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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Tue Dec 17, 2013 8:22 pm Post subject: Zelda 64 soon to have hardware compatible custom maps! |
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Yup, been helping xdan (one of our biggest programmers in Zelda64 hacking) test stuff on my ED64 to help get custom hardware compatible maps working for OoT/mm.
The first custom map to work on hardware:
Unless you visit the Zelda hacking forums like "Maco" or "The-GCN" Then I would bet you haven't seen any of our amazing new maps some of the new and old members have been working on. Also it's good that we can basically do anything we want now with OoT and the mods will still work on hardware.
Now two out of three major N64 modding communities (Zelda, Goldeneye/Perfect Dark, and Mario) have nearly full hardware compatibility with any changes we would want to make including custom maps/models! _________________ http://heavyd139.wix.com/project-rebirth |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Tue Dec 17, 2013 9:06 pm Post subject: |
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Oh my gosh, I thought Mario mods NEVER got compatible with console.. pray tell _________________
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Wed Dec 18, 2013 7:09 am Post subject: |
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That's very good news!
I visit the GCN often and there are a few projects that I have an eye on. I'm interested in hacking Zelda myself, but in the distant future, hehe.
I think Mario 64 hacking isn't interested in console compatibility and they are "expanding" the graphic engine so it can do more things on emulators. I don't know of any hack that works on console (perhaps the early ones that one changed objects, enemies and stars), but the custom maps hacks sure doesn't.
Hacking with console in mind is a new level from emulator only, hehe. There are a lot of new graphic issues you have to deal with and some random crashes that don't happen because of missemulation.
I can understand people like enhanced hacks for emulators rather than console-limited, but being able to play my maps on the real thing is what makes me more proud of.
What about Majora's Mask hacking? Is people interested on it or just Ocarina? If I ever work on a hack, it will be for Majora's.
PS: Oh, if you can reduce your avatar so it doesn't move the text, that would be nice.  |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 920
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Posted: Wed Dec 18, 2013 8:16 am Post subject: |
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Wow, this is great news! BTW, what N64 hacking websites or forums are there, please? And what Zelda and Mario hacks do you know of that are currently hardware compatible (I thought they all weren't)? |
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Wed Dec 18, 2013 12:11 pm Post subject: |
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@ Sogun
As well known as a hacker you are here I'm sure you could make some awesome mods for Zelda. We typically hack the OoT debug rom since it is the easiest to mod, some people like to hack the OoT v1.0 rom, and very few work with Majora's Mask.. it's less documented, and alot more different than you would guess from the other Zelda 64 roms. There is one person "Twili" who is working on a project called Zelda Gaiden that is being made with MM.
I'll change my avatar soon man.
@ everyone else
That was what I meant to say, out of three major N64 hacking communities we have two that have mostly full hardware compatibility with all tools excluding out dated ones. Mario 64 hacking does not, and that's a bummer.
IF you want Zelda hacking communities here are a few to visit, though one requires you become a member before you can look at anything really
https://www.the-gcn.com/
http://forums.maco64.com/index/
I had seen some programs for hacking Banjo Kazooie.. or Tooie? but I don't know of a Banjo Kazooie hacking community. I'd really like to see new Banjo maps and mods too if anyone can help list other hacking communities _________________ http://heavyd139.wix.com/project-rebirth |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Tue Dec 24, 2013 9:00 pm Post subject: |
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Very glad to hear Zelda 64 mods are becoming console compatible. Just one more reason for owners of an ED64 or 64Drive to celebrate.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Wed Dec 25, 2013 9:05 am Post subject: |
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Oh, I thought one of the editors already spit out proper output, but it's not like anyone ever did anything interesting with them before. Cool beans though ;*)
Don't forget F-Zero X, though the hackers left their community a while back. They beat our editor by a week or two ;*)
Mario64 is a matter of butchering the DMA source and target addresses unless I'm mistaken. Honestly, they should really build an English rumble version and use that as their base. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Wed Jan 08, 2014 6:01 am Post subject: |
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It's a shame we probably won't see any more F zero X mods I guess. And I don't know for sure, unless it was an outdated tool by Spinout, or something.
xdaniels scenenavi map importing tool, and Flotonics Hylian toolbox both do not keep the ROM hardware compatible when importing maps. Though I am doing the testing for xdaniel to fix this.
