Primary Zelda Hacking
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31  Oracles Hacking / Help / Re: Could I get a little bit more information on Interactions? on: December 30, 2013, 09:56:15 PM
Wow,  I was not expecting all that : )  Thank you very much, that definitely helped.

One other thing that I didn't think deserved a separate thread - I've seen certain tutorials and such regarding ZOSE to start a script like this:

Code:
writelocation xxxxxx
setinteraction72 $$
jump3byte yyyyy

writelocation yyyyy

But starting a script without jump3byte and the other writelocation still works fine.  What difference does adding jump3byte make?
32  Oracles Hacking / Help / Re: Could I get a little bit more information on Interactions? on: December 30, 2013, 05:34:51 PM
Quote
When is the best time to use each type of interaction as supposed to another?
as opposed to another, duh...

I also hear about these "banks" which you told me in another thread is a set of 0x4000 bytes.  Okay, but what is contained in each one?  So if an Interaction Type 3 points to Bank 0x12, what is actually in that bank that's significant?
33  Oracles Hacking / Help / Could I get a little bit more information on Interactions? on: December 30, 2013, 06:32:06 AM
I saw the beginner's stuff here: http://zeldahacking.net/forum/index.php?topic=31.0, but I would like to add onto that a bit.  I'm still confused with some interactions.  Hopefully knowing some of this will make my hack turn out much better.  (It'll be worth it in the end.)

Here are my main questions (Lin, I know you've said you don't remember some of this.  If you don't that's okay.).
1.  What's the difference between Interaction Type 1 (red) and 2 (orange)?  Besides that 1 doesn't have it's own set location and 2 does.
2.  What's the difference between Interaction Type 1 (red) and 3 (yellow)?  I see type 3 on many map screens but don't have a clue what they do.
3.  What is Interaction Type 5 (blue) and is it ever useful?
4.  How do I use Interaction Type 8 (gray) with an owl statue?
5.  What is Interaction Type 9 (white) and what's the difference between type 9 and type 2?
6.  When is the best time to use each type of interaction as supposed to another?  What's an example of a good time to use each type?  I already know many custom interactions (72) use Interaction type 2 so I'm good on that.

I know it's a lot of questions so you can take as long as you'd like with this answer.  But if I don't find out about this stuff, I won't get very far in my hack or it won't be nearly as good.  Thank you so much!
34  Oracles Hacking / Help / Re: Taking/giving rupees from/to Link? on: December 15, 2013, 02:51:22 AM
Yeah, me neither.  I'll just use the puffs.

My hack is getting off to a great start Smiley  Thanks guys!
35  Oracles Hacking / Help / Re: Taking/giving rupees from/to Link? on: December 14, 2013, 09:15:50 PM
Thanks.  I actually looked in the sound effect list and couldn't find it.  I thought you might know.
I'll check again anyway.
36  Oracles Hacking / Help / Re: Taking/giving rupees from/to Link? on: December 14, 2013, 06:42:54 PM
Oh well; I just did something else instead.  At least I finally know how to check when Link is standing on a certain tile.  That was bugging me.
I have two other off-topic questions that seemed to me to be too little to put in a separate topic.

1.  Do you know what the sound effect ID number is that's played when a puff is created?  That sound that sounds like something is vanishing?
2.  Is it possible to create a puff outside of the interaction's coordinates (at another tile location)?  What would that look like in ZOSE?
37  Oracles Hacking / Help / Taking/giving rupees from/to Link? on: December 14, 2013, 02:26:43 AM
I haven't found any tutorials on how to give or take a certain rupee amount from Link in a ZOSE script.  I have a few questions.
1.  What is a command in ZOSE that recognizes a certain tile that Link is standing on?  Say, if I wanted a script to stop and wait for Link to stand on the tile at (X = 5) (Y = 3), how would I program this in ZOSE?
2.  When Link stands on this tile (when the script continues), I want the game to subtract 50 rupees from his wallet.  What would I enter into ZOSE for this?

