What's new
  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.

Djipi's Final Cel Zelda MOD

enterthehatrix

Web Developer
animations are assigned to structural points on the model.. if you made link a midget, his arms would flail in mid air or float away from his body. so reanimations would be necessary.

Also, how would MIDIs be even harder? AFAIK, sound files dumped from roms come in USF (something like that) format and are playable in winamp with a plugin. If you can rework the winamp plugin, im sure you can convert MIDI to USF and make files usable for replacing sound. I know where you can get some Wind Waker midi files...
 

TS_Death_Angel

New member
Unusual_Rex said:
It would still be possible you just use the original animations.

Don't say it's possible until you provide a solid method of doing so :p

Edit:
@enterthehatrix: If I'm not mistaken, USF files have their own configured sounds, like a synthesizer.
 

loopsider

New member
enterthehatrix said:
Also, how would MIDIs be even harder? AFAIK, sound files dumped from roms come in USF (something like that) format and are playable in winamp with a plugin. If you can rework the winamp plugin, im sure you can convert MIDI to USF and make files usable for replacing sound. I know where you can get some Wind Waker midi files...

(I don't mean to get off-topic, but it does merit attention)

Its not that simple. If we want to just change the sequence that is being played by the N64 that is still complex (lets say we want to change the instructions of a song to play different notes or a different percussion beat). However, that would not really fix the cheap sound inherent in the N64.

Now, the n64 uses a sort of soundfont (or wavetable) like soundset that is stored on the ROM. Instructions to play these sounds are much smaller, and are stored on the rom as well.

We would have to be able to be able to decompress these soundsets, be able to replace them (or "mask" them in a similar manner to retexturing) and also have the sound plugin play a new set of instructions to use the full potential of the new soundsets.

I would love working on the sequencing aspect of this. With soundfonts, one can make a pretty convincing orchestra.
One can hear some original orchestrall stuff i've made with
http://www.soundclick.com/bands/pagemusic.cfm?bandID=207303 the one called "unfinished crap" is a medley of unfinished demos/tests with an orchestral program. To the untrained ear, some of these can sound rather convincing (of course, because of creating them they sound fake). There are glitches here and there that affirm that it is fake (unsmooth transition from soft to loud, etc).

However, as with many things, standardizations might get in the way of creativity (file storing conventions might limit the amount of percussion one can use, the size of these soundsets might have a limit, etc).

Though it would be awesome if we could get to resynthesizing the n64.

EDIT: I just thought, you could also reinsert pre-sequenced music into the game by making the entire song one sample and then making an instruction to play that sample in place of the pre-written sample.
 
Last edited:

pedrocasilva

New member
enterthehatrix said:
so its doable or not?
no one really tried it yet, so we simply don't know, the theory was said, but there's always a chance of problems occuring, like glitches, and in zelda series, the sound changes if you're close to a enemy for example, how will you make the transition with external music? it's a complex ideia, it might be hard to accomplish, specially for games like zelda.

For example, I guess it would be possible to make the water in lake hylia like this:
bridgeoverwater.jpg


If you made the plugin recognize that texture and render the scene like this... but would it really be possible? (I don't really know if it is, or not, just made that up now).

we saw high res textures, and cell shading, aswell as Truform and other stuff(the later two not released)... those were possible, lots of other things could be possible aswell... but work is needed for it to happen.

EDIT: Also even without applying new models to the game truform can really make miracles, let's just hope orkin releases it someday, it'll give all blocky edges a rounder form :evil:
 
Last edited:

Im Bored

lol@censors
New model insertion..hmm. The game system writes out vertice to vertice, for each point theres X, Y, Z physical, X, Y, Z texture map and RR GG BB AA colour. A new model, and the plug in, would have to write to that format, Id assume. Maybe not hard, but when you deal with the fact that the models contain addresses within the memory, well, if you used higher poly count models, itd take up more space, and thats not a variable, I dont believe. Put simply, as it is (not saying its not impossible, as Im not the authority) you could go over the actual limit of the memory quite easily. Preeetty hard. The best thing that could realistically happen, which is still bloody hard, is to write a remodeller that just lets people take the models existing and edit each point. This can be done with a gameshark anyways (I remodelled it that way and put the Triforce on the pedestal in the temple of time) so at least thats possible, but I wouldnt even hold your breath for that because Id imagine its a lot of work. All these things people talk about, I mean, its good to theorize, but not expect. It all takes time for people to do, alot of time, so yeah. Personally, Im happy with Rices' awesome texture replacement and I dont really want any more than that.
 

