by Ideka at 12-31-2017, 09:21 PM
This is a small mod I developed for an April's fools video a few years ago. I never came around to releasing it earlier because it was so simple, but I guess it could be cool to play around with for some of you. It replaces the Don Gero's Mask (the ugliest mask in the game), and still has the same functionality as that mask.

[Image: kQ3LrNf.png]

Download the patch below, and apply it to a clean copy of the US version Majora's Mask ROM (still compressed; the ROM's filesize should be 32mb in other words) using Cloudmax' ROM patcher.

Thanks to MelonSpeedRuns for creating the icon and menu textures used in the mod!
by Ideka at 12-31-2017, 05:42 PM
This is a project I started almost three years ago. During most of that period, I intended for the mod to be much more than a simple model swap; a full mini-mod with new dungeons and story, exploring Ganondorf's backstory before OoT. Now being a member of teams working on far more promising and interesting projects however, I've realized that all time I spend modding should be dedicated to those projects and teams. As such, enjoy this "Play as Ganondorf" mod in all its unpolishedness:





Download the patch below, and apply it to a clean version of the MQ debug ROM using Cloudmax' ROM patcher.

Known issues:
The "trident" display list causes some graphical errors on console.
No animating facial textures.
No updated voice sound effects.
Most items still load their respective models found in Link's original file, but with corrupted textures.

Feel free to use this mod patch for anything you'd like. Expand upon it, feature it in your full-scale mod or do whatever else you might want with it. Credit is appreciated, but I don't demand it.
by Ostrealava02 at 12-29-2017, 11:05 PM
Hello!

Nimpize Adventure is an 1.0 Ocarina of Time hack I started this summer.
I'm working with multiples releases which allow me to add/fix content and take break from hacking if I want to.
Because of hardware compability (I want my hack working on WiiVC) there is at the moment no custom maps in there.

The last release (Nimpize Adventure V2) contains the entire Child Section with "new" story, new overworld & dungeons (3+), custom shops ,new golden skulls & hps locations etc.. and it is harder than Master Quest.

More information in the readme.

Nimpize Adventure Wordpress: https://nimpizeadventureblog.wordpress.com/
Download (PPF file) is in About section.

Patch Download : https://e-nautia.com/share/68679-ddnf9sqv
by CrookedPoe at 12-29-2017, 09:01 AM
My intention for this post is to, over a period of time, compile my knowledge of N64 Zelda Display Lists into a guide that hopefully, everyone can understand. This is by no means a display list porting tutorial, but for anyone wishing to learn how to do that, this should prove to be valuable information. Keep in mind that I will update this over a period of time--I'm not writing everything at once. Without further delay: Zelda 64 Display Lists!

I should start with a simple definition for what a "F3DZEX" is. 

Quote:The N64's Reality Co-Processor (specifically, the RSP component) is reprogrammable, allowing developers to add extra/custom functionality to the Co-processor. Microcode (sometimes appearing as "ucode", standing for μcode) is thus the set of instructions that can be loaded/executed on the RSP.

F3DZEX is nothing more than one of these microcodes. It stands for "Fast 3D Zelda Extended".

Quote:F3DZEX is a 3D based graphics microcode, and the primary graphics microcode used by the Zelda 64 engine. F3DZEX is based off of the F3DEX2 microcode, and actually shares the same graphics binary interface.

G[raphics] B[inary] I[nterface] is a collection of 64 bit commands which instruct both the RSP and the RDP units.

There are no major differences between 2.06H and 2.08J of the F3DZEX microcode

The above quotes are taken from the cloudmodding wiki.

Next what a display list is. Think of it as a packet of information--instructions, if you will. The game reads these instructions to figure out how to process model and texture data. Said list of instructions is sure to include what model data and what texture data they are relevant to. It's a very specific format.

Throughout this tutorial, I will refer to these instructions in two ways: Their internal opcode name (What they're called in the software development kit) and what we as a modding community have learned to refer to them as. 

In the first section of this tutorial, you will learn how to locate a binary (when I say binary, I mean "raw hex data") display list within a file, yes, by using a hex editor. The most surefire way is to look for the end of one.

See to the opcode G_ENDDL (G for "Graphics" and "ENDDL" for "End Display List"). This is otherwise known as a "DF Command". In hexadecimal, it looks like this: 
Code:
DF 00 00 00 00 00 00 00
All instructions are exactly eight bytes (0x08 bytes, or 64 bits) long.
I'm making an assumption here that your hex editor is aligned to sixteen-byte (0x10) strings. This would place out G_ENDDL instruction under either column 00 or column 08. If you've found one of these, then congratulations! You've taken the first step to understanding F3DZEX. You've (probably) found the end of a display list.
Finding the beginning of a display list, programmatically, is a little trickier. Technically, display lists can "start" with almost any instruction. Most commonly, you'll see them start with the following opcodes: G_MTX, G_DL, G_RDPPIPESYNC, and G_TEXTURE. (0xDA, 0xDE, 0xE7, or 0xD7 commands, respectively.) Most of the time, especially in Ocarina of Time, you will see display lists start with G_RDPPIPESYNC (0xE7 Commands), but that does not explicitly mark the start of a display list and it would do you well to remember that.
Anyway, to find the beginning of a display list, you basically just have to work your way backward from the DF command you found earlier until you see one of those instructions. I'll refer to object_sk2.zobj for this example.
The first proper DF command you will find starts at 0x5718 in object_sk2.zobj. Working your way backward you will find that the start of this display list is at 0x53D0 and in this case, it happens to be an E7 command. You can tell that this is the start of the display list because the eight bytes before it doesn't look anything like a display list opcode. 
Code:
00 BB FF DD 00 00 78 FF <- Is not valid display list data, it's most likely vertex data which
we will get into later.
Congratulations. You've found your very first display list. We can define it as such:
Start: 0x53D0
End: (0x5718 + 0x08) (0x5720) ; We add eight because the DF command is eight bytes long.
We will refer to this as display list 0x0053D0 in object_sk2.zobj for future reference. 
Next: Breaking this down into its basic components.
by Airikita at 12-26-2017, 10:47 AM
[Image: 6Ybk0LujTIXChSv-oEalPGcQHk6JOB2ht_P6M3OC...lrH-yLlFLQ]

Hello everyone! Welcome to the official thread of ZEY, this will be the place for main updates, and later the project will be upgraded when more progress is made...

