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Pages: 1 [2] 3 4 ... 15
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16
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Link's Awakening Hacking / LALE / Re: LALE - Version 1.20
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on: June 17, 2013, 10:39:30 PM
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Version 1.2 is now released. Updates include (straight from readme file):
- Fixed an issue with collision borders for special collision on the overworld not drawing properly. - Fixed an issue with the text editor only drawing one special icon after updating the text. - Fixed an issue with 3-byte collisions not loading properly if x/y were too big. - Fixed an issue with the minimap editor crashing if map value was larger than 0x64. - Fixed an issue with map 7's (overworld) map data not saving correctly. - Enabled map value for dungeons as well as enabled all regions to be selected for indoor maps. - Enabled 3-byte objects to be of length zero (no practical use, just prevents crashing). - Added copying, pasting and deleting features for overlay data. - Added new features to the dungeon minimap editor. - Added an export dungeon map feature. - Added a repoint collisions/objects feature. - Added an X and Y label for the current map tile you hover over. - Added a portal editor (this edits object 0x61's warp destinations for the overworld and dungeons). - Added a basic palette editor (not capable of repointing). - Enabled the sprite viewer/bank editor. This is in its very early stages and is capable of very little.
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17
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Link's Awakening Hacking / Suggestions / Re: Repointing what the OW Owl says
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on: June 17, 2013, 07:47:53 PM
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I am almost certain that overworld owl statues are the exact same as signs. Looking at maps that already contain the owls with the sign editor shows that they have a pointer to the text they use. They are just signs, but they look like owls.
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18
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Link's Awakening Hacking / Lists and Data / Re: Room Event IDs (Incomplete)
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on: June 17, 2013, 07:43:54 PM
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I never did look much into the event IDs, but like you said there is a list of a decent amount (all the main ones anyway). I do know that ID 1, trigger 0 is used in the entrance of the colour dungeon. Never looked into what it actually does though.
Also trigger 4 is used in the colour dungeon at the very end, where you get the tunic (fairy room). Once again I did not look into exactly what it is, but those are where they are used in the game for sure if you want to look into them.
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19
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Link's Awakening Hacking / Suggestions / Re: Different types of objects that rooms can hold
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on: June 17, 2013, 12:35:11 AM
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Yeah this is nothing new. I think in my LALE Update 3 video I showed how I had the base sprite tiles drawing for maps. That means I already have the sprite banks for each map loading and I could already make an editor for that. It is a very important feature so I might push out the most basic editing for it until I can get a real sprite/object editor made.
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20
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Link's Awakening Hacking / Bug Reports / Re: Overworld Map 07/08 music bug
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on: June 16, 2013, 11:47:10 PM
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I just thought I would make another post to elaborate on the issue a bit. All of map 7's map data is probably overwriting map 8's. This is because the game doesn't have an S.O.G for map 7 and instead makes map 7 read map 8's; however, in my coding i failed to change it back to map 7 after saving the S.O.G byte so all the data would overwrite map 8's.
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21
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Link's Awakening Hacking / Bug Reports / Re: Overworld Map 07/08 music bug
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on: June 16, 2013, 10:48:22 PM
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Thanks for mentioning this. I have it fixed now for whenever the next release is. If you need to change the music for map 7 immediately, simply open up a hex editor and go to 0x8007 then just put the music ID you want for that map.
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23
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Other / General Discussion / Re: Logo?
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on: June 15, 2013, 07:56:37 PM
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I actually like the look of it quite a bit; however, I don't really get a "forum" vibe from it. It looks really nice, too nice for just some random gameboy zelda hacking forums. Still good job with it.
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24
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Link's Awakening Hacking / Lists and Data / Music IDs
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on: June 14, 2013, 11:18:15 PM
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Thanks to ArchProctor for correcting some music IDs and for finding out most of the music IDs from 0x20 through 0xFF (which is most of the music IDs in general).