Agozer

16-bit Corpse | Moderator
Im Bored said:
Personally, Im happy with Rices' awesome texture replacement and I dont really want any more than that.
Truth. What happened to enjoying Zeldas, Mario's etc. the way they are. Even the avility to replace the existing textures with your own creations is pushing the envelope... but models too?

Sure, people can choose whether to use these enhancements or not, but still.
 
Last edited:

Vanit

New member
So we should all still be playing on the NES because everyone was happy with the games on it then?

Satisfaction is a poor reason to stop progress imo.
 

Agozer

16-bit Corpse | Moderator
What does the NES have to do with anything? Video game console get better over time, time that's given.

I don't dislike the current trend, far from it. I just feel like people are jumping the gun by instantly wanting "update" every single thing from textures to models to world geometry and god knows what else in the game as soon as someone finds a way to edit existing textures... which are just bitmaps, nothing else.
 

enterthehatrix

Web Developer
Agonzer thats what i said on page 56..

you'd have to build the model in the same way.. but of course, replacing everything within the game would take away the originality of the game.
It still doesnt hurt to make the game even more awesome than it currently is does it? We're making the progress, poking the questions, etc..

Im Bored, were you refering to the memory in the emulator or the computer?
Because if you were refering to running out of memory in the emulator, couldn't we assign like 16MB to the game as opposed to the N64 4MB? Im not sure how it works exactly, but couldn't that help the high res projects aswell as improve game play? (Chances are you'll have to explain to me why giving the emulator more ram wouldnt work)
 

Im Bored

lol@censors
errr well the game, and all games, are coded. of course. Theres only so much code within a game. What Im used to reading is very basic entry level stuff, but I assume the same principle applies. Basically theres a memory range from 0x00000000 - 0x03FFFFFF . Within all that coding everything is written; how link walks, colours of things, why link walks, collision, ASM stuff, all that. (And, could someone correct me on the 3F thing, I think it may be 1F. I know that after a certain level its all blank and never read at all by the game). The model data of course is written to an area in there, something like 0x01200000. It takes up ALOT of space as is. If it were to overflow, itd then be rewriting other parts of the games coding, and most likely, mess other things up.

This is just my knowledge, which is basic at best. Im sure there might be ways around it, but even at this level, its apparent things are harder than just referring to an outside 3-D Model.

I was unclear in my last post too; its not memory in the most known sense; indeed, if that was the case then just throw enough memory on your PC and you could have high poly models alot easier. Argh Im not making much sense, but ive been up all night. anyone, feel free to rape my post of dignity.
 

enterthehatrix

Web Developer
I kinda get what you mean about overwriting parts of the memory, but doesnt retexturing do the same? afterall the texture is bigger than it should be...
 

Mireneye

New member
How about this. The game itself won't have a single idea that the object is placed there but the emulator is programmed to place it there ? As in, it detects links X,y,z and places another model there, without inserting new model into the rom itself but simply displays the model as a 'layer' above the other model. And if I recall correctly you can make link invisible ?

This was done for morrowind, just a rough example. However the objects were inserted with help of a script extender and an external app.
 

enterthehatrix

Web Developer
The only idea we're missing now is rewriting the script for the game...

I like the idea though of changing models, because Djipi can then change Link to WW link.. I think we're going to have to put a stop to where we imagine these mods are going to go to...
 

2kool4skool

New member
My apologies, but I've spent forever searching this thread, and I still can't find my answer: so has this pack been updated? Is it continuing to be updated? And what about the English menus patch and the quick fixes that someone made? Is that now included with the pack?

Thank you for your time.
 

Top