Primary Zelda Hacking
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16  Oracles Hacking / Tools / Re: Gameboy Pointer Grabber on: May 06, 2011, 02:39:42 AM
I've become a pointer savant so it's not really needed for me.
17  Oracles Hacking / ZOLE / Re: ZOLE Team Mode...? on: May 04, 2011, 02:57:37 PM
You know something, I just thought of something that might be cool but maybe hard to do.  If you are loading the rom into a server so both people can edit the game at the same time, what if one loads the editor, and one loads the rom and one can play while the other edits?  I'm thinking Oracle of Assholes where you have to deal with shifting rooms and stuff where the goal is to somehow dodge the traps(each person can't know where the other player is).

Actually that sounds kind or hard because it sounds like you'd have to use ZOLE to edit the ram while the ram is being read.  Or, both load the rom into an emulator, and one plays while the other edits ram.
18  Oracles Hacking / ZOSE / Re: Vote: Opcode to Replace on: May 02, 2011, 05:00:18 PM
Lin, why not just fully expand the opcode list, move the ASM that was after it, change the pointer, then for the new pointers just jump to some unused space by following the same routine as a mid bank-bank swap?  Futhermore, there are actually some free opcodes earlier on in the list that are never used, and point to redundant code that you should be able to use.  I think I discovered that it was either in the Bx or the 9X were some opcodes that apparently don't have any use.

Edit:  Apparently A0 to A7 are not used, and point to 43 43, which I don't know what it does.  Just let me check Seasons in case it was used there.  Yup, not used.  I'm not sure what the code actually does, but why need 8 copies of it?  Unless you know the true answer to that, Lin, I'd say those are the best places to add in new opcodes.
19  Oracles Hacking / Progress / Re: Assembly Recoding on: April 29, 2011, 10:26:17 PM
Sounds pretty good.  So this basically works for interaction 72 only, and nothing else is being changed, right?
20  The Site / Announcements / Re: Thanks to Asylum on: April 29, 2011, 10:19:53 PM
I guess the trick is to place 2 months on the card, then pay every month.  I guess that's what it means when landlords ask for "first and last month's rent".  Rent to cover you until it's due again, and rent to cover the overlap between when it's due and when you can pay again so you can't be evicted inbetween.
21  Oracles Hacking / Help / Re: New Sign Feature on: April 15, 2011, 03:46:52 AM
Did you set the on-screen co-ordinates?
22  Link's Awakening Hacking / Finished Hacks / Re: Zelda Nightmare's Illusion on: April 10, 2011, 09:35:54 PM
That would explain why in my hack, getting Marin crashes the game.  I think the game actually had some sort of thing where it was medicine only in 3 spots in the game, the rest of the time it was something else, and I fixed it.  I'm not entirely sure.
23  Oracles Hacking / Help / Re: Quick Questions on: April 07, 2011, 03:26:52 PM
Truth is, this is begging for a proper chest editor.  Certain items in the game have different sub ID's which determine how an item is acquired.  Keys, for example, have 4 sub ID's that control how the keys appear.  The first one is just plain, and is the kind that npc's woud use to give an item.  The second makes the key appear with a little poof cloud.  The third makes the key fall from the ceiling, and the last one makes a key come out of a chest.  If you open a chest and the item is not set to come out of a chest, then the game will freeze as the game is waiting for you to acquire the item.  The chest fixer is nice, but what if you want a previously chest held item to be given or found on the ground?

Here's how the chest data works:  In oracle of Ages, the address is at 59332.  Item entry 00, which is blank, has 00 00 FF 00 set.  If you look to the right of that(each item is grouped into 4 bytes), you will see item 01 has 80 BE 54 00.  When an item uses a subID, the main list will contain a pointer to a small list of that data(also 4 bytes each).  If not, then it will define the item where it stands and the subID won't be important.  The actual item data format itself is simple.  The first byte is the control code that controls how the item appears.  This is the byte the chest fixer works with, but it only turns non-chest items into chest items.

Let's look at the item data for the key, which has the subID's start at 596D6:  For subID 00, which is a plain key(plain as in just appears), the first byte is set to 18.  This tells the game that the item does not sound the item get sfx, nor does it pause the game or make Link hold it up.  It does tell the game to set 20 in the room flag data and to make the regular item pickup sfx when gotten.  The next byte is used for the items level.  On items that have levels, or add quantities to your inventory, this byte tells the game how much to increase a specific memory address by.  The third byte is the text byte, and if set to FF, means no text is displayed.  The final byte is the item sprite ID.

The first byte uses flags for the different attributes such as if it falls from the ceiling or comes out of a chest.  I'll have to experiment in order to remember them all.  There is one more piece of crucial data that chest editors would want to know, and that's how items actually give you items.  I forget where it's located though.
24  Oracles Hacking / Lists / Partial list of some interactions in Ages on: March 17, 2011, 06:29:52 PM
Oracle of Ages interactions list:


12 00 - Dungeon intro trigger
12 01 - Enemies - key
12 02 - Enemies - chest
12 03 - Enemies - flag 80(not used)
12 04 - Enemies - stairs

13 01 - Block trigger

15 00 - Enables tile jump puzzles

19 xx - Cube for coloured torch puzzle

1A 00 - Coloured torch flames

1B xx - Gate for minecart

1E xx - Shutter doors:  00-03 not used, 04-07 switches, 08-0B enemies - shutter, 0C-0F not used, 10-13 one way door, 14-17 opens when two torches lit

20 xx - Dungeon specific event scripts

21 xx - Tile specific events:

