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News: Current Zelda Oracles Hacking Suite beta version: 0.05
 
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61  The Site / Announcements / Re: Marky - Please Read on: January 09, 2012, 11:30:11 PM
I do apologize Marky. What happened was I was told about spam on the forums and went to remove it and it just so happened the spammer hit multiple forums. After removing the first set of spam there was still some forums left with posts in it (your previous posts) and it isnt common to see multiple different spammers. Since the forums were inactive lately I felt I would just be lazy and not check the posts and just deleted the account (by deleting an account you can get rid of all the users messages and topics where as banning you cant so with multiple spam topics by the same user it is much easier). Sorry about that and I sure did learn my lesson.
62  Oracles Hacking / Tutorials / Re: Altering Other Rooms - Script Tutorial on: December 26, 2011, 05:27:01 AM
It would be even easier if you were able to use map scripts, since then all you need to do is create a script that checks to see if a button is pushed, and set the resulting room flag.  When you get to the new room, the room flag will trigger the map script and the change will alter the room before it's fully loaded(that is, no suddenly appearing tiles).

Oh yeah for sure and the map scripts are just as easy if not easier to do than this way. However you need to know some simple ASM to do that or at the very least know all the opcodes and hex edit like a pro. I am not teaching anybody that.
63  Oracles Hacking / Tutorials / Re: Ultimate Guide to ZOLE on: December 24, 2011, 04:11:00 AM
I added a section for the gale seed warp editor and the dungeon portal editor for giggles (easiest editors ever).
I also added a link that goes to my warp tutorial for ease of access.
64  Oracles Hacking / Tutorials / Altering Other Rooms - Script Tutorial on: December 19, 2011, 02:51:49 AM
So let's say that you had a room where you want some tile changes to happen. However, you only want these tile changes to happen after a switch has been pressed in a completely different room. That is exactly what this tutorial is about.

There are multiple ways to go about doing this (some save space, others don't) and I can tell you now this isn't the most efficient way, but that doesn't matter it isn't a big deal. If you are worried about saving space; then you must figure it out yourself. To start off with this script you will need a total of at least two actual scripts. One in the room with the switch and one in the room with the tile changes. We shall start with the one in switch room:

This script is pretty self-explanatory. You can either do a checkmemory CCAO (switch bit) or you can just do a checktile to see if the switch has been pressed. The important part is that after the switch has been pressed you would do a setroomflag 80 command.
The reason being is the other room will check to see if the room flag has been set and then alter the tiles.

Now here is the main part. In the room where you want the tile changes you would set your script up as is shown:
Code:
writelocation X
setinteraction72 xx
jumproomflago M G 80 Y// M is the map where your switch is located. G is the map group for the map where your switch is located (found at the bottom of the ZOLE window). Y is some free memory [b]different[/b] from your first writelocation.

writelocation Y

In the code I have explained what the variables represent. After the second writelocation you would just have your script containing the tile changes wanted. The value 80 in the jumproomflago command is used because that is the roomflag that you should have set. This is a very simple script and can lead to powerful things.
65  Oracles Hacking / Lists / Re: Item List (Incomplete) on: December 17, 2011, 04:39:11 AM
Added a whole bunch of item IDs thanks to Xindaris.
66  Oracles Hacking / Tutorials / Tile Specific Puzzles: Script Tutorial on: December 13, 2011, 02:12:15 AM
Here is a little mini-tutorial on making a puzzle that involves having certain places on the map being a certain tile. Examples could include tile jumping puzzles like the ones in level 2 B1, map 2E or level 4 1F, map 79. This could also be used for statue moving puzzles like the puzzle on level 2 1F, map 42.

When making a puzzle like this, the general layout will resemble (keep in mind this script is for 3 specific tiles, you may have only 1 tile used or more):
Code:
writelocation Z
checktile YX (1) //Checks first tile to see if it is the one wanted
checktile YX (2) //Checks second tile to see if it is the one wanted
checktile YX (3) //Checks third tile to see if it is the one wanted
jumptilecheck YX (tile) Z //If first tile is a tile that isn't correct, restart script
jumptilecheck YX (tile) Z //If first tile is tile that isn't correct, restart script
jumptilecheck YX (tile) Z //If second tile is tile that isn't correct, restart script
jumptilecheck YX (tile) Z //If second tile is tile that isn't correct, restart script
jumptilecheck YX (tile) Z //If third tile is tile that isn't correct, restart script
jumptilecheck YX (tile) Z //If third tile is tile that isn't correct, restart script
setmemory CCA0 1 // If all tiles are correct, set switch value to open door (interchangeable).