We're not 100% on the custom maps just yet, more or less just the models.
(I thought we had solved all the problems with the maps with the initial successful test for custom models)
We have pinpointed one major problem with custom maps though.
Honestly, as harsh as this might sound, I think a lot of the reason Mario 64 isn't hardware compatible isn't just because of the fact they have no interest, but because they probably don't feel like wasting their time for it.
For example, I suspect the reason the Mario Multiplayer mod won't work on hardware is because it isn't true to the MIPS Assembly pipeline, and the code isn't worked into Mario's actor (or in other words lazy hacking). Spinout has told me himself that the only reason his OoT multiplayer mod does not work on hardware was because of those reasons, and even said he was just lazy about it. And that he didn't do it the proper way, even knowing how too. No shame in that if he's satisfied with it that way, I have nothing but respect for Spinout. If I knew more about MIPS Assembly then I would definitely work the multiplayer codes into both OoT, and Mario myself. The only thing is though that anyone who tried would still need to work with getting the camera to focus on multiple players for OoT, or find Cen's old Splitscreen mod.. I think there is one at least, I vaguely remember someone saying something about Cen making one.
Edit:
Really Spinout was probably satisfied with it working like it did, because the problem with the camera, or split screen with OoT on hardware. _________________ http://heavyd139.wix.com/project-rebirth |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Wed Jan 08, 2014 7:09 am Post subject: |
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Yes, he did do a splitscreen mod. The complication was in the camera. He was having trouble segmenting the code, so the camera would either follow Link 1 or flick between focusing on multiple Links.
Sometimes the proper way to do something is so long and tedious the cost outweighs the gains--especially if you just want to shuffle out a cool demo ;*)
As for the Mario 64 thing, that's because the "expansion hack" screwed over the filesystem in a bad way. It's doing improper I/O, in other words. The console requires hardware addresses be aligned to even byte boundries (HWs) and RDRAM targets be aligned to DWs (8 byte bounds). (should be DWs, pretty sure not Ws)
The HLE emus only use 32bit, not 64bit address. That means FFFFFFFF80000000 is valid, but 0000000080000000 is not (unless you map it). These emus only read the bottom half, ignoring the top, so both are legal.
I've had a bit of trouble retaining emulator compatability myself. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Wed Jan 08, 2014 10:37 am Post subject: |
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Yeah I shuffled out a quick demo for my Zeda mod that was only emulator compatible, but it's only because I hadn't worked on my mod in so long, a program I used glitched (the OoT text tool) and expanded the size of my ROM immensely without reason adding a bunch of data, but I couldn't fix it, and I wanted to give people a little sneak peak of what was to come. I have a back up that wasn't damaged by the tool, but it has no new custom music imported, no new text, and it's missing a little overworld bonus secret I added.
It's a long shot too, but I'm gonna make a new post in the thread about my mod hoping for any insight about a non-related problem with porting music I've been having
As for the emulator, and hardware thing, what about Cen64? apparently as someone has claimed, after being worked on further it should to be compatible with some demo released by Marshallh (creator of 64Drive, I'm sure you know that, but just in case) that was only hardware compatible before. _________________ http://heavyd139.wix.com/project-rebirth |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Wed Jan 08, 2014 2:25 pm Post subject: |
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Yeah, Cen64 is pretty amazing. It's lower level than the other emulators and doesn't rely on hundreds of game-specific fixes. Despite that--or rather because of it--it runs at a more reasonable rate than anyone expected. Sure, the MAME/MESS thing is as hardware-accurate as anyone has gotten, but Cen64 will run things at more than a frame a second.
About the only issue with it is that it isn't finished ;*) If he shoves an integrated debugger into the thing it will probably bump Nemu off the map. The only reason anyone uses it is because of the integrated debugger.
For the most part it's expected you build your own copy from the source to ensure it's optimized for your system, but there are prebuilt binaries. It's really pretty close to hardware-accurate. Not sure if he's incorporated quirks or not, and how it handles inaccessible registers. Failry bright light shining on the future of N64 emulation. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Jan 08, 2014 2:50 pm Post subject: |
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Yeah, Cen64's shaping up to be amazing. Hardware accurate (or damn close) and a reasonable framerate on a decent rig? What is this witchcraft? |
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