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Author Topic: Game events  (Read 530 times)
Fatories
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« on: June 27, 2010, 08:05:14 PM »

So I'm just wondering, is it possible to make an event in oracle of ages/seasons that once it happens it activates a gameshark code?
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Lin
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« Reply #1 on: June 27, 2010, 08:24:47 PM »

Specifically what you're talking about, no. That's not possible with any game, nor will it be unless the game knows what emulator is used and they have some form of messaging that controls outside-of-game events. But you can make an ASM script that modifies a memory address, which does the same as a gameshark code.
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Fatories
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« Reply #2 on: June 27, 2010, 08:52:27 PM »

First of all there probably is multiple ways of doing this but game shark codes are the first thing I thought of.

What I want to know is if it would be possible for me to have an object (not sure what yet) that when the character presses the talk  button, it will change his animal flute. I know this is possible through game shark.
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Lin
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« Reply #3 on: June 27, 2010, 08:59:41 PM »

All a gameshark code does is change one value in a memory bank/address into another, so in the end you're going to have to write a value to the flute address. The only problem is, it's going to be hell to write. The dialogue code is all over the place so it's kind of gonna be really hard. However, you can do something easier like making the flute obtainable in a chest  and modify the chest loading code. You'd do something like checking the first chest value, and if it's xx, don't actually give you a weapon, but just modify the flute you have. Though, it'd be kind of hard when messing with dialogues, but you can place a check on those too. I don't know, but it should be more than possible.
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fauxrage
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« Reply #4 on: June 27, 2010, 09:00:45 PM »

Why not just acquire all the flutes, then you can switch them through the pause menu.... but that IS a wonderful idea. Cheesy Dont ask me how to accomplish it though... I'm clueless. Tongue
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Fatories
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« Reply #5 on: June 27, 2010, 09:03:37 PM »

Why not just acquire all the flutes, then you can switch them through the pause menu.... but that IS a wonderful idea. Cheesy Dont ask me how to accomplish it though... I'm clueless. Tongue

I don't think the game will actually allow you to do this because of the designated few screens where depending on the animal you chose, changes. I'm pretty sure that even when you obtain another flute it just changes your other flute, not totally sure though.

All a gameshark code does is change one value in a memory bank/address into another, so in the end you're going to have to write a value to the flute address. The only problem is, it's going to be hell to write. The dialogue code is all over the place so it's kind of gonna be really hard. However, you can do something easier like making the flute obtainable in a chest  and modify the chest loading code. You'd do something like checking the first chest value, and if it's xx, don't actually give you a weapon, but just modify the flute you have. Though, it'd be kind of hard when messing with dialogues, but you can place a check on those too. I don't know, but it should be more than possible.

 Smiley Great, all I need to know for now is that its possible, thanks for your help.
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Jigglysaint
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« Reply #6 on: June 27, 2010, 09:38:54 PM »

I believe there are a few addresses that determine what area is loaded with what animal.  Haven't looked too much into the animal's coding to see.
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Fatories
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« Reply #7 on: June 27, 2010, 09:45:09 PM »

Well theses are the game shark codes that modify the flute, the flutes song, the animal and the animals special area. I've tried them all, but I haven't tried them separately to see which one modifies the map, which one modifies the flute/song and which one modifies the animal.

Dimitri
    010C10C6
    0102B5C6
    0102AFC6

  Ricki
    010B10C6
    0101B5C6
    0101AFC6
 
  Moosh
    010D10C6
    0103B5C6
    0103AFC6
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Jigglysaint
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« Reply #8 on: June 27, 2010, 11:12:10 PM »

The addresses are...actually right there in the gameshark code.  C610 will alter what animal you summon and what area appears.  C6B5 is what song is on the flute.  Apparently this is cosmetic only, and the only thing that really matters is if C610 is set to 0B, 0C, or 0D.  Setting it to 0E will send you to Ambi's palace(stuck in a wall), and anything below 0B will set up versions of the different areas with graphical glitches.

Also note that 0103AFC6 is the level of the shield, and doesn't affect animals in any way.

BTW, please post more gameshark codes since some of them might give clues as to what memory addresses do what.
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Fatories
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« Reply #9 on: June 27, 2010, 11:36:10 PM »

Well first let me start off by saying that none of these codes were created by me, and I have little experience in actually making game shark codes. (Although I do have some) I haven't actually found a good website in which only codes for Ages were posted but the site below does contain some (very few actually) codes that work both in seasons and ages. EDIT: The ring codes should work for both games despite not saying.

http://www.gamefaqs.com/gbc/198972-the-legend-of-zelda-oracle-of-seasons/faqs/13600

This site does contain codes, but they are just modifying you health, weapons, items, etc.
http://www.zeldaguide.com/gsharkooa.htm

Also this is just an extra code that I'm pretty sure isn't listed. This one allows you to walk through walls.

010033D0
« Last Edit: June 28, 2010, 12:52:32 AM by Fatories » Logged

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