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121
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Oracles Hacking / Help / Re: Dungeon Titles & Interactions
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on: July 14, 2012, 08:56:45 PM
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One thing I'm curious about, is that if every dungeon has the same type 2 interaction ID 1200, how does it know which dungeon you're in?
All interactions are are pointers to assembly (Well, types 0, 1, and  that gets executed. The assembly simply reads the currently dungeon from the RAM (CC39) and loads text accordingly.
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123
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The Site / Suggestions / Re: Delete all spam bots?
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on: July 11, 2012, 05:33:17 AM
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It is an incredibly huge task to delete all of the spam bots. I've done all I can to prevent spam without restricting regular members, including making an upgraded captcha. Nothing works, so they'll just have to be dealt with.
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124
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Oracles Hacking / ZOLE / [WIP] ZOLE 5
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on: July 08, 2012, 11:21:22 PM
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Welcome to the development thread for ZOLE 5. That's right, a new ZOLE. ZOLE 4 is being scrapped in favor of a whole new program, which should be called something like Zelda Oracles Suite or something, but ZOLE 5 looks more catchy.
So what is ZOLE 5, and how is it different from ZOLE 4? Well, simply put, ZOLE 5 will be 100% plugin-based. Every single feature it has, from the startup screen to loading interactions and drawing them, will be from a plugin. The entire project and all of the plugins will be open-sourced, so you can either change or make anything you want. You could even add Link's Awakening support to it since the plugin system doesn't depend on the Oracles. All it takes is a little bit of C# knowledge, and don't worry, there will be tutorials.
Why a plugin system? Well, let's be honest - ZOLE 4 had a ton of flaws when it came to development speed. The fact that there were multiple programs made it hard enough, and developing ZOLE 4 Live took a lot of extra work for me. The entire thing was a mess. Now, with this new system, GBHL will be scrapped and its core will be integrated into the plugin library with a buffer write log, so Live support will be built into the plugins at only a few extra lines of work. The best part is you'll only have to open ZOLE 5 and that's it - no ZOSE, ZOTE, or any of the other programs. They will all be plugins.
This project will definitely take some time, but in just a few short hours I was able to write the plugin system and get the startup plugin started. I don't have any screenshots, as it's not finished, but believe me, the plugin system is powerful and simple. Speaking of simplicity, some of the plugins I write for the harder stuff, like warps or interactions, will have an "advanced" and "simple" mode. Advanced will keep them just like they were in ZOLE 4, where the possibilities are as limited as the original engine. Simple will be more text- and image-based, so new people won't have such a hard time doing stuff at the cost of the possibility of editing the raw data.
So, ZOLE 5 is currently in development. I'll try to release occasional WIP builds, so bug testing can be done ahead of time. Thanks for reading, and I look forward to the future!
~Lin
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125
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General GameBoy Hacking / Projects / GameBoy Assembler Plus
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on: July 07, 2012, 11:35:24 PM
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This is my GameBoy assembler I've been working on for a while and it's finally ready. Here's a screenshot:  This program was written to be the best GameBoy assembler out there. It also features a disassembler capable of some advanced methods. Here's a full unique feature list: -Dynamic addressing (AKA label support, and the ability to call and jump to them) -Code highlighting -White space can be ignored, so instructions like " ld a , 5F" will assemble successfully. It should be noted that spaces and other characters act the same as commas, so don't feel like you need a comma just because it's proper -Auto-indenting -Error checking on-the-spot and highlighting -Support for just assembling code right away without opening a ROM -Read-only zones that prevent code from being written in certain areas -Rewrite zones, which fill a specified area with 00s so you can safely rewrite a chunk of code -Code previewing, which shows where your code will be written line-by-line -Safe file IO (warnings when you would lose your code if it was unsaved) -Code insertion - "This generates code compatible with any language that uses curcly-bracket array assigning in the case you might want to make software automatically insert your assembly into a ROM. This only generates the code containing the values, so you still have to write them to the proper addresses yourself." -Disassembling -Trace disassembling - the disassembler will start at a certain point and follow jumps, calls, and returns until the call stack is empty -Bank-changing emulation - this is very weak and only emulates LD A,# and LD (####),A instructions, but when the accumulator is written to 2000-2FFF, the program will attempt to change the current bank if possible. Perhaps full emulation will come in the future Finally, here's the download: MediafireMy site
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126
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Oracles Hacking / Bug Reports / Re: Blank screen
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on: July 01, 2012, 05:51:49 AM
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Yeah, I still think there's something wrong with your ROM loading. When you load a ROM, what happens? Does it bring up a window showing a progress bar? If not, you aren't using a valid ROM. Be sure it's an Oracle of Ages (or Seasons) (U) [C][!] ROM, or things won't work properly.
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127
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Oracles Hacking / Bug Reports / Re: Blank screen
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on: June 30, 2012, 09:06:46 AM
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I'm afraid I can't help you with the information you've provided. Does this occur in ZOLE or while you're playing? What exactly do you do?
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128
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General GameBoy Hacking / Projects / Re: LALE - The new Link's Awakening Level Editor
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on: June 22, 2012, 09:27:41 AM
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Call me a creep but I knew it was Fatories when I saw the video! D:< (btw it's Culex09)
I knew you had a relation with Lin when you made that comment about LALE being the best editor on the market. :001_tongue: I'll be sure to re-stalk this forum when I have the time.  Join the IRC: Server is "irc.caffie.net" and the channel is "#ZOLE"!
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129
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The Site / Announcements / Re: Seasons Support
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on: June 06, 2012, 08:43:30 PM
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That's awesome! I have been working on a seasons hack, but it isn't as good as my ages hack because of the low seasons support.
But now I can start making my seasons hack to be as good as my ages hack!
Thanks so much for resuming development for your awesome ZOLE!
You have my support!
Great  I haven't started work yet because I've been working on my assembler/disassembler (which are now done but I'm working on editing features) so the assembly I have to re-write and write for Seasons will be top-notch. It'll take a while but definitely be worth it. Hopefully there will be some Seasons assembly/memory address documentation in the works as well.
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131
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Oracles Hacking / Help / Re: Editing dialogue text
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on: June 01, 2012, 01:03:16 AM
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The game uses dictionary compression, and as of right now, there's no way to search for text using words that are in the dictionary. You have to play around and search for certain letters or words that appear unique to that dialogue. So basically, search for other words that appear and look at all the results. It's sort of hard to find what you're looking for but with trial and error you're likely to succeed.
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132
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The Site / Announcements / Happy Late Birthday, ZOLE 4!
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on: May 11, 2012, 03:17:58 AM
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Let's all wish a happy birthday to ZOLE 4, which was originally created on May 4th, 2010. Hooray for going strong okay for two straight years! :thumbup:
~Lin
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135
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Oracles Hacking / Help / Re: Stuck
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on: March 18, 2012, 04:53:00 AM
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Almost everything you asked about can be added with the use of interactions and looking at existing maps. For example, look at the main village and type 2 interactions - you'll be able to tell they're people by the position. However, most NPCs have appearance flags and you'd only be able to get them to appear constantly with assembly editing. Most of the puzzles you asked for are assembly also, but can be done with scripts and memory editing. They are all advanced. As far as I know, there is no such thing as a diving underwater warp. The player is automatically warped to a different warp group.
Bosses and minibosses are the same as NPCs except they have a different type/color. Be careful - if the doors of the boss room don't match the original room the boss was in, the game will freeze. Bombable walls are simply tiles. Check existing maps with bombable walls for reference.
Please look at existing maps and study what have before asking questions. Many others have been able to figure such information out on their own just by looking at maps.
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