Primary Zelda Hacking
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Author Topic: Transfering Tiles  (Read 1999 times)
Gamma 31
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« Reply #30 on: November 24, 2010, 02:44:50 AM »

Map AC, Present Overworld, Area I.D. 3.
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Gamma 31
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« Reply #31 on: November 26, 2010, 12:11:20 AM »

I want to move the entrance to the first dungeon. I moved the first warp out of the map (the one that goes to the cave where the graveyard key is,) but now ZOLE says that the map doesn't have another warp in it.

Also, got this while playing in a map with a custom script: "Unkown opcode fc at 0200"
« Last Edit: November 26, 2010, 12:13:23 AM by Gamma 31 » Logged
Lin
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« Reply #32 on: November 26, 2010, 12:50:54 AM »

Yea, that's been an error everyone has gotten. It's hard to repeat and no real cause for it. I'm not sure how to fix but all I can hope is to get a lot of user reports and have them all lead to somewhere.

What were you doing when the bug happened? Just entered the room and bam? If so, post your script.
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Gamma 31
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« Reply #33 on: November 26, 2010, 01:15:14 AM »

Alright. I'll post it here.

Code:
writelocation 33FB6
jump3byte 103032

writelocation 103032
checkspecialflag
spawnenemy 1A 0 5 6
spawnenemy 1A 0 1 7
spawnenemy 1A 0 3 4
checkenemycount
playsound 4D
setcoords 2 5
createpuff
setcoords 2 5
settile DC
setroomflag 80

Note that I plan to edit it so that the enemies and tile spawn at different points on the map.
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Invertfreak
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« Reply #34 on: November 26, 2010, 01:41:26 AM »

How can you find out the address for each map?
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Gamma 31
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« Reply #35 on: November 26, 2010, 01:46:02 AM »

Got another error with the same script, only this time with three 'setcoords' commands for the enemies: "fc at 402c."
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Lin
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« Reply #36 on: November 26, 2010, 01:54:35 AM »

How can you find out the address for each map?
ZOLE displays it on the bottom. The map data is the uncompressed data however, not the original compressed data.

Got another error with the same script, only this time with three 'setcoords' commands for the enemies: "fc at 402c."
I think it's just a general script problem if not the 3 byte pointer jump.
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Gamma 31
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« Reply #37 on: November 26, 2010, 05:01:28 AM »

Can the Flippers be made obtainable through a chest, and the Boss Key by itself in a sidescrolling map?
« Last Edit: November 26, 2010, 05:11:32 AM by Gamma 31 » Logged
Lin
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« Reply #38 on: November 26, 2010, 05:16:44 AM »

Maybe. If you find the item ID of the flippers (For the chest it'll be xx00 I think), then use ZOCF to fix it. The boss key, probably since it's an item.

In fact, I think item IDs and chest IDs are the same thing. For example, for the boss key alone, you'd take the chest ID of the boss key and just make the script spawn the first byte (**00).
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Gamma 31
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« Reply #39 on: November 26, 2010, 05:26:18 AM »

For the key, would it be a Type 2 Interaction?
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Lin
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« Reply #40 on: November 26, 2010, 05:50:57 AM »

It would, but it would use a script. The script would use the spawnitem command.
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Supreme Dirt
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« Reply #41 on: November 26, 2010, 03:27:59 PM »

A boss key in a sidescrolling area. How interesting.

I'd actually completely forgotten about sidescrolling areas until now.
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Gamma 31
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« Reply #42 on: February 06, 2011, 11:13:00 PM »

What are the differences between Maku Tree Maps, Indoor (small) Maps and In the Past maps when looking at the Area Property Editor?
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Gamma 31
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« Reply #43 on: April 02, 2011, 08:10:00 PM »

 How does one get a text ID for use with the showtext command in ZOSE?
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Lin
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« Reply #44 on: April 02, 2011, 08:37:46 PM »

Good question that I believe only Jigglysaint knows the answer to. Cheesy
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