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Messages - spinout

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Announcements / Registration is closed
« on: March 22, 2018, 10:05:49 PM »
Email me if you would like to register an account. There are too many spam registration requests to keep up with.

General Discussion / Re: .
« on: March 22, 2018, 11:17:00 AM »

    • Wiki now uses G+ login. OpenID didn't work
    • mediawiki updated
    • smf updated
    • zelda community is still all sorts of ???

    lol same

    sorry guys forgot to pay my hosting bill. should be good for the next 3 years!!

    EDIT so my main site was broken because ereg_replace was depreciated and my host updated php.[/list]

    General Discussion / Re: .
    « on: January 02, 2016, 01:30:46 AM »

    • Wiki now uses G+ login. OpenID didn't work
    • mediawiki updated
    • smf updated
    • zelda community is all sorts of ???

    General Discussion / Re: Alright, roll call
    « on: February 15, 2014, 04:23:58 AM »

    General Discussion / Re: Alright, roll call
    « on: July 28, 2013, 06:39:13 AM »

    I feel like exporting the wiki and doing a fresh install on a new wiki. Thoughts?

    Help Center / Re: Some help
    « on: July 10, 2013, 04:46:45 AM »
    ZLE2 has that ability more or less.

    Help Center / Re: Some help
    « on: July 06, 2013, 04:57:44 AM »
    1. To add textures to the ROM, you convert them to a N64 format and put them where they're needed. Your question isn't specific enough for me to be more specific.

    2. Convert it to an object (using something like Hylian Toolbox, wotf or objn64tool), and use that object with an existing or new/copied actor to render it. Place that actor in the ToT and it should be there.

    General Discussion / Re: Alright, roll call
    « on: July 06, 2013, 04:53:52 AM »
    plɹoʍ ollǝɥ

    Announcements / Re: old forums
    « on: July 06, 2013, 04:52:30 AM »
    I am yet to set up the sql database for that forum. I have it somewhere though. I get daily emails reporting the error...

    Zelda 64 / Re: Actor joints & matrix & RAM segment shit cracked
    « on: June 08, 2013, 06:22:12 AM »
    The overlay is probably right, but ZSaten is probably confused as that overlay loads multiple NPCs. Also actor 0x0182 uses object_bob, worth a shot, I guess?

    Zelda 64 / actor object scene exit tables - pulled out of code
    « on: May 23, 2013, 08:57:23 AM »
    Up to 819 scene files. MQ Debug, by default, only has 109.
    Up to 1536 actor files. OoT, by default, only has 470 actors.
    Up to 512 objects. OoT, by default, only has 401. Okay, I can up that if you really need more.
    Up to 31,744 exits! OoT, by default, only has... 1556. (Note: Cendamos told me the engine rolls the number over after a certain point, if so, I will fix this in a future release.)
    Up to 32.7kB (that's kilo-bytes) of whatever you want to always have loaded!


    Programming / Re: Beginner to software dev
    « on: May 09, 2013, 02:51:17 AM »
    You might want to check out libbadrdp.

    Programming / Re: RenegadeEX modification
    « on: May 02, 2013, 08:19:54 AM »
    wareya I need to make something for you so that you can upload stuff to my site instead of using these file hosts that will go down in a couple of years.

    Help Center / Re: Insert Gameshark Codes into Rom
    « on: May 02, 2013, 08:18:45 AM »
    Some addresses translate. Some don't. I made the A+C GS code into a patch - it wasn't simple. Sometimes you have to breakpoint the value that the GS code affects and see where it's written from. If you never get a write break then it was DMA'd there. If you do get a write break... Start tracing assembly! Savestates are your friend.

    Zelda 64 / Re: Item Name Texture Format?
    « on: May 02, 2013, 08:14:24 AM »
    Probably IA8 or IA4.

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