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05-03-22 04:47:25 AM
Jul - General Game/ROM Hacking - SharpOcarina - Zelda OoT Scene development tool New poll - New thread - New reply
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xdaniel
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Posted on 09-06-11 09:29:16 AM (last edited by xdaniel at 09-06-11 06:31 AM) Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Google Code page: http://code.google.com/p/sharpocarina/
Documentation: http://code.google.com/p/sharpocarina/source/browse/trunk/MapDev/ReadMe.txt



SharpOcarina is a scene development tool for The Legend of Zelda: Ocarina of Time (and possibly Majora's Mask) for the Nintendo 64.

Written in C# and using OpenTK for the scene preview, the program allows the user to create new levels by importing Wavefront .obj models, adding game-specific level components (actors, waterboxes, etc.) and customizing the rendering of the models in-game (ex. translucency), then automatically converting all the data into the game's or resp. the system's native formats.





Some videos of scene imports done using this tool can be found on YouTube, while my own channel has some pre-release videos of the program and some test maps.


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puddinpops
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Posted on 09-07-11 02:38:58 AM Link | Quote
Wow, Zelda TOOT hacking is on its way to reaching the same level of Mario 64 hacking. Pretty impressive stuff!
Rena
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Posted on 09-07-11 08:26:56 AM Link | Quote
Post #4293 · 09-07-11 03:26:56 AM
Right on, although that window sure is huge. Can't you break the side stuff off into a tool window?



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xdaniel
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Posted on 09-07-11 11:13:16 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


I guess it is huge, yeah... I'm already way too used to 1920x1080 it seems. I'll look into getting a tool window going instead, but there's some more conversion-related stuff to do beforehand (separating some settings, adding support for waypoints, some other things).


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Posted on 09-08-11 05:33:56 AM Link | Quote
Post #4295 · 09-08-11 12:33:56 AM
How does Zelda handle large areas, anyway? I assume it only renders one room at a time, selected by the polygon you're standing on? How does your importer break the model up into individual rooms?

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xdaniel
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Posted on 09-08-11 08:24:27 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


You've got the scene, which contains level-wide information like transition actors (ex. doors, black planes you walk through), the colllision model, etc., and the individual rooms. Rooms are loaded by triggering one of the transition actors, which have settings that tell them which room to load depending on from which side they're triggered - say, it loads room 1 when used from the front, and room 0 when used from the back, so it goes back and forth between the first two rooms in the scene. And yep, only during the transition between two rooms there's more than one of them loaded, otherwise only the one Link is in is. Also, the model has to broken up into rooms outside of the program and each individual room added to the current scene separately, while the full model is used for the collision.


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Rena
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Posted on 09-09-11 06:29:00 AM Link | Quote
Post #4302 · 09-09-11 01:29:00 AM
Ahh, sounds simple enough. Shame I can't really do that for Mario Kart, as it's a bit more complicated. (Same "rooms" system, except they overlap to produce a seamless appearance...) I'll have to figure out some way to split models. I have an idea already (rendering along the path, counting changed pixels) but it'd be hella slow (something like O(n4) with rather large n...)

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Posted on 04-19-12 11:57:29 PM Link | Quote
This program is amazing! Is there any limit to how big the map can be?
xdaniel
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Posted on 04-20-12 11:53:48 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Warwiio: There's not set size limit, so you'll have to experiment, but a custom map with a similar size as Hyrule Field should be possible easily - and even then, you can still break up your map into different rooms (see ex. the Lost Woods).


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Posted on 04-22-12 05:22:59 AM Link | Quote
Post #4699 · 04-22-12 12:22:59 AM
At some point, I guess there must be limits imposed by the number of vertices you can have in a room and such? But it's probably not difficult to have it use the expansion pak, giving you probably more room than you'd ever need...

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Posted on 05-01-12 02:20:44 AM Link | Quote
I am extremely hyped to see where people take this. Hopefully we see full-on hacks in the near future with expanded tools, as I would definitely like to take a crack at creating a custom Zelda adventure.

Extremely good work here!

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Posted on 06-06-12 10:21:45 AM Link | Quote
+100 stars for using OpenTK
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Posted on 06-06-12 10:24:20 AM Link | Quote
+100 stars for using OpenTK


also i would give you moneys to make this for Zelda no Dentusuetu Majoralabia
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Jul - General Game/ROM Hacking - SharpOcarina - Zelda OoT Scene development tool New poll - New thread - New reply


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