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.
by sairugoth at 01-14-2018, 06:31 AM
Note: I wasn't really too sure where to put this. Just saying.

Anyways, I have a suggestion for a tool, if it hasn't already been made that is.

A tool that would open actors .zobj files (or the rom) and let you see them in a 3d display and also let you import and export the textures of said actor. Upon import, the actor would update and display the new texture as if it where running on the N64;(just like SharpOcatina's "Simulate N64 Graphics") allowing you to assess the actor and make appropriate judgments on how you want to edit your actor's textures. It would also be nice if we could edit the shaders as well. Not too sure how that plays out on actors tho.

So ya, if this doesn't already exist, and if anyone's looking to make a new tool; I'd suggest this one.
by sairugoth at 01-09-2018, 10:35 PM
So this is basically just me posting download-able LoZ related stuff I've done\made over the years and possibly years to come. Please feel free to use anything here you would like to use in your mod, or any other projects you may want to use it for.


Desktop background

Pic -> https://i.imgur.com/WN9gf6k.png
So sometime ago I got board and a made a "Zelda Hacking" background. I took some C# code from one of xdaniel's programs. And took a weird pic from a program he made called "SorataVSE". Normally it would display OoT maps and let you edit some stuff, but if your running a hp computer (act-least I think it was a hp computer) you can possibly run in to a few display problems. And that's how I ran in to this cool sorta glitch pic.
Pic -> https://i.imgur.com/a9CTjQY.png

MM Texture Rip

Download -> http://www.mediafire.com/file/jfi02l678k...xtures.zip
So back in September 2017 "Hurricane Harvey" was heading straight for my town. So we left the area for about a month and there was no internet, no job to keep my mind busy, just my laptop. (we left kinda last minute, didn't grab too many things) So I started extracting textures from MM using pj64. it was kinda fun, I was playing the game as I was going so it gave me something to do in that time of just waiting. Its not a complete rip tho; only about 2/3'rd's of it was ripped.

Test map

Pic -> https://i.imgur.com/rFoEcG6.png
Download -> http://www.mediafire.com/file/p2p3lf1per...+Map03.skp
Made this back when I was still working on my old project. I mostly used it to test Link's abilitys

*I'll be sure to add more things later on*
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