Primary Zelda Hacking
April 21, 2014, 09:23:16 PM *
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1  Oracles Hacking / Tutorials / Re: Creating a Working Lever on: April 16, 2014, 10:09:24 PM
Hey, is there more to this script?  Is the example just a script that fixes Mue's script?  If so, do you think that you could post or direct me to the original script?  I have looked every where on the form for it and could not find it!

-Thanks RCHpweblo
No, that is all that's to it. It's just explaining that if you want to check the lever tile to see if it's been switched via script, you need to check for tile 00 instead of the changed lever tile.
2  Oracles Hacking / ZOLE / Re: ZOLE "4.5" (My Own Personal Release of ZOLE) on: March 18, 2014, 12:18:53 AM
I personally have no affiliation with this. Everything new to it since ZOLE 1.26.1, which I assume is just lists, built-in guides, and window resizing, is by him. I said I was never going to release the source code, but I gave it to him because ZOLE 4 will probably never be updated again and he wanted to make his own personal changes. This won't affect ZOHS at all.
3  Oracles Hacking / Tutorials / Re: How to Test/play game (for Beginners) on: March 13, 2014, 10:17:56 PM
I would actually recommend a newer emulator with more features and less bugs as of today instead of the original VBA - it's called VBA-M.
I've had no problems with VBA since 1.8. It's not necessary to use VBA-M.
4  General GameBoy Hacking / Projects / Re: Z80 (GameBoy) ASM to C# Converter on: March 11, 2014, 09:06:36 PM
Do you still have this?  This might be very useful to me and maybe I could finish this someday too.
Yes, but it's not at all useful. It literally just converts instructions to C#, as if it were creating an executable of what is disassembles. I would make this convert to C instead of C# if I ever redid this.
5  Other / Programming Discussion / Rainy Mood Stand-alone on: March 11, 2014, 07:22:10 AM
Hello there. A little while ago I got back into Rainy Mood, but because there was no Pause button, I felt bad constantly wasting their bandwidth by closing the page and reloading it when I wanted it to momentarily stop. So I decided to break their TOS and make a stand-alone version that runs 100% offline. The site turns out to just be a short video clip that gets stretched and looped and a ~30 minute audio file that is also looped. You can download the stand-alone or the source code (attached but doesn't have the media files to reduce file size).

You'll need .NET Framework 4.5 to run it.

Download Stand-alone

~Lin
6  Oracles Hacking / Projects / Re: MISICS on: March 10, 2014, 04:27:53 AM
I've witnessed a playthrough of the first dungeon of this hack. It looks very promising. It is without a doubt the best Oracles hack in development! Though that isn't saying much since it's the only Oracles hack in development...
7  Link's Awakening Hacking / Finished Hacks / Re: Zelda Nightmare's Illusion on: March 09, 2014, 01:14:00 AM
I found the hack elsewhere--I forget where--but there were some game-breaking errors in it. It must be an old version; Marin and the walrus were still present. Since it's not posted here anymore and the one hack I found is outdated, I fixed what I found and made a patch.
These are the changes I remember making:

Changed the wall in the caves west of Goponga Swamp so the player could not get stuck there if he or she went through Crazy Tracy’s wall before getting the Feather.
Replaced a flower in Goponga Swamp with a bush that looks like a bombable wall so the player can get in without Bow-wow. Added a bomb in Bottle Grotto so the player would not miss the one hiding in Kanalet Castle.
Added a ladder tile to Bottle Grotto so the player could not get stuck in a spike pit before getting the feather, which resulted in an unavoidable death if the player fell into it.
Changed a warp in Angler’s Tunnel that got the player stuck every time (the coordinates were 0,0 before).
Removed one Thwomp and moved another Thwomp in Angler’s Tunnel so the player could not get stuck in either one.
Changed a tile in a side-scrolling screen in Angler’s Tunnel so the player could not get stuck in a wall.
Changed two tile puzzles in Angler’s Tunnel that would not respond to the player stepping on one or more tiles.
Moved a key in Angler’s Tunnel that wouldn’t spawn if you opened the chest in the same room.
Removed some sprites in map 94 of Catfish’s Maw because they could not be killed using any means and completely blocked the player from using the Hookshot to cross a gap.
Removed a wall in the miniboss section of Catfish’s Maw because the miniboss would get stuck in it and never open its eye.
Changed a trigger in Catfish’s Maw so a door would open; previously the trigger was a movable block that did not exist.
Deleted Marin from the beach and deleted the walrus.

