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Link's Awakening Hacking / Lists and Data / Re: Room Event IDs (Updated 6/26/13; Incomplete)
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on: July 05, 2013, 03:37:46 AM
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I believe the only thing I got help on when finding data for LA was finding the special object graphics, but most everything else was my doing. Anyway, what's really happening with all those odd ID values is that the pointer is being read wrong. Usually pointers are set up in such a way that two values are grouped together. In this list however, it increments by one byte only, so only every other value is valid. How the 1, 3 and 9 work is that during the code's excecution, it merely checks to see if those values are set and then excecutes code, rather than reading it straight from the pointer list. Also, yes I did figure out how "8" works by hacking the enemy values, but I also saw that one map in Eagle Tower had the ID value of 48, which how it works is if you kill all the sparks with the boomerang, all the Gibdos die. It's only use in this one spot in the entire game. Actually what kills enemies is the 4, the 8 means the trigger happens when you kill an unkillable enemy. Look at the two values as just being two different enemy groups. That's especially true since enemy weaknesses are stored elsewhere.
So basically, the values 3 and 9 are hardcoded to check for the color dungeon and possibly the room value for it to work. In fact a lot of things are hardcoded into the color dungeon. This game actually contains tons of room specific data that's hardcoded into the game. a good example is event 0D where the smashed chest will appear in the same place, and always have a nightmare key in it no matter where the chest is on screen or what the chest Id actually is. In fact if you look, even 0D doesn't even do anything. All the code is excecuted from the Power Bracelet ASM.
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Link's Awakening Hacking / Lists and Data / Re: Room Event IDs (Updated 6/26/13; Incomplete)
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on: June 30, 2013, 01:49:12 AM
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For the ID's, every other value is invalid. There are some, like 1 and 9 that work, but otherwise you should only use 0,2,4,6,8,etc because the game's code, unlike the triggers, does not count by twos. That mean that 00 will read the first byte, but 10 will read the second byte, not the third which is the second pointer. My guess is this is just laziness on part of the coders since I don't see why you couldn't have 16 events and 16 triggers. Don't forget that this game is nothing but a glorified rom hack of the original LA.
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5
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Oracles Hacking / Tutorials / Re: Altering Other Rooms - Script Tutorial
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on: December 26, 2011, 03:58:54 AM
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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).
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6
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Oracles Hacking / Tools / Re: Zelda Oracles Chest Reader and Fixer (Version 1.0.0.1)
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on: December 25, 2011, 11:02:33 PM
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Many months later, there's a new update. ZOCF was rebuilt with the new GBHL file (1.1) and now requires that (Don't worry, all the tools out there except ZOTE have/need it). Be sure to download it!
How about just create a chest editor period? There's enough information that every item in the game can be reconfigured to allow for maximun editing capability.
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7
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Oracles Hacking / Lists / Re: Item List (Incomplete)
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on: December 25, 2011, 10:56:36 PM
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Pretty sure that after a certain point, the items are actually reading from different data. Also the list is incomplete since it doesn't contain sub ID's, and also any item that freezes is an item that is given to you or is picked up. There should be enough of the item data that's been found to create new items and significantly change what items are found in chests or picked up and whatnot.
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8
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Oracles Hacking / Discussion / Re: Oracles Music Format
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on: July 14, 2011, 03:48:24 AM
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Well from what I tested, for the 4 channels, the first byte, if changed, seems to cause the music to "mix". For example, if you changed the second channel of the overworld music from 01 to 00, you will hear one of the channels from the previous song in ram start playing during the song. It seems all the channel pointers have the same pattern for the first byte. 00, 01, 04, and 06.
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10
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Oracles Hacking / Opinions and Experiments / Re: Interaction 60
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on: July 11, 2011, 11:37:24 PM
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Yeah I already figured this out. In fact chests basically add interaction 60 using the data it gets from the chest data in the chest data bank. Also it appears as if D040 is hardwired to handle items, thus if you do anything fancy as to write 60 to an interaction, it should be that one. Note that most ASM routines that add items usually load the item and subindex into BC, then do a subroutine which I assume involves interaction 60.
