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61
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 21, 2011, 05:53:06 PM
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I can't show a picture becuase I don't know how to take a picture of my desktop(I am dumb), but I can tell you that the problem is that the stretching for is right, but for mine, the tile dimentions don't match the cursor selector. The imaged is stretched too much. For example, if we take the upper row of tiles, and the upper part of them. The first tile piece in the upper left corner is right. However, just to the right of that, the cursor looks fine because it's a solid colour. Next to that though, and you see that while the editor is selecting the right(the green) tile, the tileset actually shows that it's part yellow tile and part green tile. That means the stretch is about 8 pixels too much, and also about 8 pixels too much below as well. This means that all tiles are stretched too far, and the graphics don't match the selection. Furthermore, the entire right side and bottom of the tileset are not selectable because they've been stretched too far by those extra pixels. It might be my screen resolution, but I cannot change my resolution just to fiddle with ZOLE.
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63
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 21, 2011, 02:17:07 AM
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There's a bug. First of all, you can only access the tileset editor from the icons in the editor. If you try to select it from the Tools menus, it doesn't work. Second of all, when the tileset editor loads, the graphics and the cursor are not aligned properly. That is to say the tiles are blow up, but the cursor select map is still small. Not only are the cursors out of alignment, but you think you are clicking on a tile, and it's a different tile. Also the tiles at the bottom arn't clickable, and to click them you have to click on the tiles way above them.
Everything works fine for me. It's your computer and it's not likely I can do anything about it. Except for the button only working on the icon. That's my fault. Is it the resolution? I can't understand how come the entire table of tiles are stretched, yet the clicking map is not stretched as well? Is there a way to make the tiles smaller so they line up properly? Heck, do the tiles even look stretched on your end?
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64
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 20, 2011, 05:28:58 PM
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There's a bug. First of all, you can only access the tileset editor from the icons in the editor. If you try to select it from the Tools menus, it doesn't work. Second of all, when the tileset editor loads, the graphics and the cursor are not aligned properly. That is to say the tiles are blow up, but the cursor select map is still small. Not only are the cursors out of alignment, but you think you are clicking on a tile, and it's a different tile. Also the tiles at the bottom arn't clickable, and to click them you have to click on the tiles way above them.
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65
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Oracles Hacking / Discussion / Re: Stair Shading
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on: January 20, 2011, 05:18:41 PM
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See, I never actually paid attention to the shading of the stairs. I figure that of course the ground is higher than the river. I know dungeons have all 4 shading directions, but I guess they ran out of room in the overworld and figured nobody would notice. I'm sure if you hunt hard enough, you will find all sorts of tile related perspective errors. In fact, that might even be a theme for a dungeon. Somthing like Etcher Cave or somthing.
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66
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Oracles Hacking / Help / Re: The Raft?
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on: January 16, 2011, 10:38:19 PM
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Edit: Did a quick test. I placed E601 inside a dungeon as a regular interaction, along with water. It works perfectly, though I would believe that if it was placed as a static interaction, it would work much better. Also only water and deep water tiles can be crossed. If it's a pit, it's uncrossable. If it's land, you disembark. It should be possible for a raft to spawn due to a script. It could also be possible to set up other qualifiers for the raft to appear, or even create multiple indexes that could allow for specific rafts to appear at specific times. Since this code is near the end of the bank anyway, it should be very easy to retool it to have different indexes have different requirements. Still need to test E6 00, which seems to control the first Dimitri event.
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67
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Oracles Hacking / Help / Re: The Raft?
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on: January 16, 2011, 10:22:51 PM
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I can do one better: 43E6D: 18 06. See, what's happening is the game is doing a check to see if a specific event is activated, and if not, 05 3B is where all nul interactions are sent. That is to say that when an interaction is to disappear, that rouotine is where the game is sent to. F3 31 is the routine that makes a check for global event flags. In fact, it would be a good idea to compile a list of subroutines that do various things so that people can get an idea about how to ASM in certain events(if scripts won't allow).
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68
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Oracles Hacking / Help / Re: The Raft?
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on: January 16, 2011, 03:25:26 PM
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Well according to the game, the Raft's ID is E6 01. There must be somewhere in ram that tells the game that Link is on the raft. The raft event is set when you get the rope and chart and talk to the raft guy, and I believe the raft disappears when you activate the Cressent island event.
I suppose it's possible to change it, but it would require alot of ASM, and require the termination of the Cressent island event(which in turns means even more free space).
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69
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Oracles Hacking / Lists / Re: Enemy Hit Types
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on: January 11, 2011, 05:24:08 PM
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Well let's see what I remember about the hit detection data for sprites:
At 1ED0A is a start of a list of bytes that determine what happens when Link interacts with a projectile. There are 32 entries for 32 types of interactions, and at 1E9A2 is a list of flags for each spot in the index. For example, the crystal switch apparently using index 03(which as you found out, becomes 83 in the enemy data). Each byte in the list is either turned on or off. 32 bytes means 4 bytes worth of flags. Each byte is connected to a specific action, which runs from Link doing sword damage, to Link getting damaged. For example, 3C is used by the Bemos statue, and wearing the right ring will reduce that damage. Also includes are values for what happens if you block the projectile. I bet it could be possible to make it so blocking a shot gives Link a heart or somthing. Unfortuanatly there is no way to reflect the laser under normal circumstances since one projectile cannot affect another sprite. I think for that to work, you'd have to code in a beam into the weapons data and have the shield set to spawn(as well as the code for movement) for it to work.
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70
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Oracles Hacking / Lists / Re: Enemy Hit Types
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on: January 11, 2011, 03:29:52 AM
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As I recall, some of those values actually use rings to determine what the final damage output is. As far as I understand, there is no way to make one sprite damage another. Also there is I believe 32 different types of interactions with sprites(that is, what it does to you if you touch it, switch hook it, bomb it, etc). Each spot is controlled by a flag(elsewhere), and all these values are then used as an index for the enemy data.
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71
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Oracles Hacking / Progress / Re: Enemy Editor
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on: January 11, 2011, 03:23:13 AM
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Of course don't forget to add stats for what I call "projectiles". Actually that includes switches and stuff, but it mostly includes what enemies throw at you. Oh man you should have seen my Staff of Baseballs that destroy any block in your way.
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73
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Oracles Hacking / Help / Re: Minibosses
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on: November 28, 2010, 09:09:11 PM
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Actually minbosses are enemy data, and the only difference between the green spawn and a regular spawn code is that F4 will set the boss flag when everything is defeated.
Changing things around will involve ASM, though I recall in Seasons there is a spot where Vire shows up outside of a miniboss room, so perhaps there exists somthing similar in Ages.
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74
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The Site / Announcements / Re: Attention - Contest Coming Soon
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on: November 23, 2010, 02:03:40 AM
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I hardly have time anymore to do stuff. I'd love to, but to be honest, I'd rather do it for fun. Besides, shouldn't I be banned seeing as how I am the only one with highly advanced understanding of the rom?
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75
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Oracles Hacking / Scripts / Re: Hooded Stalfos Overworld Miniboss
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on: November 15, 2010, 04:01:20 AM
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I've had that happen in dungeons when I entered by the wrong direction. I wonder if there is a limitation as to what direction you need to enter from, or if it looks for a door interaction for it to work properly.
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