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226
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Oracles Hacking / Progress / Re: Assembly Recoding
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on: April 30, 2011, 01:46:59 AM
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Sounds pretty good. So this basically works for interaction 72 only, and nothing else is being changed, right?
Yep. The only code I've added is used ONLY for interaction 72. I'm not sure whether or not I want to mess with the script code to add an FF opcode because I don't want to mess with the original code at all. I think what I'll do is make the original code peek at the byte, and if it's FF, resume the script based off the next byte. I also had to hardcode Dx46 (Delay) handling because for some reason they broke with my calling code, but they work fine now.
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227
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Oracles Hacking / Progress / Re: Assembly Recoding
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on: April 29, 2011, 04:33:33 AM
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Sorry but the lead developer of ZOxx is a liar. Development has already started and is nearly complete, with new and way improved features such as: -No more crashes -Multiple scripts in a room -No need for using bank C (See new skeleton) -Possible underwater use (Has yet to be tested) New skeleton: writelocation 123456 setinteraction72 0 //Rest of code playsound 4d Interactions with the ID of 72 load the specified address at the back of the ROM, and when a jump is used, the new address is stored in the interaction's memory (Dx7D-Dx7F) and recalled to load data in C300 every time its script is executed.
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229
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Oracles Hacking / ZOSE / Vote: Opcode to Replace
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on: April 27, 2011, 04:13:22 AM
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Well the new scripting system clearly caused problems. I'm done with the engine changes and am going to go back to what the original format used to be - Opcode pointers in bank 0C and no free opcodes to use. This will cost a lot of space in bank C and maybe even ruin some past scripts because of data locations, but it's worth it because it means no crashes. Vote.
~Lin
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230
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Oracles Hacking / Tools / Re: Zelda Oracles Text Editor
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on: April 26, 2011, 11:21:44 PM
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A new version has been released! This one includes automatic compressing, which will compress the greatest way possible. This means you get to type freely and have ZOTE compress text for you!  The download link is the same. 
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231
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Oracles Hacking / Progress / Assembly Recoding
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on: April 25, 2011, 10:17:50 PM
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A huge issue with Zelda Oracles hacking and using ZOSE is the crashes and unknown opcode errors an emulator will come across. Well, I figured out, or proved my guess, that they were the fault of the new loading and executing of the scripts. So when I get out of school, which should be the 26th of May, I'm going to begin recoding the assembly and redo a big chunk of the scripting engine. This will result in no bugs and hopefully we won't be limited to bank C for primary headers. If we are, well we are, but my main goal is to get rid of the errors.
~Lin
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232
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The Site / Announcements / Thanks to Asylum
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on: April 25, 2011, 10:13:33 PM
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As you all know, the forums were down again due to billing issues - why is this, you may ask? Could the owner have been so careless as to make the mistake happen again? Well, it's not entirely my fault - You see, every 1st of the month, the card ULMB is loaded with money. By the time ULMB decides to bill me, that money is well spent, which seems to be the 24th. I do have the money, it's just ULMB bills at a really bad time and I don't know how to change it. Luckily, instead of waiting until the first again, Asylum was so kind enough to pay this month's bill. So when you see him, give him a big pat on the back for saving the forums for a week.
~Lin
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235
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Oracles Hacking / Help / Re: Quick Questions
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on: April 04, 2011, 01:06:00 PM
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1. Read the first question here: http://zeldahacking.ulmb.com/index.php?topic=6.02. You can only have one chest on one map. That's how the game works. 3. You don't. There's a patch automatically applied to the overworlds though. Map 0 should have 30 extra chests in each overworld group. 4. ZOSE just takes practice. Follow the skeleton script provided in ZOSE.html and look at Fatories's tutorial. 5. Unfreezing only works for chests at this point unless you can use a hex editor.
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236
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Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.22 Released!
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on: April 04, 2011, 02:08:34 AM
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Version 1.22. Update log from ReadMe:
Fixed a bug with chest loading left over from very before ZOLE 1.03, added sign editing to Ages, and updated the credits.
Yes, signs have finally been added. They barely took a small fraction of a day to add, so I guess I could've added them earlier.
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238
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The Site / Announcements / What Happened
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on: April 02, 2011, 02:56:29 AM
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As many of you know, the forums were down for quite a bit of time. By down, I mean ULMB decided to suspend my account until I paid the fees I didn't choose to have charged. I ordered one month of hosting, and only one month, and they renewed that same payment at the beginning of every month and last month I wasn't able to pay it. So it's ULMB's fault and they suck.
~Lin
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