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| Zelda64 bible; read | |
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| Topic Started: Feb 23 2016, 12:32 PM (3,397 Views) | |
| AriaHiro | Feb 23 2016, 12:32 PM Post #1 |
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A mentally drained friend
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Most may not know me but i've stuck around over the years. I never was really in the scene but behind them. some people are new here so i created a short autobiographical excerpt in my own perpective of how the community has changed throuought the decade, its been 10 years and rocky but im here to shed light and tell a brief anonymous history of the scenes downs. why are there two communities? why do people hate ura mods? those questions will be answered. if anything else its a entertaining story. https://www.dropbox.com/s/tlxm8fqriund89c/Zelda64%20Bible.txt?dl=0. I encourage people to tell their stories to educate the next generation modders and possibly software developers. Please, I know it's not entirely possible to stop drama due to the nature of this topic but please avoid all possible mudslinging. Drama KILLS communities. You guys are ok so far. Edited by AriaHiro, Feb 24 2016, 07:13 PM.
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| GANONdork123 | Feb 23 2016, 02:33 PM Post #2 |
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Retired Zelda Modding Veteran
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Here is my story: https://docs.google.com/document/d/1rDGJU4x1H3Iltl97DDuD2Rz0Zsj54F1DcfW6bJq7hI0/edit?usp=sharing |
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| AriaHiro | Feb 23 2016, 03:03 PM Post #3 |
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A mentally drained friend
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flotonic works that way and is very friendly from my experience, flo even overrided a ban for me. we must make lots of backups of these stories, feel free to download mine
Edited by AriaHiro, Feb 23 2016, 03:06 PM.
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| GANONdork123 | Feb 23 2016, 03:06 PM Post #4 |
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Retired Zelda Modding Veteran
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Yeah. I don't ever recall a time where he was ever rude or a time where he has ever been a jerk. |
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| AriaHiro | Feb 23 2016, 03:30 PM Post #5 |
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A mentally drained friend
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i distinctly remember someone being banned from everything for being an uptight asshole. not even spinout's place wanted anything to do with him. polar opposite of flo
Edited by AriaHiro, Feb 23 2016, 04:14 PM.
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| Ideka | Feb 23 2016, 04:09 PM Post #6 |
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Interesting stories. Please try your best not to turn this into a source of drama though; don't bash on other people regardless of what they've done to you in the past. |
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| AriaHiro | Feb 23 2016, 04:14 PM Post #7 |
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A mentally drained friend
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agreed editing post now |
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| soulofdeity | Feb 23 2016, 05:54 PM Post #8 |
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Zelda's Secret Ocarina got hacked by someone (I think it was Cen or cooliscool) for justice; as the mods were exploiting female members for sexual favors. The original Maco64 community was on some phpboard until Vexiant agreed to go halfsies with Flotonic on buying an actual domain. They got into a fight over something (I think it was about one of them abusing moderator powers or something) and Vexiant booted Flotonic off the website and shut it down. Flotonic tried to boot up the old website on the phpboard, and it was subsequently hacked and spammed with goatse pics. Then Flotonic's youtube got hacked, and he went full on paranoid. He disappeared for a long time, but I ended up finding him somehow and we eventually decided to start a new community together called modshack. After getting the website set up, he realized that apparently, the subscription for the Maco64 domain had expired and he bought it; and thus modshack was abruptly abandoned. Fast forward a few months, and he didn't seem to care much about modding anymore; more concerned with his OoT 2D game, and with Zelda64.net gaining popularity alongside the new CloudMax wiki, he decided to close down the website. --- A long forgotten website, glitchkill, was lost to the sands of time. Partially due to the fact that the members spent more time talking together in the irc than anything, and eventually, the entire community branched off into a Skype group chat called the S.S. ______ (we fill in the blank with random phrases). The ship has sailed strong for a good few years, though now it's been reduced to just BobboTheClown, Blinx (aka. CasperTV, aka. Paco, etc.etc.), punk7990 (aka. punku), Andrewwws, and on a pale blue moon night, when all the planets are in perfect alignment, and Haley's comet eclipses the moon, casting down brilliant purple rays of shimmering light upon an ocean grotto home to a family of hyperintelligent dolphins, Chaojimbo. I originally joined the GCN after seeing some URA videos on YouTube with the intention of joining the team. I got pissed off because I was rejected and assumed it was because they were hiding something. I made an ass of myself and got banned. Then I started a new topic on glitchkill where I continued to make an ass of myself. I then used an elite proxy to bypass the security of the GCN and created a user called "Kaminotamashi" which I used to