Primary Zelda Hacking

Oracles Hacking => Help => Topic started by: cyanprime on October 29, 2010, 04:21:11 AM



Title: Where can I find Link's Awakening on-color map tile data?
Post by: cyanprime on October 29, 2010, 04:21:11 AM
According to my info:
9b7a0 (98000 + (b2 * 50)) = color tiles for b2
237A0 (20000 + (b2 * 50)) = tiles for b2

Now when I change the values at 9b7a0 the first tile changes in the map b2, but if I change the map to something like tall grass it doesn't act like tall grass, it only looks like it.
Now when I change the bytes at 237a0 nothing happens.

Anyone know why?


Title: Re: Where can I find Link's Awakening on-color map tile data?
Post by: Jigglysaint on October 29, 2010, 06:16:07 PM
Yeah, it's because you arn't changing the act level data.

I said before that the overworld is split into two chunks.  One is at 24000, and the other is at 68000.  This contains the actual level data the game uses.  The tiles at 98000 are only graphics for the overworld ONLY, and will not appear if you run the game in a regular black and white gameboy mode.

Furthermore, the data at 237A0 is not level data, but tilesheet data.  The game, along with the Oracle games, actually has most of the tile attributes mixed in with ASM.  For example, there isn't a byte that controls if somthing is a slashable crystal or not, but there is instead a check for that particular ID in the sword ASM code that tells the game to treat that tile as a crystal.  The same goes for bushes and tall grass.  Stuff like water, and walls, and pits are defined in the tilesheet colission data.