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376  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: October 31, 2010, 12:19:05 AM
Mainly debugging stuff, and Jigglysaint gave me a good start on it, so in a way you could say Jigglysaint taught me some stuff about it.
377  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: October 30, 2010, 11:46:28 PM
No we won't. I'm pretty sure that's all assembly, but you never know. If there's anyone who would know the answer to that question, it's Jigglysaint. Even if we did know how the AI works, just remember, it's even hard in regular games so it'll surely be hard in these.
378  Oracles Hacking / Lists / Re: Music List (Ages) on: October 30, 2010, 08:53:07 PM
We're also missing one song from this list.

46 - Black Tower Entrance.

Also, I've asked Fatories to edit the list with updated names so people won't have to test the songs themselves just to find what they're looking for. I'd rather people be able to look at the names and immediately know what the song is, y'know?

Actually, there's more music beyond 40 and before 4D, including one from somewhere in the ending Wink
379  Oracles Hacking / Discussion / The Power of RAM Editing - Custom Bosses via Regular Enemies on: October 30, 2010, 09:41:30 AM
Well, I decided to take a brief 10 minutes and document the RAM that enemies take up, which is about 0x40 bytes at Dx80. Here's what I got:

Dx80 - In use byte
Dx81 - Main ID
Dx82 - Sub ID
Dx84 - Enemy stage (For example, 09 in a stalfos is walk, 0A is prepare jump, 0B is jumping)
Dx86 - Movement timer (How long to walk in a direction unless hits a collision)
Dx89 - Movement direction. 00 = up, 08 - right, 10 = down, 18 = left
Dx8B - Y
Dx8D - X
Dx9A - Not sure, but if < 80, enemy disappears
Dx9B - Palette echo
Dx9C - Palette
DxA1 - Sprite index (current step)
DxA2 - Lower byte of data
DxA3 - Upper byte of data
DxA4 - If bit 7 is set, the enemy is vulnerable
DxA6 - Collision height radius
DxA7 - Collision width radius
DxA8 - Damage that gets dealt (FF - [value])
DxA9 - Health - A level 1 sword deals 2 damage
DxAE - Frozen timer (boomerang hit)

Okay, so I just threw something at you that you probably have no idea about. What can we do with this? Why should you care? Because ZOSE is nearing its release, and the scripting engine can memory edit. Unless the spawning is changed, the enemies will end up placed in the same positions in RAM. Bosses take up this same space. Get where I'm going at? No? Well here's what. We can take ZOSE and using it alone, place 5 normal blue stalfos in a room and even control their movement patterns. Once you've killed 4, or all 5 and another one spawns, we can make the last one turn red. It will deal twice as much damage and require 5 times as many hits. Sounding familiar any LTTP fans? We could make it so you can't hurt it until you step on a trigger that freezes it for 3 seconds and you have that long to hit it. All this can be done with the power of ZOSE once I add a new opcode that will allow conditional jumps.

So how would we do all this? Simple. We'd take use of the spawnenemy command to firstly place the enemies, and once we killed em all by using the checkenemycount command, we spawn another one. If we want a trigger check, no problem, just use the checkmemorybit command. The enemy will be placed at D080 since it is the final one, so we know what to place in for x. Then, we can use the setmemory to set its health and how much damage it deals, only once. If we want the trigger to freeze the enemy, we set the boomerang freeze delay. With these kinds of things we can do stuff like make the monster auto heal, maybe steal Link's health, all that stuff, and simply with the power of ZOSE and a little imagination.

~Lin
380  Oracles Hacking / Lists / Sound List on: October 30, 2010, 03:14:26 AM
Here it is. Some I couldn't identify. Thanks to Mue and Lucario for the help on some. The flutes may not be right, so feel free to correct anything wrong and see if anything exists past C0.

4D - Secret
4E - Ploop
4F - Sword charged
50 - Shovel against unbreakable material
53 - Jump
54 - Pulling a rock up
55 - Exit start/select menu
56 - Knocking something into water
5A - Wrong
5B - Special secret (Knocked the turtle enemies into the holes)
5C - Sound used when switching seasons
5E - Acquired a seed
60 - Low health beep
63 - Damaged a boss
64 - Link died
65 - Link fell down a hole
67 - Boss defeated
6A - No idea. Some sort of garble of trash.
6B - Powerswing
6C - Pushed an item into a hole (Click)
6D - Chopped grass
6E - Traveled downstairs
6F - Bomb blew up
70 - Bridge creation
71 - Pushed something heavy
72 - Lit something on fire
73 - Killed an enemy
74 - Sword swing 1
75 - Sword swing 2
78 - Sword swing 3
79 - HUGE explosion (Chaowowoah gurgle gurgle)
7D - Railcart light changing colors
7E - Color cube rotate 1
7F - Color cube rotate 2
80 - Cart moving
81 - Medium explosion
82 - Something like 80
86 - Nothing
89 - Advance text
8B - Capacity upgrade
8D - Teleport
8E - Switch hook swap
95 - The sound playing when you enter the game and the room is defuzzing
9A - Glitch
9B - Odd version of 4D
9D - Ricky's flute
9E - Dimmitri's flute
9F - Moosh's flute
A2 - Compass telling you there's a key
A4 - Beamos shot
A5 - Rock destroyed
A6 - Sword swing
A8 - Something else destroyed?
A9 - Shovel dig
AA - Water flowing (Used in Ages when you push the stone, Seasons before Level 3)
AB - Sounds like something being pushed into place
AC - Hitting a Buzz Blob
AD - Tune of Echoes
AE - Tune of Currents
AF - Tune of Ages
B0 - Screen shaking (Earthquake)
B1 - Gannon throwing energy
B2 - Screen shaking (Earthquake) shorter
B3 - Screen shaking (Earthquake) shortest
B4 - Traveling somewhere... Represents a flow of energy
B5 - That one balloon guy who gives you the map
B6 - The green things on Level 3 island
B8 - Screen shaking (Earthquake) Shorter than B2, Longer than B3
B9 - B4 but endless
BA - Sounds like the Beamos shooting but isn't
BB - Not sure. Kinda sounds like another beam
BC - Something massive getting destroyed

