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1  Link's Awakening Hacking / Help / Help with using Portal Editor on Overworld on: September 08, 2013, 07:41:29 AM
Say I want to go to an overworld map that didn't previously have a warp, and I build a mound with the warp pit (or use object FC, I've tried both) and put down sprite 61 over the pit. The sprite is located at (6, 4) on all the maps that already had a warp, so I put the pit and sprite there just to be safe. I set the destination. In the game I see the little portal floating above the pit, so I send Link to what I assume isn't his death by going down the pit. I just get hurt and respawn; the warp didn't do anything. What could I be missing here?
2  Link's Awakening Hacking / Help / Re: Messed-up sprites even with correct bank on: July 19, 2013, 05:44:33 AM
Alright then. I wasn't trying to say the editor was doing anything wrong or whatever, it's just an annoyance and I merely wanted to see if you or anyone else might know why the game's doing it, that's all. It does seem that the issues goes away in regions 5 and 6, which is where this particular enemy normally shows up, so I guess this is an unavoidable problem for now if you put wizzrobes in any other region. Although keese do appear in region 1, and there was that thing where if I pause and unpause, the keese get screwed up in a region 1 room. Just something for you to be aware of, even if it's not worth fixing. Thanks guys for the help.
3  Link's Awakening Hacking / Help / Re: Messed-up sprites even with correct bank on: July 18, 2013, 04:27:45 AM
Thanks for the reply Lin.

The Update 5 video? I've seen it, so I heard about palette issues. I watched it again just now. At 7:18 he took that very path you described in Tail Cave (left from start, and two up) to show off the palette screwup, but the moldorm was actually fine. It did look messed up at 12:00, but that was due to changing the sprite bank in LALE before going back into that room. If it's the same effect with palettes as you said, would that then mean that going in a "natural" path (for example up one, left one in Tail Cave) should load sprites correctly? I tried this with wizzrobes and I'm having the same issue.

But still, pausing and unpausing the game reverts them. I also noticed since my first post sometimes that the reverse happens. Enemies appear as they should, but pausing/unpausing screws them up.
4  Link's Awakening Hacking / Help / Messed-up sprites even with correct bank on: July 17, 2013, 03:23:04 AM
I have a room in dungeon 2/region 1, and I use sprite bank 61 to display wizzrobes. This bank was used for them in Face Shrine, but upon entering this new room of mine, they are incorrectly displayed. Bank 27 is also used for them, and I have the same problem with that one. But I have noticed that if I push start in the room and then go back to the game, then they appear normal. If I subsequently leave the room and come back, they still appear normal, so pressing start in the wizzrobe room apparently fixes this, but it's annoying for them to be messed up at all.

Wizzrobes never appeared in dungeon 2 in the original game, of course. Could that be behind this?
5  Link's Awakening Hacking / Suggestions / Re: Repointing what the *actual* owl says on: July 06, 2013, 01:41:29 AM
That so? Ah well, it's no big deal. Thanks for explaining.
6  Link's Awakening Hacking / Bug Reports / Re: Color Dungeon map 0 sprite bank error on: June 30, 2013, 11:18:27 PM
Oh I see. I don't believe it was mentioned in the video, oh well. Maybe it can be an annotation or something.
7  Link's Awakening Hacking / Lists and Data / Re: Room Event IDs (Updated 6/26/13; Incomplete) on: June 30, 2013, 07:13:41 AM
Well hello Jigglysaint, thanks for adding to this topic. You obviously know more about...well everything, so hopefully I can ask you some things so I can improve upon this ridiculous list.

For the ID's, every other value is invalid.  There are some, like 1 and 9 that work, but otherwise you should only use 0,2,4,6,8,etc

Yeah the odd values are a little wonky it seems. I just included them since they all appear to work, albeit with the exact same function, assuming trigger is set to 0.

When you say 1 and 9 work, are you talking about how they're present in the Color Dungeon and do appear to have individual functions? I think technically ID 1 (appearing on map F of the Color Dungeon) is simply the chest thing I mentioned so that works alright. ID 3 (map A of CD) seems like it should open a locked door, but I can't get it to work that way in any other environment. ID 9 (map 8 of CD) seems to be a key-drop like ID 8. But again, testing these out in other environments only yields the chest.

Speaking of the Color Dungeon, trigger 4 is used in the end room with the fairy, as you surely know. Did you ever look into this at any point? Being at the low value of 4, I wonder why it isn't  a "normal" trigger. Hell maybe it does nothing.

In one of Nightmare's Illusion's readmes you said trigger 8 was for killing "special enemies." How did you figure this out? Was it by perhaps making unkillable enemies killable via hacking and noticing that it triggered the ID? If so then I guess trigger 8 is useless to users of LALE until we can modify which enemies can and can't be killed.

Finally, I cited your readme for NI as the basis for much of this list, but I'll go ahead and edit that post to credit you by name. Was it just you that compiled the room event data, or did others help with that part?
8  Link's Awakening Hacking / Bug Reports / Start position in dungeons on: June 30, 2013, 04:26:28 AM
If I were to edit Link's start position to be inside of a dungeon, then no matter which map I select for the starting position, he always starts in the upper left-hand corner (minimap byte 0).
9  Link's Awakening Hacking / Bug Reports / Color Dungeon map 0 sprite bank error on: June 30, 2013, 04:13:23 AM
For some reason, clicking the Sprite Viewer/Bank Editor on map 0 of the Color Dungeon crashes LALE.
10  Link's Awakening Hacking / Bug Reports / Re: Dungeon palette overwrite on: June 29, 2013, 04:32:22 PM
Awesome thanks! Also, that selector in the palette editor says "Dungeon," but it's more like a "region" selector I guess...oh well no one cares I guess, I don't really.
11  Link's Awakening Hacking / Bug Reports / Dungeon palette overwrite on: June 27, 2013, 05:53:42 PM
I changed one dungeon's palette to that of another dungeon by changing the "Dungeon" value and saved, and after deciding to go back, the original palette for the current dungeon was overwritten by the new one.

For example, if I changed Tail Cave's palette to Eagle's Tower's, choosing either dungeon 1 or dungeon 7 now yields the same Level 7 palette, and TC's palette is essentially erased until one manually recreates it.
12  Link's Awakening Hacking / Finished Hacks / The Legend of Zelda: Hard Awakening on: June 24, 2013, 06:43:47 PM

This is NOT my hack, it's Jeville's. It is excellent and you should play it. I don't think the creator is on this site, so I wanted to make sure people here hear about it.

http://www.romhacking.net/hacks/1188/

Just remember to patch this to a U.S. 1.0 DX ROM.
13  Link's Awakening Hacking / Lists and Data / Re: Music IDs (Incomplete) on: June 20, 2013, 08:10:08 PM
56 Lv. 2 Sword being created

That's all of 'em.
14  Link's Awakening Hacking / Lists and Data / Re: Music IDs (Incomplete) on: June 18, 2013, 10:53:46 PM
I have been able to identify four more music IDs, with the help of The Cutting Room Floor (a must-read article on LA I would say).

38 Tokata's Song, seemingly for the ocarina.

3B Unused alternate item jingle.

3C Tokata's Song (not the Richard's Villa version)

4F Unused miscellaneous jingle (possibly for getting an item, or anything).
15  Link's Awakening Hacking / Lists and Data / Re: Room Event IDs (Incomplete) on: June 17, 2013, 09:04:02 PM
Ah, thanks. Also I can see IDs 3 and 9 are used in that dungeon, so I'll look into all that.
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