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32
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 27, 2011, 01:39:11 AM
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Okay I did it. The only issue seems to be that if you call up the ring list after entering a screen normally, the text box looks a bit off. My guess is that's a game limitation, since Vasu's house is entered into by a an entrance. What I used was E1 27 49 01 BE. That calls the ASM procedure in bank 15, plus the 01 which I don't know what it does. The BE allows you to move after you exit the list. I think that's all that's nessicary, unless we could perhaps change it so that one square does offer advice and select ring, sort of like a modified Vasu. Advice would be a simple dungeon hint, and could even take the place of owl statues. In fact, the owl statues themselves could be refitted to handle this information.
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33
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 27, 2011, 01:09:14 AM
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I am thinking there would be one tile for changing elements, which basically acts like a warp with the approprate ring equipped, and a tile that calls forth the spirit. Sor far I haven't had luck with the Rod of Seasons calling the ring list, but I'll keep trying.
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34
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 26, 2011, 09:46:45 PM
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Rings would work, but they would still need a transition tile for it to activate. Right now I'm researching how Vasu works(he actually could still be there, but he gives the companion spirit). I found the script that I believe activates when you talk to him. In there should be a spot that calls the ring list. The rod of Seasons could easily be refitted to activate certain events on certain tiles.
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35
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 26, 2011, 05:15:25 PM
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Well the only thing about the rings is that you have to go back to Vasu and either get them appraised, or at least go back and equip them. Hmm, idea. What if we made the rod of seasons, or in this case, rod of elements, also summon the ring select screen?
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36
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 25, 2011, 10:01:59 PM
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Don't forget that Lin has programed it so each season can have it's own unique map. By the looks of things, the first few area ID's cycle between 4 different seasons. This is good because then it's not nessicary to have 4 sets of 256 bytes to represent all the seasons. Furthermore, it might even be possible to make dungeons have multiple dimentions. Don't forget too that it's possible to add in scripts that excecute only in certain dimentions, and map overlays also upon the same conditions.
Okay I just tried it, and yes, it's possible. Now granted, what I tried was using 4 different level areas, but the concept should work.
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37
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 25, 2011, 09:36:55 PM
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Interesting ideas. Seasons already sort of has the "go back to get new powers" thing. Perhaps all of Subrosia could be refitted as the entire temple, with each area governed by a different power.
Right now I'm in the process of seeing how seasons work. The game seems to use a means by which tilesets are changed based on which season is active. That could actually be done away with if we refit it so that each season, or dimention, has it's own areas, rather than have changing tilesets.
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39
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 25, 2011, 08:30:56 PM
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I was thinking like elemental planes of existance(sort of a Dungeons and Dragons thing). For example, the fire element area would be like Subrosia, but the same area could then be turned into somthing with water, or clouds. Earth would be the base area, and it would look like normal. A good example would be if you took the village, and you entered the fire plane. There you would see volcanos and seas of magma, rather than trees and flowers. Enter the dimention of air, and suddenly you are on top of clouds and might even be able to catch a gust of wind to jump further. The dimention of water would have rivers and oceans. How it could all tie together is somthing done in one dimention is carried over to the other 3, except in different ways. Also this means that the dungeons could be themed, 2 based off of each element. There are some other things too you can use, like how earth is often associated with the undead(so a crypt could be an earth based level). You could even create a forest dungeon, complete with trees and stuff. Of course it all would be a massive undertaking.
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41
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Oracles Hacking / Opinions and Experiments / Re: Community Project?
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on: February 25, 2011, 06:34:52 PM
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How about a change in the map switch mechanics? Does the game have to revolve around seasons? What if instead it was the 4 elements, and you cycled between earth, air, fire and water? Furthermore, I was thinking of perhaps a cloud dungeon. You could have a dungeon, like level 6 that takes place in a small tower. When you reach the top, you have to use a trapoline to reach the clouds. Also the overworld needs not have every screen have 4 varients. The desert in Seasons is the same for all 4 seasons, and in some areas in the mountains, there only exists maps in the winter set. All others have empty screens where the maps would be. You could design some areas to be one season(or in my suggestion's case, one element), and just not permit map changing there.