loiter about. Being a friend of a few of the URA team members, they managed to help convice Zeth to let me come back, and I sent him an apology in a pm. Blinx didn't trust me though, and was kind of a dick at time; until he got booted from the URA team after a disagreement about a different team member who did a lot of the concept art. Then we spent a lot of time talking in group chats and ended up becoming buds. I also originally got into a heated debate with Andrewwws about whether or not you could use C++ for modding; (I claimed you could't because the runtime needed for ctors/dtors, vtables, and a multitude of other things was too big; and he claimed you could because you could just use the C subset of C++); so we kinda hated each other for a while, but later realized that we shared a lot of interests and talk a lot about nerd stuffs. Anyhow, being friends with several of the URA members, I pretty much got a front row seat at watching the project crumble apart right when it was happening. After making such a royal dick of myself, and Zeth still allowing me to come back after that, I ended up having a bit more respect for him though. And the more I watched shit unfold, the more I drew parallels with a similar experience I had. I ended up going on the defensive trying to get people to put their guns away. I think it was around this time that I started hanging out with Airkita a lot. We were both learning how to do assembly modding and having a lot of fun. But I was also going through a lot of shit in my life at the time, one of which being an extremely bad tooth infection sitting on nerve that would randomly send exploding and searing pain across my entire face and on occasion, causing my entire upper body to go completely numb. One night, one of the episodes happened while I as talking to her and I think she told me to use orajel or something I snapped, telling her that it wasn't a tooth pain, it was nerve pain (which is order of magnitude worse). We got into a fight and avoided each other for a while after that. I left the community not long after that; spending most of my time studing operating system development and programming theory. Recently though, I've managed to lose all interest in programming aside from some interesting mathematical topics involving physics and biology; and ended up coming back here one day simply because I was bored and wondered how the community was faring. |
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| AriaHiro | Feb 23 2016, 06:56 PM Post #9 |
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A mentally drained friend
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that was poetic soulofdeity mind if i add this to the archive? |
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| xdaniel | Feb 23 2016, 07:59 PM Post #10 |
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I think I had written down some of this before, somewhere, which most likely has since been lost to time. So, let's see... I first heard about Zelda OoT from magazines of the day, after having played Link's Awakening a whole lot and not having an N64 yet. I eventually found out about N64 emulation, got UltraHLE on which I first played OoT (at maybe 50% speed, with a Voodoo Banshee; sometime in 1999 or 2000?), then later got an actual N64 (for Christmas 2000), a copy of the game (PAL v1.0, a year or two later?) and a cheat cartridge for trying things like the "Beta Quest" code and by sheer chance figuring out new ones (an Xploder64, around the same time as the game). One of the "Beta Quest" and general code sources for the game was ZSO, aka Zelda's Secret Ocarina, headed by MNGoldenEagle. That was before the site had its own forums, so the main form of communication with MN was via mail, although IIRC he also had AIM. I did write him a couple of times back in 2001/2002, with these mails and his replies getting posted to the site's Q&A page by him, which can still be read via the Internet Archive and possibly some reuploads of the site today [1]. Eventually, the site moved from 50g [2] to being hosted by Krahs-Emag (i.e. Game-Shark backwards; [3]) and got its own forums, the Zelda Coalition forums [4], in ca. March 2003. Checking ex. some snapshots of the forum index on the Internet Archive, some of the early people on there, late 2003/early 2004, that I can remember were MN, cooliscool, luke88, Dragoon50, SnowManZero, Zoe, TerminaSageZelda, JR, JayTheHam, superdoughboy, Knuckles500, Tjalian, TS_Death_Angel, myself, others whose names I vaguely remember but can't associate to anyone anymore, and others I can't see on these snapshots but think were around during that time too, like ex. Sabin. These were interesting times, full of speculation based on prerelease screenshots, based on what we saw when using codes like the BQ, on what we thought the game was doing when this-or-that happened during BQ, things like that. I don't think we did much research into the innards of the game's ROM until ca. 2004, when we discovered zextract (Zelda Extractor, which might've already been made way back in 1999 by _Demo_, if my quick googling is correct [5]; we were pretty insular back then) and thus could finally decompress all these Yaz0 blocks inside the ROM. But even then, it was mostly other things we were doing: the ones of us who could would do code hacking, i.e. finding new GameShark codes and the like (for example, [6]), while others would ponder over screenshots, oddities in the final game and such. As for the decompressed data, one of the earliest things I can remember us doing (and I still have documentation of) is trying to at least look at the data for the Map Select screen, which I'm pretty sure we knew was in there even before the Debug ROM, because part of its text can be read even in its compressed form, the "ZELDA MAP SELECT" header in particular (check around 0xB09300 in a normal NTSC v1.0 ROM). The documentation I mentioned is