Music IDs:
00 No music 01 Title screen (logo) 02 Trendy game 03 Game Over screen 04 Mabe Village 05 Overworld music 06 Tal Tal Heights 07 Shop 08 Raft Ride Rapids 09 Mysterious Forest 0A House 0B Animal Village 0C Fairy House 0D Title Screen 0E BowWow Kidnapped 0F Level 2 Sword 10 New weapon 11 Save select 12 Wind Fish's egg 13 Kanalet Castle 14 Level 1 15 Level 2 16 Level 3 17 Level 4 18 Instrument room 19 Boss Theme 1A Ship scene 1B Instrument obtained 1C In bed music 1D Pre-Sword music 1E Beginning Dream 1F Ancient Ruins 20 Full Moon Cello 21 Side-scrolling area 22 Owl theme 23 Nightmare (but not Dethl) 24 Dream Shrine Bedroom 25 Picking up post-boss heart container and then Instrument Room theme 26 Caves 27 Acorn/Power Piece pickup + theme (for version without pickup tune, see 49) 28 Conch Horn 29 Sea Lily’s Bell 2A Surf Harp 2B Wind Marimba 2C Coral Triangle 2D Organ of Evening Calm 2E Thunder Drum 2F Ballad of the Wind Fish as sung by Marin by Rooster grave 30 Manbo's Mambo 31 The little track that plays after you get the first sword (or after picking up Marin), then the normal overworld music (occurs after track 0F) 32 Write’s house 33 Telephone booth 34 Tarin bothering the hornet nest 35 Frog’s Song of Soul 36 Monkeys’ bridge-building theme 37 Christine’s house (the female goat who corresponds with Write) 38 Tokata's Song - Ocariana 39 Fighting the Head of Turtle Rock 3A Second Fishing Minigame 3B Unused jingle 3C Tokata's Song 3D Staff roll (has long silence before playing) 3E Entering cave where BowWow is being held 3F Ballad of the Windfish that plays at end, while island is dissolving 40 Richard’s Villa 41 Ballad of the Windfish played on Ocarina (the solo ocarina part while breaking the Egg) 42 Ballad of the Windfish with Ocarina and Sea Lily’s Bell 43 Ballad of the Windfish with Ocarina, Sea Lily’s Bell and Surf Harp 44 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp and Wind Marimba 45 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp, Wind Marimba and Triangle 46 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp, Wind Marimba, Triangle and Organ of Evening Calm 47 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp, Wind Marimba, Triangle, Organ of Evening Calm and Thunder Drum 48 House by the Bay 49 Acorn/Power Piece theme WITHOUT initial pickup tune (included in track 27) 4A Learning Ballad of the Windfish on Ocarina while Marin sings it 4B Level 5: Catfish’s Maw 4C Revealing Angler’s Tunnel 4D Finding Marin on the beach 4E Listening to Marin (or not) on beach 4F Unused miscellaneous jingle 50 Miniboss/Dethl 51 Kanalet Castle 52 Level 1: Tail Cave 53 Dream Shrine 54 Eagle Tower’s main boss theme (includes that little prelude, and then regular boss music. See 5C for prelude only) 55 Rooster being revived 56 Level 2 Sword creation 57 Theme of the Rooster Guy’s house 58 Level 6: Face Shrine 59 Talking to the Wind Fish 5A Level 8: Turtle Rock 5B Level 7: Eagle’s Tower 5C Eagle Tower’s main boss theme (endless prelude. See 54 for prelude + main boss theme) 5D Pre-Nightmare-battle theme (plays when you fall onto the battle stage) 5E Track that plays after you beat certain bosses, but before they disappear (e.g. Catfish’s Maw’s boss, it talks to you while this is playing) 5F Climbing the final staircase (after beating Dethl) 60 Zelda theme remix (Entering Zelda on File Select) 61-6F Color Dungeon 70-FF Glitchy music, glitches what was previously being heard (putting one of these values on OW map 51 causes the House theme (track 0A) to play)
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25
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Link's Awakening Hacking / Lists and Data / Link's Awakening Memory Addresses
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on: June 14, 2013, 11:14:40 PM
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When debugging Link's Awakening it is a necessity for me to have a list of memory addresses so I could quickly edit a value if I needed to. Since I am a nice guy I am going to share my list in this post for others to use at their leisure.
Link's Awakening DX Version 1.2 Memory Addresses/Notes:
010033C1 - Walk through walls gameshark code (C133).
