Primary Zelda Hacking
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406  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.1 Released! on: October 19, 2010, 06:13:24 AM
Version 1.1. Update log from ReadMe:

Palette importing/exporting and a minor bug fix.
407  Oracles Hacking / Tutorials / Re: Calculating the ASM Address of a Type 2 (And Possibly Others) Interactions on: October 19, 2010, 04:57:54 AM
3B8B is an address, which is basically the index of a byte. So for example, 3B8B would be the 3B8Bth byte, because there is a byte at the address 0. Yes, the asterisk means to multiply. The pointer address means you will get the address of a pointer to another address. It's all complicated if you don't know the basics of ROM hacking.
408  Oracles Hacking / Opinions and Experiments / Winter Wonder Land on: October 18, 2010, 11:54:37 PM
I tried transferring the tiles from Seasons over to Ages, but it failed since they were very differently-ordered than Ages's base tiles. However, I did copy the palette and the snowy tree and edit some stuff. How's it look?



~Lin
409  Oracles Hacking / Tools / ZOSE - Zelda Oracles Script Editor on: October 18, 2010, 09:06:02 AM

~ZOSE is finished. Go to the ZOSE board to ask questions and discuss.~

http://zeldahacking.ulmb.com/index.php?board=25.0

Welcome to the topic for the 3rd planned tool for Zelda Oracles hacking. This tool will forever change hacking these games as much as ZOLE itself did, and make hacking super easy.

So what is ZOSE? ZOSE is an editor for a scripting language I'm developing that compiles to assembly code. Here will be an example script.
Code:
start 4B 02 ;Start at the default ASM address for the type 2 interaction 4B 02
setwrite 14C000 ;Set it to write out assembly code at a blank location
checktile 46 12 ;Check tile 46 to see if it's 12
retn ;Return if it's not 12
settile 46 13 ;Set tile 46 to 13 if it is
ret ;Return

Simple enough, right? Hopefully it all follows through. Everything has been falling into place, so let's hope it continues that way. I'll have screenshots as soon as possible.

~Lin
410  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.09 Released! on: October 18, 2010, 06:29:34 AM
Version 1.09. Update log from ReadMe:

Static objects, 30 chests per overworld, and once again, a fix for that said interaction bug.
411  Oracles Hacking / Opinions and Experiments / Creating a Cart on: October 18, 2010, 05:57:46 AM
http://www.youtube.com/watch?v=I0z7Ot2ebHE Testing out the static objects in ZOLE 1.09 Cheesy

~Lin
412  Oracles Hacking / Tutorials / Calculating the ASM Address of a Type 2 (And Possibly Others) Interactions on: October 18, 2010, 04:01:28 AM
Well, this has been bugging me for a while: the fact that I didn't know how to get the real ASM addresses of type 2 interactions, so nothing could be discovered. So, I took a few minutes to debug and came up with this.

Take first byte (a). For example, 6B in the 6B0F ID for the interaction on the bridge trigger. Then, do this for the bank:
if (a < 3E) bank = 08
if (a < 67) bank = 09
if (a < 98) bank = 0A
if (a < DC) bank = 0B
else bank = 0C
PointerAddress = 3B8B + (a * 2)
Calculate the pointer at the pointer address (bank 0 obviously) and use the bank you got above to get the final address.

There you have it. Now, if only someone other than Jigglysaint and I knew Z80 ASM...

~Lin
413  Oracles Hacking / Progress / Re: Static Objects and Possible Plug-ins on: October 18, 2010, 12:19:42 AM
Static objects are objects that are capable of traveling with you from one screen to another.  Carts, for example, will stay in the spot you last left them.  Furthermore if you were somehow to change maps(by time warping inside a dungeon), the static object would still be there because once it's been loaded, it stays untill you exit a dungoen.  Magnetballs in Seasons are also static objects.

Now while we are on the subject of interactions, there is one more bug to fix.  F4 control type currently does not recognize the pointer as a pointer, but as seperate pieces of data.  F4 basically sets bit 7 in the room flags once the screen is cleared of enemies(there is also an interaction that does this, but it could be that F4 adds that object automatically, I'll need to check).

I know the location of the control type pointers, so it's easy to check out what does what, or even be possible to add a new control type.
I'm going to have to look into that last part.

Anyway, it's been over a month, but it's making progress!

414  Oracles Hacking / Help / Re: Giving the hack on: October 16, 2010, 10:23:28 PM
No. That breaks the rules of several sites. Use a patching system (The most common one is the Lunar IPS system, which is very simple) and distribute the patch, and give the name of the ROM you used, like a Zelda Ages (U) 1.0.
415  Oracles Hacking / Tools / Re: Zelda Oracles Text Editor on: October 16, 2010, 09:41:38 AM
Everytime I try to change something on a text it makes my game all glitchy.

What. That's impossible! The space on the right is being occupied on a version of ZOLE that has yet to be finished and released >.>
416  Oracles Hacking / Help / Re: Transfering Tiles on: October 12, 2010, 06:08:33 AM
The graphics for the title screen are compressed. You can't edit them unless you compress the graphics and re-insert them.
417  Other / General Discussion / My New Song on: October 09, 2010, 10:09:22 PM
Well, it's been a long time since I started and finished a song in less than 24 hours, but here it is: http://www.youtube.com/watch?v=11uVubCqZWo I'm pretty proud of it, especially of the guitar solo. Opinions?

~Lin
418  Oracles Hacking / Help / Re: Transfering Tiles on: October 09, 2010, 09:33:50 PM
Yes. There are bit flags and one of the values controls if it's an underwater area. You can't change them through ZOLE, so you'll have to work with existing ones or hex edit them by yourself (They're in the area headers). For underwater warps, yes, unless you mean diving up. Then I'm not sure.
419  Other / General Discussion / Re: Hello out there! on: October 09, 2010, 04:07:00 PM
It's on the romhacking.net's Documents archive for Oracle of Seasons. I'd provide a direct link, but the staff there frowns upon it.
420  Other / General Discussion / Re: Hello out there! on: October 09, 2010, 02:48:49 AM
Actually, there are plenty of ways to start. You can use Jigglysaint's document on Seasons, build off of Dwedit's viewer, or do what I did. Every time I start a level editing tool, I start by finding their (graphics) decompression method. If it has none, or I crack it, I move on to getting the graphics data, tile formation data, palette data, and tile attribute data. Then I assemble tilesets and look into level data. After that I look into things like enemies and other NPCs. The reason for this is I learned you can't build a good editor without viewing the tilesets, and level data is pointless without a tileset.
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