Primary Zelda Hacking
April 21, 2014, 10:51:50 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: There is now an official Primary Zelda Hacking Press!
 
  Home Help Search Login Register  
  Show Posts
Pages: 1 ... 23 24 [25] 26 27 ... 38
361  The Site / Announcements / ZOSE Released! on: November 10, 2010, 03:38:24 AM
Yes, at long last ZOSE has been released. View the topic Here.

~Lin
362  Oracles Hacking / ZOSE / ZOSE Version 1.1 Released! on: November 10, 2010, 03:35:21 AM
Well, after quite some time in development, I am proud to announce the very first release of ZOSE. If you don't know, ZOSE is a script editor for the Oracles (Ages) games (-s), which means we can create our own events. If you want some examples of its power, head over to the Opinions and Experiments section and view my videos.

Version 1.01: It includes some pretty heavy updates, which include opcodes that you need to re-add (Edit > Apply New Opcodes). There's also now a better Free Space Finder, and a lot of file stuff. More memory addresses to use and just all-round better.

Version 1.02: Added a new command - UnsetRoomFlag. It unsets the specified flag (bit) in the specified map/group.

Version 1.03: Fixed a bug with one of the custom opcodes. It requires you to Tools > Apply New Opcodes.

Version 1.04: Fixed several bugs, including free space finder bugs and jump2byte compiling bugs and some warning and double-check systems for safety.

Version 1.05 Beta: Recoded the assembly and created F7D2, the new format for type 72 scripts. This is a beta release with only some testing, and is recommended you don't use it primarily until 1.05 Release is out.

Version 1.05 Beta 2 (Final): Multiple jumps no longer crash the game, "jump3bytemc" works, the decompiler no longer prints out a duplicate of the base part if jumped back to later, there is now a "Decompile 72 Interaction" window because the "Decompile Interaction" no longer works with 72 interactions due to the lack of opcode support in the emulation.

Version 1.1: Recoded most of the assembly again and now all interactions can use the jump3byte commands. ZOSE now requires GBHL 1.1, which it now comes with.

Anyway, this marks yet another spot in the history of Zelda Oracles hacking, as our flexibility has gone up as much as click-and-set editing within ZOSE. Ladies and gentlemen, I give to you: ZOSE!

http://zeldahacking.ulmb.com/ZOSE.zip

Happy hacking! Be sure to read ZOSE.html for a template, commands list, and more. Please note this IS a first release, and it heavily lacks commands that were there to begin with and may have a bug or two. Just be sure to report anything wrong.

~Lin
363  Oracles Hacking / Progress / Soon Release on: November 09, 2010, 02:07:04 AM
Just to let you know, ZOSE will be released soon and worked on along the way. Currently I am documenting all of the commands. You can view my progress here: http://zeldahacking.ulmb.com/ZOSE.html (This file will be included with the download for ZOSE)

~Lin
364  Oracles Hacking / Help / Re: Chest Weapon Issue on: November 09, 2010, 12:01:38 AM
http://zeldahacking.ulmb.com/index.php?topic=11.0
365  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.11 Released! on: November 08, 2010, 03:34:03 AM
Two problems with that: One, I like to work alone on projects like these. Two, nobody else but Jigglysaint actually knows anything about these games that'll help. Dwedit could, but I'm pretty sure I've implemented everything into ZOLE he had on his viewer except the cutscene viewer which I view as worthless.
366  Oracles Hacking / Show Off / Custom Event #3 - Lava Solidifying on: November 07, 2010, 06:16:16 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

Using ZOSE, I did this:

http://www.youtube.com/watch?v=hUT-nidUYd4

Took a while, but I guess it was worth it. The code:

Code:
//Initializer
writelocation 3003B
setinteraction72 1
jump3byte E2AEC

//The main part
writelocation E2AEC
checkmemory CCAB C0 //lever pulled value. bit 7 is set when its pulled completely
jump3byte E3B05

//Setting the tiles
writelocation E3B05
//Play the shaking sound
playsound B2
//Make the waterfall stop pouring lava
setcoords 18 98
settile CC
setcoords 18 A8
settile CD
setcoords 18 B8
settile CE

