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  Home | News | Ocarina of Time Editor

 
Zelda: Ocarina of Time
 
In collaboration with MNGoldenEagle and some other chumps, Cendamos is creating an editor for Ocarina of Time and Majora's Mask's map format. These two are the of the same pair who brought you the Arwing, the Stalfos Dungeon Room media and information, along with numerous other ROM discoveries for Ocarina of Time from the N64 along with Jaytheham. This is also made possible through the site Zelda's Secret Ocarina.
 
The final verison will most likely atleast have the following
  • Modifying area settings (lighting, fog, skybox, music..)
  • Editing the 3D Geometry of areas (terrian, textures, ect..)
  • Editing Actor(npc) Models
  • Editing, inserting, and modifying actor(npc) data
  • Editing map entrances and exits.
  • Possibly editing cutscene data.
  • The ability to publish a resource package that can be patched to any verison of Ocarina of Time / Majora's Mask.
  • High Resolution texture mapping based on MD5 hashes.


Zelda: Ocarina of Time

What will most likely NOT be supported in the final verison:
  • Editing pre-rendered scenes accurately.
  • Editing Enemy AI (unless there is a n64 asm deity)
  • Finding the Triumph Forks
  • .. other complicated stuff

Zelda: Ocarina of Time
History of the Project

Cendamos had fully figured out the general format for Ocarina of Time's actor and map models some time in early-2006, and eventually decided to configure the Stalfos House to be a playable map. Time passed and the inevitable thought of "Hey. Shouldn't I make a map editor?" occured. So hesearched through open-source examples of OpenGL.


Zelda: Ocarina of Time


After many days and hours of tedious programming, his ultimate masterpiece was complete. Sadly it consisted of a blank screen and access violation errors. He couldn't even figure out how to even draw a 3D cube.

 

It suddenly became clear at this point, for the first time in his life, hehad absolutely no idea what he was doing. It occured shortly after he realized I was terrible at cooking, so the effect was twice as devastating.

So he sought out person who could infact, make a cube in OpenGL, more specifically - someone he knew that would work for free. Then after many days and hours of tedious explanations of how the format worked - MNGoldenEagle managed to make the program, unlike his, display something other then error messages. Much more explanation ensued, eventually resulting in what we have here today.

Source:  Zelda's Secret Ocarina
 
 
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