The Legend Of Zelda Skyward Sword [SOUE01]

Started by mothersbrain, November 11, 2011, 11:14:54 PM

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Anarion

#285
Quote from: brkirch on December 07, 2011, 05:07:10 AM
I have made significant progress on the classic controller code, but now I need to decide on how exactly to map the controls.  The mapping will be fully customizable, but I would still like to have a good default control mapping that the code will be optimized for.  In particular I need some feedback on how the sword actions should be mapped to the controls.  The problem is that if the Nunchuk control stick is mapped to the left control stick then the right control stick will have to be used for Wii MotionPlus controls, making it awkward to press the A/B/X/Y buttons.  So it may make more sense to map the sword button to R so that it is easy to move the right control stick and press the sword button.  The Wii MotionPlus control stick will probably have Link hold his sword at a position inverted from the control stick position so that he slices in the direction of the control stick when the sword button is pressed.  Maybe the ZR button could be used for the shield and pressing the ZR button while holding the R button should trigger a spin attack?  I was thinking for the rest of the buttons could be something like: Z to L, C to ZL, 1 to Select, + to Start, B to B, A to A, - to Y, 2 to X.  I'm not so sure about including the 2 button though since the information it gives will be completely inaccurate unless I fix it which is may not worth the trouble.  In that case maybe the B button should charge the sword for a Skyward Strike and then the mappings should instead be B to Y and - to X?
good going! :)
as for feedback, since the right control stick will be used for motionplus sword control, perhaps making the sword button be Zright or Zleft may be best, for comfort reasons. When using a classic controller, I often find my index fingers to be resting on Zleft and Zright. And whatever Z button where your dominant index finger may be resting may be the button for Sword if you decide it.
But anyways, thinking about what each wii remote button does in this game
[spoiler]
A - read,sprint,push,select
B - use item,holding b=select item,cancel selection
1 - gear&collection menus
2 - game instructions (most useless button to use)
- - adventure pouch
+ - map
C - look,holding c=dowsing selection
Z - target
Nunchuck Thrust - use shield
Wiimote Swing - sword slash
Dpad UP- harp,groose call
Dpad DOWN- fi, recenter (second most useless button to use)
Dpad Left & Dpad Right are only ever used to scroll on the gear&collection menus[/spoiler]
CCP
a - read,sprint,push,select
b - adventure pouch,holding b=select adventure pouch item
x - use item,holding x=select item,cancel selection
y - look,holding y=dowsing selection
Zleft (or Left) - target
Zright - sword
Zright & Left (or Zleft) - spin attack
Right - shield
MINUS - game instructions
PLUS - map
All Dpad Buttons remain the same

with this configuration, all of the most useful things to use on the wiimote will be within thumb reach from eachother. and the thing with this game is that you never have to do multiple things at once while you are moving. i thought about different button configurations and this one seemed most comfortable.
I'm not here much. If you have a problem with any of my codes, let me know through my youtube account and I'll help you.
¦}

Suiseiseki

Interesting progress I say!

I'm thinking though, what about the "sword drawing", sword stabbing and using the harp (and other specialized controls)?

daijoda

If the pointing is mapped to the right analog stick then can't you just use the right analog stick for drawing and the harp thing? Not sure if it'll be easier or more difficult than using the wiimote though...

gygabyte666

Quote from: brkirch on December 07, 2011, 05:07:10 AM
I have made significant progress on the classic controller code, but now I need to decide on how exactly to map the controls.  The mapping will be fully customizable, but I would still like to have a good default control mapping that the code will be optimized for.  In particular I need some feedback on how the sword actions should be mapped to the controls.  The problem is that if the Nunchuk control stick is mapped to the left control stick then the right control stick will have to be used for Wii MotionPlus controls, making it awkward to press the A/B/X/Y buttons.  So it may make more sense to map the sword button to R so that it is easy to move the right control stick and press the sword button.  The Wii MotionPlus control stick will probably have Link hold his sword at a position inverted from the control stick position so that he slices in the direction of the control stick when the sword button is pressed.  Maybe the ZR button could be used for the shield and pressing the ZR button while holding the R button should trigger a spin attack?  I was thinking for the rest of the buttons could be something like: Z to L, C to ZL, 1 to Select, + to Start, B to B, A to A, - to Y, 2 to X.  I'm not so sure about including the 2 button though since the information it gives will be completely inaccurate unless I fix it which is may not worth the trouble.  In that case maybe the B button should charge the sword for a Skyward Strike and then the mappings should instead be B to Y and - to X?

