so they stick around longer, and can be around to help people having trouble with modding, and/or other things.

I would like to hear what y'all's thoughts on the subject are as well.
by AriaHiro64 at 02-17-2018, 04:07 AM



oot debug ini (use sin and punishment)
Code:
#Debug ROM
[RomOption]
RetraceByVsync = 1
PDFURL = "http://m1.nintendo.net/docvc/NUS/USA/CZLE/CZLE_E.pdf"
UseTimer = 1
RSPMultiCore = 0

[Render]
NeedPreParse = 1
DoubleFillCheck = 1
CopyAlphaForceOne = 1
NeedTileSizeCheck = 1
ZClip = 0

mm debug (use majoras mask)
Code:
;Majora US
[RomOption]
RetraceByVsync = 0
TicksPerFrame = 783250
UseTimer = 1
PDFURL = "http://m1.nintendo.net/docvc/NUS/USA/NZSE/NZSE_E.pdf"

[RSPG]
RIntAfterGTask = 0

[Sound]
BufFull = 0x3800

[Cmp]
BlockSize = 0x3000

[Render]
CopyDepthBuffer = 1
UseColorDither = 0; To fix NOA BTS No.515
NeedTileSizeCheck = 1
TileSizeCheckSpecial = 1
PreparseTMEMBlock = 1
ZClip = 0
ClipLeft = 5
by mendaix at 01-31-2018, 12:05 AM
When it was created: April/2nd/2016


The Actor Rotation is very straight-forward, you adjust the rotation of a actor how you want, in this topic there's documentation for the most important rotations,
The Actor Time Schedule is a lot more complicated, you can choose when you want a actor to be existing.
When a actor is in the game, the actor's Time Schedule determines if the actor needs to appear depending what day it is and if it is daytime or nighttime.

Three bits of Time Schedule:
- During the daytime of the first day (1st-Daytime).
- During the nighttime of the day before the first day (0th-Nighttime).
- During the daytime of the day before the first day (0th-Daytime).
Seven bits of Time Schedule:
- During the nighttime of the day after the third day (4th-Nighttime).
- During the daytime of the day after the third day (4th-Daytime).
- During the nighttime of the third day (3rd-Nighttime).
- During the daytime of the third day (3rd-Daytime).

- During the nighttime of the second day (2nd-Nighttime).
- During the daytime of the second day (2nd-Daytime).
- During the nighttime of the first day (1st-Nighttime).


X Rotation-Three bits of Time Schedule: XXTT
XX [X Rotation]
...
TT [Three bits of Time Schedule]
...
Y Rotation-Unrelated: YY~~
YY [Y Rotation]
...
Z Rotation-Seven bits of Time Schedule: ZZSS
ZZ [Z Rotation]
...
~S [~0-~F of the Seven bits of Time Schedule]
...
S~ [0~-7~ of the Seven bits of Time Schedule]
...

Actor Rotation, 12 examples:
X Rotation
00 https://i.cubeupload.com/XqbmxS.png
2D https://i.cubeupload.com/LutRe6.png
5A https://i.cubeupload.com/cy6JVO.png
87 https://i.cubeupload.com/hZGakP.png
Y Rotation
00 https://i.cubeupload.com/Tixeiy.png
2D https://i.cubeupload.com/ctOWYT.png
5A https://i.cubeupload.com/KV2qhO.png
87 https://i.cubeupload.com/KQgj5N.png
Z Rotation
00 https://i.cubeupload.com/9yeA7V.png
2D https://i.cubeupload.com/kbs2lh.png
5A https://i.cubeupload.com/CfWq17.png
87 https://i.cubeupload.com/f4RT7p.png


Actor Time Schedule example:
In this video, I edit 3 actors that by default does not disappear during nighttime:
https://www.youtube.com/watch?v=sCVdiBzDlco


It was really time consuming doing this topic,
I hope it is useful.
by mendaix at 01-29-2018, 06:28 PM
When it was created: September/30th/2015


For a specific scene there's a specific door, I don't know where it's written in the ROM,
If you import a map on a specific scene you can use the door of the replaced scene because this isn't written in the scene,
You have to use a specific object to correctly load a specific door of a specific scene.