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42
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Oracles Hacking / Lists / Re: Link actions list
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on: February 25, 2011, 04:20:41 AM
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Actually in Ages it's used in the Great Moblin event where Link discoveres the collapsing floor and jumps back. However, it's also written to ram when you go up or down a ladder. Now ladder usage is already programmed into Seasons and Ages, but you can't jump up a screen or fall down a screen normally. If you try to fall down at the bottom, you will get stuck and just slide around. However, in one spot in Ages, an "enemy" exists that actually allows you to drop off the bottom of the screen, but it's only programmed to work in one specific spot on screen. It's possible to remove this limitation, but it would mean that enemy 2B must be on screen before that can happen. It could be turned into an interaction too I think, but it's not pre-programmed to work on any map.
BTW, if you want to force Link to scroll a screen, try using CD02. 00-03 is Link's direction, and writing bit 7 will force that scroll, or if you are over a warp tile, force that warp.
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43
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Oracles Hacking / Lists / Link actions list
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on: February 23, 2011, 07:16:32 PM
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This is a short list for specific actions that happens to Link. The list is for both Seasons and Ages. The byte is at D004, and seems to be loaded using 1E 04 Edit: Actually not all values are the same for each game, but most notable is 13, which IS present in both games, though in Ages I don't recall anywhere where Link gets petrified.
00 - nothing
01 - Link's default state
02 - Link falls down a hole and gets damaged
03 - Link dies
04 - unsure
05 - Link jumps into what seems like nothing, the screen dims, and Link appears somewhere in the room in a sleeping position and all health is restored
06 - Link jumps up one screen(on same map)
07 - Link keeps spinning
08 - Link walks in the same direction
09 - Link trampoline jumps to the floor above In ages is used in sideview areas to permit scrolling up or down screens.
0A - Second part of the trampoline jump
0C - boss destroyed sound heard, Link frozen.
10 - Link faces up
11 - Link gets squashed
12 - Link jumps down from a ledge. Permits screen scrolling if link touches boundry, Link lands on first walkable object, or smashes objects that are breakable, including lock blocks.
13 - Link turns to stone(is present in Seasons and Ages)
14 - Link is stunned for a moment.
15 - end of list
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44
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Oracles Hacking / Discussion / Re: Mixed Stuff
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on: February 18, 2011, 04:57:54 PM
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Don't worry about bumping if you've got somthing of value to contribute. If you are good with graphics, by all means come and lend us a hand. I'd love to see the Roc's Cape in Ages, and the Mermaid's Suit in Seasons.
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45
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Oracles Hacking / Help / Re: want npc to give item?
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on: February 18, 2011, 04:53:51 PM
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Actually this is done via scripts. If an item is to be given to you at a specific time, then the script checks for a flag of some sort. The actual script opcode to make an item appear is DD xx xx, and remember that the item needs to be set to comming out of a chest for it to work(or else the game will freeze).
Sorry to say, but there's not yet an easy way to edit npc's without knowing some ASM and scripting. Don't forget that Lin and I are still deconstructing both Ages and Seasons.
Edit: I found out that the script opcode that let's a npc give you an item is DE xx xx. You still need to pay attention to the actual item and make sure it's set so it's given to you as opposed to falling down, spawning via puff of smoke, or rises up from the ground like you got it from a chest.
Now, if you want to find out where the script is for the interaction you want to edit, in the D000 section of ram, interactions are loaded in this area. For the mayor in Horon Village in Seasons, his interaction loads at D340 in ram. At D358 and D359, the two bytes used to get the script are stored here. When the room is first loaded, it's poised over the trigger script code, and when the conditions are set, it starts excecuting the rest of the code. The script bank in Seasons is at 2C000, and the bank in Ages is at 30000. Remember you need to set things up to set flags when you do get an item.
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