Primary Zelda Hacking
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316  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.14.1 Released! on: January 20, 2011, 03:33:09 AM
Version 1.14.1. Update log from ReadMe:

Added an undo/redo option to the tileset editor. Also fixed a major bug.
317  Oracles Hacking / Tutorials / Tileset Editor Controls on: January 20, 2011, 02:45:55 AM
Left click on everything is pretty straight-forward. On the tileset, it sets the tile with the selected tile and palette. Middle-clicking the tileset sets that tile's palette. Right-clicking on the tileset copies that tile's information for editing to the right. Hold right on a tile and drag it to copy that tile's graphics

~Lin
318  Oracles Hacking / Progress / Re: Tileset Editor on: January 20, 2011, 02:44:05 AM
Released!!!!
319  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.14 Released! on: January 20, 2011, 02:43:30 AM
Version 1.14. Update log from ReadMe:

Added a tileset editor.

Also, the download link has been temporarily changed to a MediaFire download. Be sure to back up your ROM as well, as heavy assembly changes were added.
320  Oracles Hacking / Progress / Re: Tileset Editor on: January 19, 2011, 11:34:32 PM
Okay... Good news: I have fixed all the bugs I've found, which included some tiles not properly loading and collisions not being loaded. These are fixed and I've tested thoroughly. Not a single bug. ZOLE also loads these new tilesets, so all that's left is the work on the tileset editor. Cheesy
321  Oracles Hacking / Discussion / Stair Shading on: January 19, 2011, 11:32:52 PM
Well, ever since I started playing this game I noticed this room and this staircase. For years I thought the stairs were leading up into the river from the ground below, but I guess the staircase actually leads down to the river. It was because of the shading of the stairs and the only choice of a staircase tile that I thought this.

Here's the room:



~Lin
322  Oracles Hacking / Progress / Re: Tileset Editor on: January 19, 2011, 01:30:10 AM
All of the assembly for loading fully decompressed stuff is done. The rest is ZOLE-sided, and should be simple. I'm not feeling well tonight so it might have to get finished tomorrow.
323  Oracles Hacking / Progress / Re: Tileset Editor on: January 18, 2011, 09:21:34 AM
Better news! I sacrificed 30 minutes of sleep to get it working 100%. There are no more bugs as far as I know and the tileset editor will resume progress tomorrow. Cheesy
324  Oracles Hacking / Progress / Re: Tileset Editor on: January 18, 2011, 08:34:01 AM
Great news! I have finished full decompressed tile loading, for full warping and scrolling. However, sometimes the tiles appear glitched, so I need to find out why. That's for tomorrow.
325  Oracles Hacking / Progress / Re: Tileset Editor on: January 18, 2011, 04:47:35 AM
Okay, so scratch everything I said earlier. I deleted all the code I've written so far because I'm going to approach this another way. The ROM has been expanded to the largest size of 4 MB and all of the tiles are decompressed upon ROM open. Why? Because it simply was just too frustrating getting things to match properly, especially with transitioning. 103 decompressed tiles (current amount of areas) take up a lot of space and not enough would be left over for tileset configuration data. The next biggest size was 7 MB, so I went with it. On a good note, a lot of space is getting saved in the first bank and things are going to be easier down the road.
326  Oracles Hacking / Progress / Re: Tileset Editor on: January 18, 2011, 12:01:10 AM
Good news! Palette loading for custom tilesets is fixed and now I just have to make better management of custom tilesets during screen transitioning. All going well. Cheesy
327  Oracles Hacking / Progress / Re: Tileset Editor on: January 17, 2011, 09:53:27 PM
Bad news. The game isn't happy with what I'm doing so it's posing several problems. I'm going to recode all the assembly I've written so far. Hopefully the problems get fixed.
328  Oracles Hacking / Help / Re: The Raft? on: January 16, 2011, 09:12:27 PM
If you want I'll create a patch for it. However, since ZOLE 1.14 won't be out for a bit, I'll tell you what byte(s) to change.

Open a hex editor and open your ROM. Navigate to 0x43E72. Change the bytes there to: CD F3 31

The raft will now appear no matter what.
329  Oracles Hacking / Progress / Tileset Editor on: January 12, 2011, 10:45:05 PM
Currently, I'm working on adding a tileset editor to ZOLE. It will feature 100% raw tiles and tileset configuration, meaning you can make tilesets exactly how you want them. It will take some time though.

EDIT: Making great progress. The game now supports loading of 100% custom tiles. Currently, the tileset editor displays things perfectly (except the main tileset). Next I need to write the harder portion of the assembly: loading raw tileset configuration.



~Lin
330  Oracles Hacking / Lists / Re: Enemy Hit Types on: January 11, 2011, 03:35:11 AM
Yea, I gathered the values weren't flags and were references, which is unlike Capcom. I also didn't take several things into account, like rings as you said, and I also didn't test the switch hook. There's also one with the beethat thing that you can only hit from the back that probably uses one of these.

Actually, no, that enemy used 9D (1D), which I haven't documented yet. Oh well.
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