Scene Number | Scene Name | Object

0 | Great Deku Tree | Classic Door
1 | Dodongo's Cavern | 2B
2 | Jabu Jabu's Belly | 96
3 | Forest Temple | 73
4 | Fire Temple | 2C
5 | Water Temple | 59
6 | Spirit Temple | 16D
7 | Shadow Temple | 187
8 | Bottom of The Well | 187
9 | Ice Cavern | 6B
10 | Ganon's Tower | 139
11 | Gerudo Training Grounds | 4D
12 | Thieves' Hideout | ---
13 | Ganon's Castle | 179
14 | Ganon's Tower (Collapsing) | 139
15 | Ganon's Castle (Collapsing) | Classic Door
16 | Treasure Chest Contest | Classic Door

For the Thieves' Hideout, the actor 172 (Object 14B) is used instead of using doors,
Thanks for reading!
by mendaix at 01-29-2018, 05:37 PM
When it was created: January/29th/2018


The goal of this topic is to help those wanting to be another form at the start of a gamefile, only one byte is needed to be changed.

1-> Open your ROM in HxD (you can use another Hex Editor),
2-> CTRL+G,
3-> For MM US 1.0 DECOMPRESSED | Write BDB888 and then jump to this ROM Offset,
3-> For MM JP 1.0 DECOMPRESSED | Write BF985F and then jump to this ROM Offset,
3-> For MM JP 1.1 DECOMPRESSED | Write BF997F and then jump to this ROM Offset,
3-> For MM DEBUG | Write D4CE60 and then jump to this ROM Offset,
4-> Change '24 xx 00 04' to '24 xx 00 00' if you want to be Fierce Deity Link at the start of a gamefile.
4-> Change '24 xx 00 04' to '24 xx 00 01' if you want to be Goron Link at the start of a gamefile.
4-> Change '24 xx 00 04' to '24 xx 00 02' if you want to be Zora Link at the start of a gamefile.
4-> Change '24 xx 00 04' to '24 xx 00 03' if you want to be Deku Link at the start of a gamefile.
4-> Change '24 xx 00 xx' to '24 xx 00 04' if you want to revert to Young Link.

You should check my topics, I know a lot of things about the start of a gamefile,
I wish the best for your hack, pal.
by mendaix at 01-29-2018, 03:22 PM
When it was created: July/10th/2015


This little documentation was made for those wanting to be Adult Link at the start of a gamefile, only one byte is needed to be changed.

1-> Open your ROM in HxD (you can use another Hex Editor),
2-> CTRL+G,
3-> For OoT NTSC 1.0 DECOMPRESSED | Write B06BB0 and then jump to this ROM Offset,
3-> For OoT DEBUG | Write B20460 and then jump to this ROM Offset,
4-> Change '24 xx 00 01' to '24 xx 00 00' if you want to be Adult Link at the start of a gamefile.
4-> Change '24 xx 00 xx' to '24 xx 00 01' if you want to revert to Young Link.

You can change a lot of things about the start of a gamefile, check my topics,
Good luck for your hack, pal.
by sairugoth at 01-23-2018, 10:07 AM
Planning is everything when making a good dungeon, and understanding the choices your giving the player is very important to keep in mind when constructing your dungeon. Nobody wants to play a super linear dungeon. A great way to keep up with what your constricting is to use a graph, and there's already a really good graph made by "Mark Brown". The way the graph works is nearly flawless. Watch to learn more...




I manged to peace together all the icons from his video in to this zip. Theirs 2 files; one for Photoshop and one for Paint.Net. Every things already in a layered file for you to start planing your dungeons. simply make your lines and copy and past from the "COMPONENTS" tap.

Download: http://www.mediafire.com/file/799p1z6pw8...emplet.zip

Also, I feel its very important that every mapper watch Mark Brown's Boss Keys Videos. Its Basically him analyzing the dungeons in all the Zelda games. Its good stuff.

Boss Keys: https://www.youtube.com/playlist?list=PL...NsYY3NA5B2
by Taven at 01-22-2018, 12:17 PM
Hey everyone, been awhile since I registered to a Zelda Modding page. I worked on something about 9 months ago. Decided I would share it here. Yes there is bugs with the model. I had to do very weird things to even get them to load "properly". I have other plans with my method on getting these models to load. Thanks guys.

by CloudMax at 01-19-2018, 09:16 PM
Early 2015 I began the complete rewrite of Texture Explorer in JavaScript for the browser, which was released in fall 2017.

The application is still in its early stages, with some issues that need to be resolved, but overall is an improvement over Texture Explorer 1.1.

The plan is to eventually release it for Windows, MacOS and Linux (AppImage), but for now it is only available as a browser build. I also plan to open-source the project at some point.

It can be accessed here.
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