So the story...

Link has defeated Ganondorf, and returned to his time... with Navi gone, he is all alone. Without even knowing young princess Zelda that well (other than seeing her in the garden shortly before Impa rode off), when Link returned the later events never occured (sequel to OOT)...

As a result, something has happened to Zelda, but Link is unaware, already struggling with the reality of not being a real Kokiri after all that time questing, and then returning he was no longer under threat of curse without Ganondorf with the Kokiris, and neither were the Kokiris either...

In that sense, still being a child Link has to deal with the reality of growing up. Enter mid-life crisis, and constant nightmares, Link deludes himself in dreams and reality unaware of what is going on in his world anymore. That being said, Link hears a call from Zelda, who wants Link to find her and even holds a secret for Link... to share a secret where he can live in a land forever young (yes, the Peter Pan trope).

Of course, in Link's delirium, he meets an odd creature... Unicat. She's not very useful, but also not as irritating as Navi. Unsure if Unicat is even real or not, Link... well, accepts her. However, even though Navi was annoying, Link still misses her, and the companionship from Unicat is estranged but reluctantly appreciated by Link.

So then Link quests onward again in search of Zelda...

--------------------------------------------------------------------------------------------------------

Credit:

Title Screen Logo - by Errorjack and Me (Errorjack designed the main colors and text/font)
CloudMax for ASM notes (HUD and Pause Screen hacks)
Jason777 (for his Warp Portal hack)
Killgore52 and /Zel/ for custom Maps (WIP)

[[[[[[ TEXTURES ]]]]]]

 Aeroblast43o9 for a new custom bow icon design (later customized for magic arrows too)
MelonSpeedruns for some textures
FGUG2021 for item icon concepts (for magic arrows)
Medallion textures made by Shockman25

Special Thanks to:

Sakura (for some ASM knowledge)
SoulofDeity (for some information and useful tools)
xDaniel and Nova for Sharp Ocarina and tools for modeling

~** CloudMax for some notes **~
- Menu Color HUD -
- Free Equipment selection movement (with changes made after) -

Sanguinetti for some ideas
Xu_Yuan (Three_Pendants) for his ideas
HeavyZ for suggestions and ideas
Flotonic for Hylian Toolbox assistance
Petrie911’s Ocarina notes on song note composition

Cassius for Dialogue and Cameo concept (WIP)

(topic saved for recent updates & info)
by sairugoth at 12-25-2017, 03:33 PM
So far, it looks like a can of popcorn; but I'm going over to my aunts in a bit and I'll see what else I got there.
by sairugoth at 12-22-2017, 02:30 AM
I'm really in to "Hunter x Hunter" right now but, currently I'd have to say its "My Hero Academia".
[Image: 27441?size=1600x600&region=US]
This anime is just bursting with emotion and energy and I freaking love it. One of the best I've seen in years. If you haven't seen it, go watch it; its good.


Whats your favorite anime?
by /Zel/ at 12-15-2017, 03:25 AM
Since this new forum was released I figured I might as well contribute something. Lately I have been making Sketchup Renders of some of my models, so I figured I might as well share them here. Tell me what you think!

3D Tower of Hera:
[Image: Render_2.png]
[Image: Render.png]

Light Shrine (Name not final)
[Image: Render_3.png]
[Image: Render_4.png]
by GodsTurf at 12-13-2017, 12:08 AM
THREAD SUBJECT:
[Image: 3sDOrNs.jpg]
[Image: 4CQXDA3.png]
The ring around your profile icon is mishapen when the aspect ratio is abnormal.


KEYWORDS: Bug, Profile, Icon, Chrome, Silk, Mobile, Window, Windows

PLATFORM: Chrome on Windows, Silk on Mobile

MODE: Any


URL: All

SEVERITY: D

FREQUENCY: Always

DESCRIPTION:
It appears to occur when the window width is a certain degree thin. The bug appears to be unrelated to the window height. This bug does not occur in any form when the window is wider than normal.

RESULTS:
Results appear to be purely aesthetic, no functional bug appears to be present.
by Spire at 12-11-2017, 11:00 AM
KEYWORDS: UI , Text , Attachments , Attached , Files , Overlap , Thumbnail , Post , File

PLATFORM: Chrome
MODE: Thread
URL: Any
SEVERITY: C
FREQUENCY: Always

DESCRIPTION:
When viewing a post that contains an attachment(s), the text 'Attached Files' overlaps 'Thumbnails', but is otherwise functional.

STEPS:
1. Open Chrome
2. Navigate to thread with Attachments at Hylian Modding
3. Observe issue within post(s) of interest

RESULTS:
Overlapping text exists in Posts with Attachments.

EXPECTED:
No text overlaps unless intended.

NOTES:
  • Screenshots attached.
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