~Lin
381  Oracles Hacking / Show Off / Custom Event on: October 29, 2010, 02:44:18 AM

This is an old post, using an old version of ZOSE. Although the script code will still be provided and some of it can still be used as an example, it is outdated and it is recommended you don't follow it for your script if you are using ZOSE 1.05 or a later version

Here's something I made to test ZOSE. Surprisingly, it all worked great.

http://www.youtube.com/watch?v=HTHGiBwLxvE

Here's the code for it:
Code:
writelocation 33FA6
setinteraction72 0
jump3byte 1BA3A

writelocation 1BA3A
checkspecialflag
setmusic 3A
checkmemory d00b 66
setcoords 78 18
createpuff
setdelay5
settile CE
setdelay6
setdelay6
setcoords 28 28
playsound 41
createpuff
setdelay5
setcoords 38 58
playsound 41
createpuff
setdelay5
setcoords 68 68
playsound 41
createpuff
setdelay6
setdelay6
spawnenemy 31 1 28 28
spawnenemy 31 1 38 58
spawnenemy 31 1 68 68
setmusic 2D
checkenemycount
setdelay5
setmusic 3A
playsound 4D
setcoords 28 78
createpuff
setdelay5
settile F1
setroomflag 80
setcoords 0 0

~Lin
382  Oracles Hacking / Bug Reports / Re: Invisible holes in dungeons while editing tiles on: October 28, 2010, 10:26:55 PM
Dude, can you seriously not read? It's like you skip everything anyone says and just pull crap from your head. It was said to use tile A0! Obviously you're not using the proper one...
383  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: October 28, 2010, 05:30:53 AM
Okay. Although I haven't worked on ZOSE too much due to being sick, I did manage to fix all the interaction 72 and jump3byte (opcode FC) bugs. This is all it takes to make a chest appear with a puff and sound effect when you've killed all enemies:

384  Other / General Discussion / Re: Spammers that dont spam? on: October 27, 2010, 12:12:42 AM
Heh... That project died a while ago. It got a lot further than I had posted on the site, but when I stopped it I was too lazy to take it off my YouTube page. I'm surprised anyone actually visited it, and people actually waste their time signing up when nobody even views it. I'll keep it there for the lulz.
385  Oracles Hacking / Bug Reports / Re: Invisible holes in dungeons while editing tiles on: October 26, 2010, 11:44:22 PM
Not a ZOLE bug.
386  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: October 25, 2010, 06:18:13 AM
Great news. Following up on the opcode FC change, I rewrote some stuff in ZOSE to allow creating more than one script at once, and later decompile one and decompile whatever it jumps to. In other news, I have created interaction 72 (I destroyed the old one and created my own) which is basically like interaction 20, except the scripts can be used from anywhere, including overworlds and dungeons. This means we can now use ZOSE to create any scripting event we want anywhere, which means hacks will become much better! Here's all it took:

Code:
gb.WriteBytes(0x2BE09, new byte[] { 0x1E, 0x42, 0x21, 0x19, 0x7E, 0x1A, 0xDF, 0x2A, 0x66, 0x6F, 0xCD, 0x44, 0x25, 0xC3, 0x52, 0x25 });
gb.WriteByte(0x3C6F, 0x09);
gb.WriteByte(0x3C70, 0x7E);

This new script allows 243 scripts to be used (Sorry it's not 256. There wasn't enough space in bank 0xA). The only problem we face is the space we're left with in bank 0C, but each script we create will only need 6 bytes there. Pretty neat, huh?
387  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: October 24, 2010, 10:59:52 PM
Good news. I have overwrote opcode FC, which was the final delay-setting opcode, and made it a 3-byte jump opcode. What happens is it reads from where you tell it to read and writes the bytes in the memory (At C300 since it seems vacant). Then it emulates the data there as normal, so now instead of being with limited space, we have the whole ROM to do as we please. However, we still need to use bank 0C to initialize things, so as soon as we set the write location, we do jump and set the write location to something else!
388  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.11 Released! on: October 24, 2010, 09:03:02 PM
No, that's based on their code. There isn't really anything I can do for that.
389  The Site / Announcements / In Need Of Help on: October 24, 2010, 08:45:08 AM
Well, activity has been at an all-time low here at the home of ZOLE, and I need you fellow members to advertise. I'll be trying to do my share too, but I can only do so much. So if you could, tell your friends about ZOLE, post videos on YouTube spreading it, and have everyone you tell tell everything they know. You'd be doing me a huge favor and the more people I have wanting to use ZOLE, the more motivated I become to work on it!

Thanks a bunch,

~Lin
390  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: October 24, 2010, 12:00:06 AM
Well, I've decided to give up on the emulator. There are too many things to worry about and it's too much work to test and work on. So, instead I'll be adding custom interactions and a patch in ZOLE that will allow the scripting of either any interaction or my own interaction ID. Sorry.
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