Oh hell! I may have just peed a bit. Great news! :)

I'm not gonna be too picky. As I said before, if it's customizable that'll be enough for me. I'll modify it as I see fit but I do understand the concern for a proper default setup.

I would suggest sticking as close as possible to the previous series setups. Mostly, I would aim for an OoT VC setup. That being though however, go with whatever feels best. This game has 'different' and pretty complex controls, at least compared to any of title in the series. So yeah, I would take everyone elses advise on here into consideration but ultimately, just go with whatever you feel is best or most natural to use. as mentioned, if people disagree with the default setup you choose, they can always change it themselves later, provides you keep it modifiable. I have faith. Good job again.
-gygabyte666

Brownsfan

Id like to request a code for the rickety coaster mini game.  Anyway we can get a time modifier so you win no matter what.  Like have it at 1:00 flat or something.

spunit262

Is anyone else working on the lumpy pumpkin harp code? Not only is the game damn near impossible, hacking it is too. I still have no idea what exactly the loss condition is.
Not active but may still sporadically make codes.
(ooo)
``´´

Stuff

Quote from: spunit262 on December 07, 2011, 09:36:07 PM
Is anyone else working on the lumpy pumpkin harp code? Not only is the game damn near impossible, hacking it is too. I still have no idea what exactly the loss condition is.
There's probably some points that go up as you play the notes(GH/RB) but you don't see them. You have to have more than some number of points in order to win. So search for rising points as you play good. Probably hard to do. Maybe search for 0 and then greater then when you finish and then less than when you start again and so on. If you breakpoint at the found address, you could probably find out what they expect you to score. And make it branch always or nop too.
.make Stuff happen.
Dropbox. If you don't have one, get it NOW! +250MB free if you follow my link :p.

Mod code Generator ~50% complete but very usable:
http://dl.dropbox.com/u/24514984/modcodes/modcodes.htm

spunit262

Quote from: Stuff on December 07, 2011, 09:43:09 PM
Quote from: spunit262 on December 07, 2011, 09:36:07 PM
Is anyone else working on the lumpy pumpkin harp code? Not only is the game damn near impossible, hacking it is too. I still have no idea what exactly the loss condition is.
There's probably some points that go up as you play the notes(GH/RB) but you don't see them. You have to have more than some number of points in order to win. So search for rising points as you play good. Probably hard to do. Maybe search for 0 and then greater then when you finish and then less than when you start again and so on. If you breakpoint at the found address, you could probably find out what they expect you to score. And make it branch always or nop too.
I know all that, I was just venting frustration, I've managed to find the code now. Yesterday I started working on it after trying to do it the mini-game legit so I wasn't in a good mode and I posted that before starting work on it today. I was also using a year old version of Gecko.net with the memory viewer didn't quite work right for me (haven't hack any think in a year).
Not active but may still sporadically make codes.
(ooo)
``´´

kupo15

#293
Quote from: brkirch on December 07, 2011, 05:07:10 AM
I have made significant progress on the classic controller code, but now I need to decide on how exactly to map the controls.  The mapping will be fully customizable, but I would still like to have a good default control mapping that the code will be optimized for.  In particular I need some feedback on how the sword actions should be mapped to the controls.  The problem is that if the Nunchuk control stick is mapped to the left control stick then the right control stick will have to be used for Wii MotionPlus controls, making it awkward to press the A/B/X/Y buttons.  So it may make more sense to map the sword button to R so that it is easy to move the right control stick and press the sword button.  The Wii MotionPlus control stick will probably have Link hold his sword at a position inverted from the control stick position so that he slices in the direction of the control stick when the sword button is pressed.  Maybe the ZR button could be used for the shield and pressing the ZR button while holding the R button should trigger a spin attack?  I was thinking for the rest of the buttons could be something like: Z to L, C to ZL, 1 to Select, + to Start, B to B, A to A, - to Y, 2 to X.  I'm not so sure about including the 2 button though since the information it gives will be completely inaccurate unless I fix it which is may not worth the trouble.  In that case maybe the B button should charge the sword for a Skyward Strike and then the mappings should instead be B to Y and - to X?
Wow wow wow. This is amazing news! :)

I think the default controls should be as close to the traditional N64 layout as possible. This is mostly based on position of buttons and feel. This is what it would be:

