Primary Zelda Hacking
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News: Current Zelda Oracles Hacking Suite beta version: 0.05
 
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256  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.21.1 Released! on: February 20, 2011, 08:12:47 PM
Version 1.21.1. Update log from ReadMe:

Fixed something for the interaction fix.
257  Oracles Hacking / ZOSE / Re: ZOSE Version 1.02 Released! on: February 20, 2011, 09:26:01 AM
Released 1.02. A new and helpful command, allowing us things like track switching!
258  Oracles Hacking / ZOSE / Re: ZOSE Version 1.01 Released! on: February 20, 2011, 04:33:00 AM
Released 1.01. I'd recommend getting it.
259  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.21 Released! on: February 20, 2011, 04:31:43 AM
Version 1.21. Update log from ReadMe:

Added some interaction adding protection. Also some big updates for ZOSE, including new opcodes, more memory addresses in documentation, and some file stuff.
260  General GameBoy Hacking / General GameBoy Talk / Re: ASM request: LA DX gba color adjust from Oracle games on: February 20, 2011, 12:27:13 AM
You can't just have code run. You have to call it. The space at bank 0 (0000-3FFF) is always active in the RAM, so put your code in the free space there. You're going to have to find the palette procedure and make it call the new code. In fact, you're probably going to have to copy some code over into the free space just to make things work.
261  General GameBoy Hacking / General GameBoy Talk / Re: ASM request: LA DX gba color adjust from Oracle games on: February 19, 2011, 10:53:47 PM
Oh, doing something like that would be simple. It'd go kind of like this.

Code:
LD A,05 ;05 = bank number
LD (2222),A ;2222 = bank switch
JP 1234 ;1234 = jump address
262  General GameBoy Hacking / General GameBoy Talk / Re: ASM request: LA DX gba color adjust from Oracle games on: February 19, 2011, 10:02:03 PM
You just taught me something I've wanted to know. As for what you want, I'm really unsure because I haven't messed with anything like you're wanting.
263  Oracles Hacking / Discussion / Re: Mixed Stuff on: February 19, 2011, 10:00:31 PM
Cool. You can always hang in the IRC at irc.caffie.net #zole. I talk about a lot of my findings and it's also a way to get instant-help.
264  Oracles Hacking / Discussion / Re: Mixed Stuff on: February 19, 2011, 07:06:39 PM
Double posting and "grave-digging" is completely allowed. The only rules I have here are no spamming and flaming.

Anyway, yea, a lot of the sprites just use tile flipping. Luckily, every sprite and animation is (should be) uncompressed. Animations I can understand, but for sprites since they're loaded only once into VRAM I do not know.
265  Oracles Hacking / Help / Re: i want custom music on: February 19, 2011, 07:02:02 PM
I have no idea how music works.

ZOLE has no features for editing sequenced gameboy asm music.
And never will.
266  Oracles Hacking / Help / Re: want npc to give item? on: February 19, 2011, 07:01:20 PM
Actually this is done via scripts.  If an item is to be given to you at a specific time, then the script checks for a flag of some sort.  The actual script opcode to make an item appear is DD xx xx, and remember that the item needs to be set to comming out of a chest for it to work(or else the game will freeze).

Sorry to say, but there's not yet an easy way to edit npc's without knowing some ASM and scripting.  Don't forget that Lin and I are still deconstructing both Ages and Seasons.

Edit:  I found out that the script opcode that let's a npc give you an item is DE xx xx.  You still need to pay attention to the actual item and make sure it's set so it's given to you as opposed to falling down, spawning via puff of smoke, or rises up from the ground like you got it from a chest.

Now, if you want to find out where the script is for the interaction you want to edit, in the D000 section of ram, interactions are loaded in this area.  For the mayor in Horon Village in Seasons, his interaction loads at D340 in ram.  At D358 and D359, the two bytes used to get the script are stored here.  When the room is first loaded, it's poised over the trigger script code, and when the conditions are set, it starts excecuting the rest of the code.  The script bank in Seasons is at 2C000, and the bank in Ages is at 30000.  Remember you need to set things up to set flags when you do get an item.
That's very interesting. I'm working on ZOSE as I type this and I've created a new opcode called "jump3bytecm", which will jump anywhere in the ROM if a certain byte in the memory matches the specified byte. I can guarantee it will have that opcode, and I want to have more that's capable of creating NPCs and doing more than just dungeon-type events.
267  Oracles Hacking / Help / Re: custom loading menu on: February 19, 2011, 06:58:34 PM
The graphics are compressed and loaded into the first VRAM bank, which ZOLE can't even support loading. Using my tools, there's nothing you can do.
268  General GameBoy Hacking / General GameBoy Talk / Re: ASM request: LA DX gba color adjust from Oracle games on: February 19, 2011, 06:57:06 PM
The palettes in the games change? I never knew that. Anyway, IF I remember correctly, the palettes in Link's Awakening get loaded into D000. That may be the Oracles, but I think LADX had something like that as well. I haven't messed with LADX too much past loading a dungeon tileset.
269  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.20 Released! on: February 15, 2011, 03:10:12 AM
Version 1.20. Update log from ReadMe:

Fixed a bug with map clearing, did a minor change with how interactions are saved, and added 2 new Seasons patches. Also included the ZOSE documentation.
270  Oracles Hacking / Projects / Re: Oracle of Seasons - Soul Tower on: February 15, 2011, 03:04:42 AM
Actually, I just thought of the same idea today, except it would be more like a cave.  One thing that Seasons has, that would certainly make a superdungeon like this possible, is that it contains an interaction similar to 12 00 that displays the dungeon name, but it works for stairs.  A tower would be good, but I think a cave would make more sense since it's kind of strange to have a water dungeon about 4 floors up.

I'm also thinking too that the dungeons need not nessicarily be all "one dungeon per floor".  I wager it's possible to have multiple dungeons on one standard dungeon floor.  How about a tower, but there are dungeons above and below it.  Water dungeons(as well as other liquid based dungeons), could be below the tower, while the rest could be above.  Remember that just level 6 alone was actually quite tall for a dungeon.  Of course dungeons are limited as to how many floors they can have, but it could work.

Also, you can configure the portal warps to warp to different levels, though it can't cross map groups.  That means it could be possible to have warps from the bottom of the tower, to the top, or anywhere almost.  I would hope that a megadungeon like this would require lots of backtracking and getting items in different orders.  I mean who's to say that you shouldn't walk into level 7 with only 3 hearts and a power bracelet.  You might not get far, but perhaps rewards for those who dare brave danges before their time are to be found.  Gasha seeds could be retooled into somthing, like perhaps dungeon indepenant keys or somthing.
Well, this is more of a mini-hack with short "dungeons" that offer lots of action and challenges. I like to think of this as a boss run with an additional challenge, and in this hack, there's one part where it's really hard to get past without taking ~2 hearts of damage, even though it's only the 4th room you visit in the first floor.
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