an IRC log from July 16th 2004, where cooliscool, luke88 and I are together in a channel, with me slowly piecing together the "scrambled" Japanese text - because we had no idea about its encoding - for the Map Select entries. I had reuploaded that to my website's FTP in 2008 for some reason, maybe the Unseen64 forums when they still existed, so if you want to check that log out, check [7]. As for the Debug ROM, jumping back to May 2003 reveals a curious post on Emutalk.net from LaC, one of the Nemu64 authors, in which he mentions a ROM of Master Quest with a debug mode in reference to the then-recently released vanilla MQ ROM, but 15 minutes later retracts his statement, saying that they are different ROMs [8]. The ROM he's been referring to is most likely our well-known MQ Debug ROM, which eventually ended up in the hands of cooliscool in 2003 or 2004, and which he had posted about but not released yet (judging from his October 2004 stickied thread "DO NOT POST ABOUT THE DEBUG ROM!" in Beta Zelda on ZC; [9]). Eventually, the ROM was made available to some of us "ZC regulars" prior to its public release - I personally remember getting it on IRC, while I was at a small LAN party with a couple of friends, but I don't have a log for that anymore -, we dug around in it, documented what we could document, and at some point sometime later, it was released to the public. There's a lengthy thread at ASSEMblergames about its history and origin [10], in which some people from back then have posted as well, like Knuckles500, HyperHacker, Kao and again myself; if I'm contradicting anything that was said in there in this text, then you should -probably- ignore this and go with what the thread says. I don't have a lot of memories or things to share regarding 2005, as we didn't have internet at home for a bit over a year, until ca. April 2006, if the date on my first IRC log from the, in my opinion, golden days of the IRC channel is to be believed. Even then, tho, I don't specifically remember a whole lot code- or ROM hacking-wise aside from some of the more obvious things, like cooliscool getting started on his first(?) tool, Zelda Edit (still have v0.9.5 from November 2006), progressing into ZAV (Zelda Actor Viewer) and ZAVAP (Zelda Actor Viewer and Positioner; still have a couple ZAV/ZAVAP versions from early 2007), which eventually turned into Utility of Time (still have some builds from mid/late 2007). My own first steps towards writing tools for viewing and editing content in the ROM came in August/September 2008, when I started hacking up NeHe OpenGL samples to interpret and render display lists from object and room files [11]. I had no idea what I was doing with this "Experimental zobj viewer" or later "Experimental N64 Object Viewer", it was extremely slow and buggy, and it was a big learning process for me, for someone who's previously almost exclusively worked with Visual Basic 4 and 6, and only had a tiny bit of C experience from when he modified the WonderSwan emulator Cygne to have a new, minor feature or two. I am not quite sure if ZSO was still around by this point, but I don't think it was. I seem to recall it finally dying in late 2008 or thereabouts, so I'd assume that at least part of my crappy C code hackery was already taking place at spinout's forums. I am pretty sure that, by the OZMAV days (OpenGL Zelda Map Viewer; October 2008 and onwards [12]) things were centered around spinout's forums, at least for me. By February 2010 I would say, I had gotten rather confident in my abilities regarding Zelda OoT, regarding C and OpenGL, which is when I had started writing the aptly titled OZMAV2, a "semi-cross-platform", as I called it, rewrite of OZMAV more or less from the ground up [13], and worked on SM64toZ64 with spinout (a semi-automatic Super Mario 64 to Zelda OoT level porter) [14]. Another year later, The GCN was around although I'm not sure when it started, I was mostly active on there as well as spinout's forums, with a dose of Glitchkill as well, and had started writing both SayakaGL (a level editor ala UoT and my own OZMAV/OZMAV2, written in C#; first beta build in early February 2011) as well as SharpOcarina (a custom map importer, also in C#; development started late March 2011 [15]), at least the latter of which you're probably familiar with. Most of my history with OoT/MM hacking from 2011 up to today can still be easily found on the internet, on spinout's forums, on The GCN, in parts on Jul, on Glitchkill, etc., etc., so instead of spending another hour or so pulling together resources, I'll just end this overview here as it's getting late. If someone has any questions about any of this, feel free to ask them, although I might not be able to answer them, by not remembering, etc. [1] https://web.archive.org/web/20021010053934/http://zso.50g.com/qa.html [2] (http://zso.50g.com/) [3] (http://zso.krahs-emag.com/) [4] (http://zso.krahs-emag.com/zcforums/) [5] http://www.harteex.com/zeldafiles/zelda64rus.dotnet.lv/Zelda%2064%20-%20Translation%20basics.html [6] https://web.archive.org/web/20050608191029/http://zso.krahs-emag.com/zcforums/viewtopic.php?t=515&sid=9545914ede9934489d06df6d897c5aa8 [7] http://magicstone.de/dzd/random/ZSO.20040716.txt [8] http://www.emutalk.net/threads/13679-Cool-Screenies?p=135861&viewfull=1#post135861 [9] https://web.archive.org/web/20050519093004/http://zso.krahs-emag.com/zcforums/viewforum.php?f=3&sid=22f30b7c8b989f224778660995c033fd [10] http://assemblergames.com/l/threads/origins-of-zelda-master-quest-debug-rom.23285/ [11] http://magicstone.de/dzd/random/zobjviewer/ [12] http://magicstone.de/dzd/random/zobjviewer/ozmav/ [13] http://z64.spinout182.com/index.php/topic,14.msg172.html#msg172 [14] http://z64.spinout182.com/index.php/topic,37.0.html [14] http://z64.spinout182.com/index.php/topic,320.msg1725.html#msg1725 Edited by xdaniel, Feb 24 2016, 04:40 PM.
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