//Solidify the lava
setcoords 28 98
settile 1
setdelay1
setcoords 28 A8
settile 1
setdelay1
setcoords 28 B8
settile 1
setdelay1

setcoords 38 98
settile 1
setdelay1
setcoords 38 B8
settile 1
setdelay1
setcoords 38 A8
settile 1
setdelay1

setcoords 48 A8
settile 1
setdelay1
setcoords 48 98
settile 1
setdelay1
setcoords 48 B8
settile 1
setdelay1

setcoords 58 98
settile 1
setdelay1
setcoords 58 B8
settile 1
setdelay1
setcoords 58 A8
settile 1
setdelay1

playsound B2

setcoords 68 98
settile 1
setdelay1
setcoords 68 A8
settile 1
setdelay1
setcoords 78 A8
settile 1
setdelay1

setcoords 68 B8
settile 1
setdelay1
setcoords 78 98
settile 1
setdelay1
setcoords 78 B8
settile 1
setdelay1

setcoords 88 A8
settile 1
setdelay1
setcoords 88 98
settile 1
setdelay1
setcoords 88 B8
settile 1
setdelay1

setcoords 98 98
settile 1
setdelay1
setcoords 98 A8
settile 1
setdelay1
setcoords 98 B8
settile 1
setdelay1

playsound B2

setcoords 98 88
settile 1
setdelay1
setcoords 98 98
settile 1
setdelay1
setcoords 88 78
settile 1
setcoords 98 78
settile 1
setdelay1
setcoords 98 68
settile 1
setdelay1
setcoords 88 68
settile 1
setdelay1

setcoords 78 68
settile 1
setdelay1
setcoords 78 78
settile 1
setdelay1
setcoords 68 68
settile 1
setdelay1
setcoords 68 78
settile 1
setdelay1
setcoords 58 68
settile 1
setdelay1
setcoords 58 78
settile 1
setdelay1
setcoords 48 68
settile 1
setdelay1
jump3byte FFD0B

writelocation FFD0B
setcoords 48 78
settile 1
setdelay1
setcoords 48 58
settile 1
setcoords 58 58
settile 1
setdelay1
setcoords 48 48
settile 1
setcoords 58 48
settile 1
setdelay1
setcoords 58 38
settile 1
setdelay1

setcoords 68 38
settile 1
setdelay1
setcoords 68 48
settile 1
setcoords 78 38
settile 1
setdelay1
setcoords 78 48
settile 1
setdelay1
setcoords 88 38
settile 1
setdelay1
setcoords 88 48
settile 1
setcoords 98 38
settile 1
setdelay1
setcoords 98 48
settile 1

setcoords 88 28
settile 1
setdelay1
setcoords 98 28
settile 1
setdelay1
setcoords 88 18
settile 1
setcoords 98 18
settile 1
setdelay1

setcoords 88 18
settile 1
setdelay1
setcoords 78 18
settile 1
setdelay1
setcoords 68 18
settile 1
setdelay1
setcoords 58 18
settile 1
setdelay1
setcoords 48 18
settile 1
setdelay1

setcoords 38 18
settile 1
setcoords 38 28
settile 1
setdelay1

//Wait for the lever to revert to its natural state
checkmemory CCAB 0
playsound 6c
jump3byte 1BA4C

writelocation 1BA4C
//Desolidify the lava. First start with the pouring.
setcoords 18 98
settile C6
setcoords 18 A8
settile C7
setcoords 18 B8
settile C8
playsound b2

setcoords 28 98
settile 61
setdelay1
setcoords 28 A8
settile 61
setdelay1
setcoords 28 B8
settile 61
setdelay1

setcoords 38 98
settile 61
setdelay1
setcoords 38 B8
settile 61
setdelay1
setcoords 38 A8
settile 61
setdelay1

setcoords 48 A8
settile 61
setdelay1
setcoords 48 98
settile 61
setdelay1
setcoords 48 B8
settile 61
setdelay1

setcoords 58 98
settile 61
setdelay1
setcoords 58 B8
settile 61
setdelay1
setcoords 58 A8
settile 61
setdelay1

playsound B2

setcoords 68 98
settile 61
setdelay1
setcoords 68 A8
settile 61
setdelay1
setcoords 78 A8
settile 61
setdelay1

setcoords 68 B8
settile 61
setdelay1
setcoords 78 98
settile 61
setdelay1
setcoords 78 B8
settile 61
setdelay1

setcoords 88 A8
settile 61
setdelay1
setcoords 88 98
settile 61
setdelay1
setcoords 88 B8
settile 61
setdelay1

setcoords 98 98
settile 61
setdelay1
setcoords 98 A8
settile 61
setdelay1
setcoords 98 B8
settile 61
setdelay1

playsound B2

setcoords 98 88
settile 61
setdelay1
setcoords 98 98
settile 61
setdelay1
setcoords 88 78
settile 61
setcoords 98 78
settile 61
setdelay1
setcoords 98 68
settile 61
setdelay1
setcoords 88 68
settile 61
setdelay1

