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Author Topic: animal area and hero's cave  (Read 357 times)
felmet
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« on: September 21, 2010, 05:52:21 PM »

The animal area is normally area ID: 13 but I wanted the bottom-left screen as part of my town, so I changed it to Area-ID:0 ( same as the town, so I would have the same tilesets and colour etc..) but when I tried to enter that screen in-game, the game "crashed" and a screen with the text " this game can only be played on gameboy color" show up.

Is there something I need to do before I can remake the animal area? is so what?

Second question: Is it possible to make you be able to enter hero's cave in  "normal" gamemode?
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Gamma 31
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« Reply #1 on: September 21, 2010, 08:36:23 PM »

For the second question: I think you'd just have to find Hero's Cave's map and link it to your preferred map.
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Jigglysaint
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« Reply #2 on: September 22, 2010, 04:34:42 AM »

Are we talking Ages or Seasons?  For Ages, the Hero's Cave is actually blocked off by a specific tile that is only removed in a linked game.  There is a certain type of map data that ZOLE doesn't implement, and it's for single block additions.  How it works, is there is a spot in the rom that defines these blocks for each map.  There's room number, the block ID, it's location on screen, and which bits in the room flags to trigger it.  A good example would be in level 8, where you place the stone tablets into the wall to make the staircase appear.  Essentially, each time you return a stone tablet, you set a bit in the room flag.  In this case the tablets use the 4 bits used to keep track of locked doors(the lower bits).  The game will search for that bit, and if it's turned on, will add lit torches and a filled in wall in whatever side you placed the tablet.  Note that this only keeps track of initial screen loading.  There is a seperate thing that makes the tiles appear on screen during the event.

Another example would be the stones you see just to the left of the village.  How it works is there is a specific interaction that will check to see if a tile is distrubed.  If it is, it will set a bit you define in the room flag data.  Then, when you come back later, the stones won't appear again.  However, if this flag data is set to F0 or greater, it will instead check for certain conditions, mainly if the game had been beaten or if you are in a linked game.  One type will add a tile if you are in a linked game, and one type will remove a tile if it's a linked game.

In Seasons, it's different, but I'm sure has to do with the same concept.  Instead however with dealing with tiles, we are dealing with warps.  I don't think I quite figured that part out yet though.
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felmet
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« Reply #3 on: September 22, 2010, 02:10:29 PM »

So what I have to do is to make a new opening, somewhere else ( on the same screen with different cords or just a different screen) and make a warp to hero's cave?

And yes it is Ages Smiley
« Last Edit: September 22, 2010, 02:16:35 PM by felmet » Logged
Jigglysaint
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« Reply #4 on: September 22, 2010, 03:46:18 PM »

Actually, go to $12352 in the rom and you will see this:  48 F0 28 64  The first byte is the screen number this tile will appear in.  F0 means that this tile will be removed in a linked game(I was a bit off with the values I mentioned previously).  28 is the location on screen of the tile, and 64 is the tile ID.  BTW, if the second byte is less than F0, then it will check for screen flags instead.  For example, if it was 80, then it would check for that flag in memory.  10 is never used because it's the flag that makes the room display on the minimap(which is why the game uses F0 to trigger the alternate check routine).

So what you may wish to do is you could use this value on any screen you want.  Just remember that it loads or takes away the tile(only F0 will remove a tile, the rest will add it in) when you screen transition, not in the midst of being on screen.
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felmet
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« Reply #5 on: September 22, 2010, 08:49:20 PM »

wow.. okey Tongue Im not very good at this.. Your talking about a hex editor right? And I dont really understand the flag thingy Tongue
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