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16  Link's Awakening Hacking / LALE / Re: LALE - Version 1.20 on: June 17, 2013, 10:39:30 PM
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.
17  Link's Awakening Hacking / Suggestions / Re: Repointing what the OW Owl says on: June 17, 2013, 07:47:53 PM
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.
18  Link's Awakening Hacking / Lists and Data / Re: Room Event IDs (Incomplete) on: June 17, 2013, 07:43:54 PM
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.
19  Link's Awakening Hacking / Suggestions / Re: Different types of objects that rooms can hold on: June 17, 2013, 12:35:11 AM
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.
20  Link's Awakening Hacking / Bug Reports / Re: Overworld Map 07/08 music bug on: June 16, 2013, 11:47:10 PM
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.
21  Link's Awakening Hacking / Bug Reports / Re: Overworld Map 07/08 music bug on: June 16, 2013, 10:48:22 PM
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.
22  Link's Awakening Hacking / Lists and Data / Re: Music IDs (Incomplete) on: June 16, 2013, 10:38:38 PM
Thanks a lot for finding out all these music IDs. I have went ahead and added them to the main post just so people don't have to scroll down quite as far.
23  Other / General Discussion / Re: Logo? on: June 15, 2013, 07:56:37 PM
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.
24  Link's Awakening Hacking / Lists and Data / Music IDs on: June 14, 2013, 11:18:15 PM
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)
25  Link's Awakening Hacking / Lists and Data / Link's Awakening Memory Addresses on: June 14, 2013, 11:14:40 PM
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
26  Link's Awakening Hacking / Tutorials / Editing Link's Initial Bed Spawn on: June 14, 2013, 11:10:22 PM
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)
27  Link's Awakening Hacking / Tutorials / Collision and Warp Editing on: June 14, 2013, 11:05:49 PM
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).
28  Link's Awakening Hacking / Progress / LALE 1.2 on: June 14, 2013, 11:03:19 PM
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_E

Straight 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:

29  Link's Awakening Hacking / LALE / LALE - Version 1.20 on: June 14, 2013, 10:53:41 PM
The Legend of Zelda: Link's Awakening Level Editor (LALE) version 1.20 has been released. You can download the file here: https://www.dropbox.com/s/tzze7vrz37zzeb8/LALE1.2.zip

You will always find the latest version of LALE here on the forums and romhacking.net. If you find LALE anywhere else then it is not an official release made by myself.
30  The Site / Announcements / Re: Rules on: June 14, 2013, 10:47:18 PM
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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