setcoords 78 68
settile 61
setdelay1
setcoords 78 78
settile 61
setdelay1
setcoords 68 68
settile 61
setdelay1
setcoords 68 78
settile 61
setdelay1
setcoords 58 68
settile 61
setdelay1
setcoords 58 78
settile 61
setdelay1
setcoords 48 68
settile 61
setdelay1
jump3byte FFDA6

writelocation FFDA6
setcoords 48 78
settile 61
setdelay1
setcoords 48 58
settile 61
setcoords 58 58
settile 61
setdelay1
setcoords 48 48
settile 61
setcoords 58 48
settile 61
setdelay1
setcoords 58 38
settile 61
setdelay1

setcoords 68 38
settile 61
setdelay1
setcoords 68 48
settile 61
setcoords 78 38
settile 61
setdelay1
setcoords 78 48
settile 61
setdelay1
setcoords 88 38
settile 61
setdelay1
setcoords 88 48
settile 61
setcoords 98 38
settile 61
setdelay1
setcoords 98 48
settile 61

setcoords 88 28
settile 61
setdelay1
setcoords 98 28
settile 61
setdelay1
setcoords 88 18
settile 61
setcoords 98 18
settile 61
setdelay1

setcoords 88 18
settile 61
setdelay1
setcoords 78 18
settile 61
setdelay1
setcoords 68 18
settile 61
setdelay1
setcoords 58 18
settile 61
setdelay1
setcoords 48 18
settile 61
setdelay1

setcoords 38 18
settile 61
setcoords 38 28
settile 61
setdelay1
jump3byte E2AEC //Allow looping

~Lin
367  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: November 06, 2010, 11:51:00 PM
Okay, I know I haven't been working on it too much since the last post, but I started again last night and got frustrated and went to bed. Then I woke up this morning, deleted and revised a lot of what I did last night, and now there's a perfect auto-completion feature:

http://img200.imageshack.us/img200/5972/zose7.png

The list appears and populates as you type, and when you press space, the command finishes and adds a space, and when you press enter, the command finishes and adds a new line. Pretty neat, huh? It took a while because it seems whenever I do character-by-character text manipulation, it's always very buggy the first time(s) around. Anyway, that's that. Except a release... kinda soon.

~Lin
368  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: November 03, 2010, 12:32:11 AM
Okay, right now ZOSE repoints the opcode pointer to bank $40 and everything is going to plan. However, it seems for events where a trigger spawns a chest, you can keep spawning it after you leave the room. I have to find out why.

EDIT: It seems that for the item check opcode, the assembly is where the pointer for opcode FD would be, and I deleted that. So basically, I deleted the code for it... Simple fix Smiley
369  Oracles Hacking / Opinions and Experiments / Re: Zelda ooa music corrupting with use of goldwave on: November 01, 2010, 10:30:53 PM
Wait, at first I thought you just opened the game with a random tool and picked a random address thinking it was special corrupted music. However, did you actually find the address/data of the music?
370  Oracles Hacking / Opinions and Experiments / Re: Zelda ooa music corrupting with use of goldwave on: November 01, 2010, 09:59:04 PM
All I can say is I hope this isn't for real.
371  Oracles Hacking / Tools / Re: ZOSE - Zelda Oracles Script Editor [WIP] on: November 01, 2010, 04:24:59 AM
Apart from my heavy slacking on this program, I have good news. Today I discussed things with Jigglysaint, and eventually the idea was formed to move the opcode pointer table and me making opcode FF and multi-opcode. Let's look at the benefits:

-More space in bank 0C which means more custom scripts
-Existing scripts will not break
-I can add 768 custom opcodes (FD xx, FE xx, FF xx)
-More flexible scripts (because of the above)

Sounds good, right? The bad side is it's not going to be fun programming the code because there is no good assembler. Oh well, it is what it is!
372  Oracles Hacking / Discussion / MOVED: The "Skip Screen Glitch" from LA on: October 31, 2010, 11:18:35 PM
This topic has been moved to General GameBoy Talk.

http://zeldahacking.ulmb.com/index.php?topic=156.0
373  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.11 Released! on: October 31, 2010, 04:29:31 AM
Version 1.12. Update log from ReadMe:

Added an editor to edit where you go when you get the essence in a dungeon. Also made it so the transition and are property editor windows don't show in the taskbar.
374  Oracles Hacking / Help / Re: Transfering Tiles on: October 31, 2010, 01:19:52 AM
I'll write a tutorial one day. In the mean time, you can use this for help (Very useful):

http://marc.rawer.de/Gameboy/Docs/GBCPUman.pdf

Mainly look at the opcode listings, like CP n.
375  Oracles Hacking / Help / Re: Transfering Tiles on: October 31, 2010, 12:34:39 AM
No, typically BGB's debugger.
Pages: 1 ... 23 24 [25] 26 27 ... 38
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!