Weapon IDs: 01 sword, 02 bombs, 03 power bracelet, 04 shield, 05 bow, 06 hookshot, 07 wand, 08 boots, 09 ocarina 0A feather, 0B shovel, 0C magic powder, 0D boomerang
Memory Addresses:
FF94 - S.O.G Value FF98 - Link's X position FF99 - Link's Y position FFF6 - Current map FFF7 - Current dungeon FFF9 - Side Scrolling bit
C11C - Terrain byte (00 ground, 01, water (swimming), 06 falling) C125 - Direction map was entered from (00 right, 01 left, 02 up, 03 down) C133 - Collision byte (00 for ground)
C3AF - Dropped item ID C45F - Dropped item timer C46F - Dropped item in use bit
D6FB - Crystal switch flag D700-D79B - Tile data for current map *Maps are 10x8, dungeons
D415 - Total number of enemies killed
DB00 - B-Button equipment slot DB01 - A-Button equipment slot DB02-DB0B - Inventory slots
DB5A - Link's current health (0x08 = 1 heart) DB5B - Total number of hearts DB5C - Number of heart pieces DB5D - Number of rupees (Upper int) DB5E - Number of rupees (Lower int) DB90 - Rupee subtraction (Upper int) DB91 - Rupee subtraction (Lower int)
DB65-DB6C - Instrument bytes
DB43 - Bracelet level DB44 - Shield level DB4E - Sword level
DB4C - Number of magic powder DB76 - Carrying capacity of magic powder DB4D - Number of bombs DB77 - Carrying capcity of bombs DB45 - Number of arrows DB78 - Carrying capacity of arrows
DB0C - Flippers DB0D - Number of potions DB0F - Number of secret shells DB15 - Number of golden leaves
DBD0 - Number of small keys DBCC - Dungeon map DBCF - Number of nightmare keys
DBA5 - Indoor/Outdoor byte DB60 - Death dungeon spawn DB61 - Death map spawn DB64 - Death minimap location
DB56 - Chain Chomp following byte DB73 - Marin following byte DB79 - Ghost following byte DB7B - Flying rooster following byte
DB57 - Save slot death count
DBC7 - Invulnerability timer (after getting hit)
DC0F - Tunic equipped (00 green, 01 red, 02, blue) DC10-DC4F - Tileset Palette DC50-DC8F - Sprite/Object Palette D358 - Music
Text Bank Addresses C112 C173 C19F - Bit for Yes/No (0xD)
C505 - Shop Items
Enemy/Sprite RAM:
C20x - Object Y C21x - Object X
C24x - ?? C25x - ??
C28x - Object in use bit
C2Ex - Action timer
C36x - Object health C38x - Object direction C3Ax - Object ID
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26
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Link's Awakening Hacking / Tutorials / Editing Link's Initial Bed Spawn
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on: June 14, 2013, 11:10:22 PM
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Contained within LALE is an initial start location editor; however, this editor only edits the position of Link if he does not spawn in the bed like the game normally does. If for some reason you wish to still have Link spawn in the bed, but you need to have the bed moved to a different location then you can use a hex editor to alter these to values:
0x152B2 - Link's Start X-Pos 0x152B8 - Link's Start Y-Pos
Simpy open up a hex editor and go to the two offsets. The values seen (if using a 1.2 ROM like you should be) can then be edited to the position you want them to (coordinates can be gotten through LALE)
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27
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Link's Awakening Hacking / Tutorials / Collision and Warp Editing
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on: June 14, 2013, 11:05:49 PM
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Collision and warp editing is a main part of hacking Link's Awakening. I have made a 1000 year long video going over how to use the editor to edit both of them as well as how the game handles collisions and warps. It is worth the 1000 years it takes to view it and if you are struggling with figuring either of the two out then make sure to give it a watch. The video can be viewed at: http://www.youtube.com/watch?v=g89U7C3tKn4 (Video tutorial recorded with LALE 1.11).
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28
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Link's Awakening Hacking / Progress / LALE 1.2
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on: June 14, 2013, 11:03:19 PM
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LALE 1.2 will be the next update made. Currently I have a video outlining most of the changes from version 1.11 to version 1.2. The video can be viewed at: http://www.youtube.com/watch?v=6UfZh4sA1_EStraight from LALE's readme file, here is what some of the changes are: - Fixed an issue with collision borders for special collision on the overworld not drawing properly.
- Fixed an issue with the text editor only drawing one special icon after updating the text.
- Fixed an issue with 3-byte collisions not loading properly if x/y were too big.
- Fixed issue with the minimap editor crashing if map value was larger than 0x64.
- Enabled map value for dungeons as well as enabled all regions to be selected for indoor maps.
- Added copying, pasting and deleting features for overlay data.
- Added new features to the dungeon minimap editor.
- Added an export dungeon map feature.
- Added a repoint collisions/objects feature. Currently a WIP.
- Added an X and Y label for the current map tile you hover over.
- Added a portal editor (this edits object 0x61's warp destinations for the overworld and dungeons).
- Added a palette editor.
All of the above can be seen within the video linked above except for the palette editor which is a new feature recently implemented. Here is a screen shot of the overworld palette editor: .png)
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30
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The Site / Announcements / Re: Rules
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on: June 14, 2013, 10:47:18 PM
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Just added another rule regarding "double posting" as it is common for other forums to ban people for posting twice/bumping their own threads. Here at Zelda Hacking we do not care if you post two or more times in a row.
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