21 00 - nothing
21 01 - Room 2E 04 coloured tile puzzle(key, falling)
21 02 - Room 32 04 coloured tile puzzle(opens shutter)
21 03 - Floor trigger flor cube block puzzle
21-04 - Room 42 04 current tile colour permits same colour block to move
21 05 - Room 42 05 coloured block puzzle(key, falling)
21 06 - Cube = red to open shutter door
21 07 - Coloured tile puzzle, make blue to raise gate
21 08 - Cube = blue to raise gate
21 09 - Room 64 04 push several blocks(key, falling)
21 0A - Room 56 04 hit crystal switch(pos. 75) to wake Armos(pos. 44)
21 0B - Not used
21 0C - Room 5E 04 push switch to wake up Armos(key, falling)
21 0D - Dungeon 3 crystal smash puzzle, sets a global flag if all 4 crystals are broken
21 0E - Room 61 04 place movable statue to proper place(key, falling)
21 0F - Room 79 04 coloured tile puzzle(opens shutter)
21 10 - room 7B 04 coloured tile puzzle(key, falling)
21 11 - Fill in all blue areas with red tiles(chest)
21 12 - Blue cube = chest
21 13 - Room 9B 04 coloured statue puzzle
21 14 - Room 9E 04 regular statue puzzle
21 15 - Room A5 04 creates coloured tiles when switch is pressed
21 16 - Room A5 04 coloured statue puzzle(chest)
21 17 - Floor toggle switch(chest)
21 18 - Room 66 04 re-triggers crystal smash event(if you leave)
21 19 - Cube = blue to open shutter door

22 00 - Used in coloured gel puzzle

23 00 - Bridge retractions

25 00 - Enables make floor red puzzle


Notes:  Room is given 2 bytes, first is room index, second byte is region index.  If a room has been given, that interaction only
25  Link's Awakening Hacking / Finished Hacks / Zelda Nightmare's Illusion on: March 16, 2011, 02:40:58 AM
http://www.mediafire.com/?413eenk8ks808rg

Hopefully it should work up to level 6.  For some reason Marin keeps crashing the game, so you no longer need her to reach the desert area.

There.  Up to level 6 should be reachable and completeable.  Be cautious that you don't run out of bombs or arrows or you might get stuck.

New version.  Always replace the old version with the new one.
26  Oracles Hacking / Opinions and Experiments / Re: Goron Mines - Dungeon 1 on: March 06, 2011, 02:42:02 AM
There are a few cosmetic issues with the layout, but nothing that big.  The dungeon had signs of all the things I love about Zelda.  It had a path to the left with the compass and a spot that required the dungeon item.  It had areas with holes that needed to be jumped over.  It had an interesting mini boss fight and a cool boss fight that you entered in by mine cart.  It had a neat little gimmick that required you to do one thing in one spot, then go back to a previous spot.  I noticed that there was no boss key or door.  It would be cool to see modified lock blocks that accept boss keys, or even an interaction that "locks" the object, and you need a key or boss key to free that object.  You know, like a locked block that when unlocked will let you move it or something.
27  Oracles Hacking / Opinions and Experiments / Re: Community Project? on: February 28, 2011, 06:43:19 PM
deleted the entire overworld for all 4 seasons.
+ interactions and musics + room propeties and room scrolling effect between two rooms with different tilesets?

Not, just the map data.  It was easier than just going about all 1024 screens and just pasting empty screens to them.

Also, unintended benefits of rom corruptors.
28  Oracles Hacking / Opinions and Experiments / Re: Community Project? on: February 28, 2011, 04:28:42 AM
Yes, in the way the Seasons were thown out of order.  So far I got a fresh rom and deleted the entire overworld for all 4 seasons(that was a simple task, no I am not joking).  That's just to mess about with.
29  Oracles Hacking / Opinions and Experiments / Re: Community Project? on: February 28, 2011, 03:28:29 AM
Well how I envision it is that the element of Earth is the base element.  Consider it the "real world".  Indeed the world would have as varied a geogrphy as we desire.  Just like how different areas in Seasons have a "native" season, areas would have a native "element", though most would be Earth.  A volcano area would be in the fire relm, since it's kind of hard to add MORE volcanos.  However, the water relm would replace the volcanos with somthing like whirlpools, and earth with trees and stuff.  It's not entire nessicary to flood each screen with secrets or even have areas that showcase all 4 elements.  The desert in Seasons had only one season, Summer.  Even if you were to change seasons, it would still look like summer.  One point though that could be taken into account would be the same as Seasons where different elements invade areas.  A volcano area could be iced over, or a water area could be parched and dry.  We are still using the same basic concept of Seasons, but in this case it gives us more freedom to bend the laws of nature.  The different elemental areas could have various aspects that are either scaled back or emphasised.  For example, Earth would have have trees and plants, but an area not default would have trees and plants in places where there one might have been a path.  Fire would have rivers of magma and volcanos in places where water might be, and there would be less plants and more stones(so a bush could become a stone).  Water would have raging torrents of water where before it might have been a simple pond.  Air can inplement both clouds and ice, since ice is considered to be a product of air element having power over water.  Liquids could freeze over, some areas might be elevated extensivly and almost out of place(like some plains could become a rocky mountain).  The best part is that since it's contained, imaginations can run wild and emphasis would not nessicarly be on making things connect 100% of the time.
30  Oracles Hacking / Lists / Re: Helpful ZOTE Values on: February 27, 2011, 03:58:49 AM
Signs?  Wait hold on...

1b794.  First is the screen location, then the text value(2 byes).  This is for ages, but for Seasons it's 1B562.

Enjoy.

Edit:  Actually it's location on screen, which map, and then the text value.
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