Thanks for your help.
38  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 09, 2013, 10:57:53 PM
Well, with room and item flags, I probably won't use global flags anyway.  Thanks so much for your help!
39  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 09, 2013, 08:47:53 PM
Actually, the item flag wasn't set in that room.  I was able to use the item flag in the script.
When setting the item flag, the command is "setroomflag 40", but when checking, it's "checkitemflag".
Same with the regular room flag (80), the command for setting it is "setroomflag 80" and checking it is "checkspecialflag".
I haven't gotten the "checkroomflag ##" to work at all.  I guess it does something else besides checking the room flag.

I also noticed that there is a command called "setglobalflag".  What does that do?
40  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 08, 2013, 03:16:38 PM
I GOT IT!
I was toying around with the script commands and such, and I noticed that in the tile selector in ZOLE, there is a pressed switch tile.  So in ZOSE, I replaced checkmemory with checktile and made it check for the pressed switch tile.  Here's my new script:

//Decompiled script 100001
writelocation 100001
checktile 35 D //checkmemory CF35 D
createpuff
playsound 4D
settilepos 34 F1

The item flag in the room had already been set, so I had to remove the checkroomflag.  But because of this, if I leave and reenter the room, I can make the chest appear again.  So can I use the regular room flag (80) to prevent this?  Or is there a way to remove the item flag?
41  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 07, 2013, 04:45:08 PM
I've removed the checkroomflag a few times and still nothing.
I know nothing about C, C++, or C# so that wasn't a really good comparison for me Smiley. The only programming language I know the very basics of is Visual Basic.
I'm only putting 0x in the forum here, not in ZOSE.
42  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 06, 2013, 11:55:11 PM
Still doesn't work, but I noticed something.  I changed the "writelocation" to 0x100001 (putting "0x" before a number indicates it is hexadecimal?).  I compiled the script and closed ZOSE.  When I went back into ZOSE and decompiled it, the arguments of the checkmemory command changed, and the line "setinteraction72 01" disappeared.  Here's my before and after scripts:

Before:
writelocation 100001
setinteraction72 01

checkroomflag 40
checkmemory 1 CCA0
createpuff
playsound 4D
settilepos 34 F1

After:
//Decompiled script 100001
writelocation 100001
checkroomflag 40
checkmemory 1 A0
createpuff
playsound 4D
settilepos 34 F1

So something tells me we were correct the first time where the value in checkmemory goes after the address, because that's what it says in the ZOSE documentation, too.

Another something: you said originally to set this as the map script.  I've been setting it as the interaction type 2 for the chest.  There is that white piece of paper in the ZOLE toolbar labeled "Map Scripts"; was I supposed to put the script there?  Because I'm not sure how to do that.
43  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 06, 2013, 08:42:59 PM
Believe it or not, it still does not work, with the same issue: nothing happens when the switch is stepped on.
Here's my exact script:

writelocation 17DA3
setinteraction72 01

checkroomflag 40
checkmemory CCA0 1
createpuff
playsound 4D
settilepos 34 F1

I presume I'm supposed to set the interaction type 2's ID to be 7201, right?  I did that and still nothing.
Also, what exactly is an item flag?  Does it just check if an item has been obtained in a room?  I've heard of it but never knew what it was.
44  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 06, 2013, 02:50:44 AM
I am using the following maps in "Present Underwater":

E0, E1, F0, and F1.

E0, E1, and F1 have the underground area ID (45), and room F0 has the regular house area ID (40).
Room F1 is the one I'm trying to make the chest appear in.  The switch is in the same room.
I can upload screenshots if you need.
45  Oracles Hacking / Lists / Re: Standard Dungeon IDs on: December 06, 2013, 01:06:54 AM
I actually have a few underground area maps linked up, and changing the area flags in the room with the chest seems to also change some other rooms' flags as well (and quite randomly).  This seems to completely mess up the order of the underground rooms I have laid out.  One room actually thought it was a side-scrolling room and Link couldn't get off the bottom of the screen!  I ended up walking through the wall into another pre-set cave and exiting atop the Maku Tree (but of course the bush entrance wasn't open yet, so I got stuck in the bush upon exiting).  In order for my underground passageway to work correctly, the dungeon must be 15 and the indoor map must be checked.

I also tried creating a new save file and nothing different.  Huh?
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