It should be mentioned that this example script is actually for a tile jumping puzzle, where there are 3 colours (red, yellow and blue). Because of this I doubled up the jumptilechecks because you would have to check the tile to see if it was one of the two colours you don't want. If you were doing a statue puzzle there would be no need for two jumptilechecks for one location.

~~~~~~~~~~~

Breaking this down let's start with the 'Z' value. The 'Z' in the script refers to the memory you chose to be your writelocation address. Wherever you see the letter 'Z' in the code, you would replace it with the free memory you chose.

Next is the 'YX' values that are seen in almost every command. This just refers to the location of the tile you want to have a specific tile as. Obviously, this is in YX format so if you want a tile at X: 5 and Y: 4 to be checked; then the value would be 45.

The (1),(2) and (3) values are values that would be substituted with the actual tile you want to be at the location you chose. When writing the value you would NOT use parentheses around it. To get the value of the tile you want, open up ZOLE and hover over the tile; the value will show right below the tileset.
**You don't have to have 3 checktiles, I just used 3 as an example. You would use one checktile per tile you want to check. IF you only have 1, then only use 1.

Now the (tile) values shown in the jumptilecheck would be substituted with the value of the tile you do NOT want to have. Generally this would be the floor or a special tile chosen. What this does is it prevents the script from finishing if someone were to move a statue over the tile location then move it off it. The tile value is NOT inside parentheses.

The last line of the script is interchangeable. You could switch this out for spawning a chest or key. Possibly revealing stairs. In this case I use it to open a door. The memory adresss CCA0 is where the value for the switch bit is stored. Meaning by setting it to  1, a door that is designed to open via a switch will then open because the bit is set.
67  Oracles Hacking / Help / Re: Pot on Button-->open door? on: December 09, 2011, 12:56:08 AM
Well first of all for a door that opens when a switch is pressed you would use interaction 1E04-07. 1E08-0B is the interaction used for doors that open via the death of all enemies in that room. The number you choose depends on what wall you want it on; the first number of the sequence is always the top, then to the right then the bottom and finally the left (04--top, 05--right, etc).
It seems you know already what the Y box is used for so I'll leave that out.

As for the X value, in case you were wondering, it shouldn't need to be touched unless you have multiple switches in your room and you want a certain switch to open the door.

If you ever forget how to make a door then visit the tutorial at: http://zeldahacking.ulmb.com/index.php?topic=3.0
68  Oracles Hacking / Help / Re: Broken map on: December 08, 2011, 04:46:31 AM
Yes. Yes it was, there has been a lot of them lately.
69  Oracles Hacking / Help / Re: ZOCF Crashing on: December 07, 2011, 12:23:06 AM
Nah it's not a stupid question since it was hardly your fault. You didn't have control over it and it was only mentioned in the update log for version 1.24.
70  Oracles Hacking / Help / Re: Title Screen Editor on: November 28, 2011, 01:47:44 AM
No there is no way to edit the title screen with ZOLE, and I can tell you now that there will never be.
71  Oracles Hacking / Opinions and Experiments / Re: The Sealed Forest on: November 05, 2011, 03:26:41 AM
The premise sounds pretty good, at least I like it. The picture itself looks good although maybe its just me but it feels like the back wall with the waterfall isn't on a proper height level. Like it seems that because of how it is, the alter itself isn't actually suspended in the air but on the same level as dirt and water. That's just me though, I do think it looks though, well done.

EDIT: I think the problem is that the walls of the shrine part don't connect to the back walls giving it that look.
72  Oracles Hacking / Projects / Re: Zelda Oracle of Nature (By Me and Fatories) - Demo Released (Updated 7/24/11) on: November 02, 2011, 09:39:38 PM
The dungeons have a good, fun design.
In the third dungeon in the room with two of the rotating things, the one closer to the top of the room doesn't work, it's just the tiles on the floor.

This sounds like an intended puzzle that Lin and I did for level 3. The top turnstile isn't activated until you do something specific later in the dungeon.
73  Oracles Hacking / Help / Re: Transfering Tiles on: November 02, 2011, 03:17:10 AM
Do the values go after C6BF (ex. jump3bytemc C6BF FF), or would it take the place of BF?

Wait, never mind, I've got it. it would be jump3bytemc C6BF FF. What would the address to jump to be? The address of another interaction?

Couldn't we use 'checkmemory FF C6BF?'

Heh, one more thing: Is there a command in ZOSE to make the screen fade to white and then back again? And/or a command to make the puff the puff that appears when you defeat a boss?

1. The jump address is just to some free space. You would do the exact same thing you did for when you first wrote the code (search for free space, writelocation and blah blah). Except you wouldn't set another interaction 72. It'd probably look something like:

Code:
writelocation XXXXXX
setinteraction72 xx
blahblahblahcodeblah
jump3bytemc C6BF FF YYYYYY

writelocation YYYYYY
blahblahblahmorecodeblah

2. Yes you could use checkmemory C6BF xx, setmemory C6BF xx or anything that has to do with actual memory addresses. It just depends on what you are wanting to actually do. If you want something to happen after you have say 3 essences then it would be checkmemory C6BF 07. If you wanted to like have some piece of code happen on a map but then when you got 3 essences have the whole map do something different you would go with jump3bytemc C6BF 07. And of course setmemory C6BF 07 would just make your character have 3 essences so you wouldn't really have that.

3. There is not an actual command, you would do it through a series of setmemorys. Lin wrote a tutorial up which can be found here:
http://zeldahacking.ulmb.com/index.php?topic=367.0

4. I think you mean createpuff? Not sure though, bosses might have a different puff.
74  Oracles Hacking / Help / Re: Transfering Tiles on: November 02, 2011, 12:00:43 AM
Is there a check for essences that can be used in ZOSE? I think it'd be cool to be able to open new areas depending on how many essences you have.
Not directly, but with the use of memory checks and jumps, you can easily use the value at the essence address.

More specifically, the memory address for the essences is: C6BF - (FF = all essences)

In Oracle of Nature I used that memory address in my ZOSE script for the event that happens after you have gained level 3s essence.
75  The Site / Announcements / Re: Forums Back Up... Again! on: October 18, 2011, 04:32:45 AM
Message approved.
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