CC Traditional layout

L- target
R- shield
joystick (right) - Sword WM+ for eye puzzles etc...holding up charges skyward strike

Y- sword (use joystick(left) position as directions: left+y is a leftward horizontal slash etc...)
                       **If possible**
     -pressing Y will go right into rightward hor slash (even from idle)
     -L+Y is a downward vertical slash
     -R+Y stab (just like in OOT/MM)
     -The sword take out animation really is not needed with any CC setup

A- use item (holding a=select item,cancel selection) (I'm assuming that the joystick (right)would be select in this layout)
X - look, (holding X=dowsing selection)
          **If possible**
       -If you can make X an addition item slot like A, then change look/dowsing to Zr

B - read,sprint,push,select etc...
"-" - adventure pouch,holding "-"=select adventure pouch item (I'm assuming that the Right joystick would be select in this layout?)
All Dpad Buttons remain the same
"+" - map
Zl-gear/collection menus
Middle button on top- game instructions
Spin attack what he said (below me)

Please let me know if any of these suggestions are not possible...I'm curious. Thank you sooooo much!


dcx2

#294
It would be truly awesome if the code would poll the left analog stick to determine if it has crossed +X, -X, +Y, and -Y thresholds (in any order) within, say, 20 frames.  If it has, then watch for the sword button for the next, say, 5 frames.  If all criteria are met, perform a spin attack.

This would allow you to rotate the analog stick and then press attack, just like how it should be.

EDIT:

Four timers, one for +X, -X, +Y, and -Y.  Whenever a threshold is crossed, set a timer to 25.  Repeated crossings can merely reset the timer to 25 again.  Decrement all non-zero timers every frame.  If the sword button is pressed, check all four timers.  If all four timers are non-zero, spin attack.

gygabyte666

Quote from: dcx2 on December 08, 2011, 06:15:24 AM
It would be truly awesome if the code would poll the left analog stick to determine if it has crossed +X, -X, +Y, and -Y thresholds (in any order) within, say, 20 frames.  If it has, then watch for the sword button for the next, say, 5 frames.  If all criteria are met, perform a spin attack.

This would allow you to rotate the analog stick and then press attack, just like how it should be.

EDIT:

Four timers, one for +X, -X, +Y, and -Y.  Whenever a threshold is crossed, set a timer to 25.  Repeated crossings can merely reset the timer to 20 again.  Decrement the timer every frame.  If the sword button is pressed, check all four timers.  If all four timers are non-zero, spin attack.

Good find! I hope your findings help make this more possible to pull off.
-gygabyte666

Bully@Wiiplaza

#296
this button remapping hack will be a master piece, possibly better than all of nintendo´s default button layouts. *_*
I´m looking forward to try it. A whole controller solution to these complex controls definitely is awesome.
Never saw such advanced remapped work, yet. Hopefully there won´t be mayor issues since cursor controls etc. may be difficult to handle...
My Wii hacking site...
http://bullywiihacks.com/

My youtube account with a lot of hacking videos...
http://www.youtube.com/user/BullyWiiPlaza

~Bully

gygabyte666

I'm with you on this one. I'm extremely anxious to test this out and am very hopeful it won't be too complicated to put together but I'd be lying if I said I wasn't a little concerned over the potential it has for flaws and major setback issues. Hoping for the best though! :)
-gygabyte666

willyjo423

Can someone pls make a code to have the 'tears' in the silent realm always have light on? Thanks.

kupo15

Quote from: Bully@Wiiplaza on December 08, 2011, 10:07:16 PM
this button remapping hack will be a master piece, possibly better than all of nintendo´s default button layouts. *_*
I´m looking forward to try it. A whole controller solution to these complex controls definitely is awesome.
Never saw such advanced remapped work, yet. Hopefully there won´t be mayor issues since cursor controls etc. may be difficult to handle...
Yes definitely! I can't wait to see this code! I reallllly hope that it is not only possible but not hard to completely change inputs instead of just assigning the whole actions of a trigger to a different trigger. Stupid Nintendo has to make a lot of unnecessary control inputs for everything instead of lumping things together. For example swimming:
I hope it would be possible to make the angled swimming the same control as the horizontal swimming with only the swim button distinguishing what action occurs. If its only possible to simply assign all actions of a trigger to a different trigger than the CC code will have two different inputs for angled and horizontal swimming.

Anyway, I'm anxious to see what he comes up with. I wonder when it will come. So excited :)