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11
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Oracles Hacking / Discussion / Re: How the Intro 'Talk-to-all-NPCs' Works
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on: June 08, 2011, 03:24:32 PM
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Furthermore, I noticed that the interaction in Seasons where you have to open chests in the right order in level 5 uses data from there too. What happens is each Armos that you kill, it's starting position is saved into this section of ram. Then, when you go to open the chests, it checks to see if the chest you are opening is the same as the first position in the list. If it is, then it gives you the item that's coded in. If not, you get the default 1 rupee chest.
Basically, this area of ram is the interaction "pallete" what I mean by that is it's a spot where values can be loaded in and out to achieve different effects.
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12
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Oracles Hacking / Help / Re: Some problems editing OoA with Zole
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on: May 18, 2011, 05:50:45 PM
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What you are experiencing is something I call "map scripts". Basically, it's a tile overlay drawn on top of the regular tiles that can be set to change after specific conditions occur. The first could be solved by re-locating the map script for that map. The second is harder to fix since it requires hex editing because ZOLE doesn't support room flag set tiles(in the case of the wall, it disappears if you are in a linked game).
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13
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Oracles Hacking / Tutorials / Re: Creating a Working Lever
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on: May 08, 2011, 08:11:50 PM
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That makes sense because for other "projectile" values, 00 replaces the actual tile, though the graphic still looks normal. Examples are the crystal switches, people, and owl statues. In fact, during the event that causes the wall to slide in level 6, the end result actually turns one specific tile from 00 to 0F because during the wall change, the graphics data is written on top of the collision data(so if you moved you could walk over water and walls). Since the presence of an owl statue means that square is not walkable, the event re-adds the unwalkability.
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14
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Oracles Hacking / Lists / Re: Interestion 20 script list
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on: May 07, 2011, 02:13:02 AM
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It get's better. For Luigi's hack, we actually bypassed level specific ID's and made one big master list. That means that you essentially have another big list almost comparable to interaction 72 to use. Mind you it's still locked to back 0c only.
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15
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Oracles Hacking / Lists / Interestion 20 script list
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on: May 06, 2011, 04:40:43 AM
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I made this list so that people can see exactly what interaction 20 does. Instead of creating custom scripts, you can check this list to see if it's already been covered. The list is broken up into lists for different dungeons. Each dungeon's list starts at byte 00. Note that there seems to be duplicates, and some switches work better in some settings than with others. Also note that there are a couple scripts that aren't even used. All the pointers lead to bank 0c. Finally, one advantage of using dungeon scripts is that you can have more than one on a screen. It actually works pretty much like interaction 72, except more limited for space.
Dungeon Script pointers
--------Maku Path----- 6C4B Switch > Chest 784B Enemies > Stairs 844B 20 Rupees 894B Light one torch for key drop(not used) 924B Light two torches for stairs going up(not used) ------------Spirit's Grave------ 654B Switch > Chest(switch index 00) B94B Power Bracelet BE4B Miniboss Portal(*) CD4B Heart Container(**) F64B Light two torches for stairs going down A04B Switch index 01 > Greet platform in pit -------------Wing dungeon---- 084C Roc's Feather 0D4C 20 Rupees BE4B * DD4B Heart Container for Head Thwomp room --------------Moonlight Grotto--- BE4B * CD4B ** 124C Light two torches for Chest --------------Skull Dungeon BE4B * CD4B ** 194C Switch index 00 > Chest 204C Switch index 01 < Chest --------------Crown Dungeon----- BE4B * CD4B ** 274C Eye statues > Chest ---------------Mermaid's Cave Present---- BE4B * ---------------Jabu-Jabu's Belly CD4B ** ---------------Ancient Tomb------ BE4B * CD4B ** 3D4C Switch > Stairs 4C4C Switch > Stairs(different direction) 554C Switch > Wall move 604C Enemies > Stairs Down 6D4C Light one torch > one tile bridge --------------Hero's Cave--- 654B Swtich index 00 > Chest 774C Four Switches > Chest 7E4C Switch index 01 > Extend/retract bridge 874C Chest > Ladder --------------- CD4B ** 2E4C Switch index 01 > Extend/Retract bridge 374C Hold two switches > Shutters
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