Marin vanishes from Mabe Village at some point, so it's possible to miss the first song if you delay getting the Ocarina. But I don't know how to fix that. There are some graphical problems I did not correct, either. Otherwise I left the hack unchanged.
Wow, impressive. You're the first person to release two separate hacks within a week. The reason there are so many errors/bugs is because this was made with Nephi, the first LA editor. It only edited dungeons, so there aren't any overworld changes.
8  Link's Awakening Hacking / Finished Hacks / Re: New Awakening on: March 07, 2014, 03:44:56 AM
This sounds very interesting! I believe this is the biggest Link's Awakening hack yet, seeing how Nightmare's Illusion only edited I think dungeons 1-6 (or maybe you can only access 1-6) and didn't modify the overworld. I'll definitely be giving it a shot when I get the time. The fact that you finished this in two weeks blows my mind.

Also, a sidenote: Please remove the ROM attachment and instead replace it with an IPS patch. Hosting ROMs is generally illegal and I would just haaaaaaaaaaaaaate for this site to be taken down  Roll Eyes. Thanks.
9  The Site / Announcements / New Press Post on: March 06, 2014, 07:18:35 AM
I decided since nobody probably checks out the press, I'd mention it has a new post. It goes into depth about why ZOHS's releases are spaced far apart and also talks about some new features and tweaks. I suggest reading it Smiley

http://zeldahacking.net/press/?p=22
10  Link's Awakening Hacking / Bug Reports / Re: saving rom on: March 06, 2014, 12:35:18 AM
This is a problem on your end. For all future issues please at least look around the forums as this is addressed here. Your ROM is marked as read-only and needs to be changed to not read-only.
11  Oracles Hacking / Beta Releases / Re: Beta 0.05 on: March 03, 2014, 09:11:23 PM
File > Export HUGE png (lol) This was a removed test feature, along with Dump Map Ranges, to see if I could find beta maps.
Are the numbers in the hex editor supposed to be that gray?  I can barely see them... Yes. Click on the hex editor and they'll become black. They're light gray when it's not focused and black when it is, so you can easily tell whether or not you're editing it.
12  Oracles Hacking / Beta Releases / Beta 0.05 on: March 03, 2014, 05:41:46 AM
Version: 0.05

New Features
  • Built-in Hex Editor
  • Automatically downloading and using lists (currently only works for music)
  • Migrating the map editor to use the editing component plugin system
  • Patches now must be applied manually through use of the patching system (auto-detects files; uses IPS format and an optional ".desc" file containing menu properties)
  • Clipboard is much bigger

Notes:
  • You must apply the "256-Bank Maps" patch before editing for your maps to save correctly
  • Since the system for map editing was completely redone, there might still be some issues. None have been found since fixing all discovered bugs, but it's a beta release, so some might occur
  • The Oracle of Nature patch is included with this build just to show the patch system works with existing patches
  • Area editing under "Map General" currently doesn't work, nor does setting the map's music. This is because these features were going to be migrated to use the component plugin system but unfortunately didn't make it in the BigT-driven deadline

Download: http://www.zeldahacking.net/downloads/zohs/0.05.zip
13  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.26.1 Released! on: February 16, 2014, 11:58:34 PM
Okay, thanks Smiley
No problem Smiley
14  Oracles Hacking / Help / Re: Static Objects on: February 15, 2014, 04:05:26 AM
Simple. Static objects appear in all rooms because of a design choice. Since they're consistent in every dungeon and only a couple here and there, it's much easier to be able to see all of them at once. So when you choose to display them, what you see is every static object in that dungeon. If one appears red, it means it's located in another room. If it's green, it means it's in the room you're viewing.

Index: This is like interaction index. Which static object are you editing? is what this means. -1 means none, 0 means the first, 1 means the second, etc.
Map: The map the static object is located at by default. Where it starts.
Unknown: I can't remember. It seems to commonly be 3. Play around with it and see what happens.
ID: If memory serves me right, this is just the first byte in an interaction ID. It controls what kind of object appears. 16 is a cart.
Object factor: I don't remember, but something tells me ID and object factor should go together. I believe they're basically just an interaction ID. Like to spawn a static ZOSE script object, ID would be 72 and object factor would (likely) be the index of the script.
X and Y: Pretty obvious.

Feel free to pop in the IRC for any additional questions, or just post them here. And thank you. It is getting old now which means Fatories and I didn't know as much when making it, but it did have a lot of neat dungeon puzzles. My favorite are the level 2 any-order-challenge thing, where each time you completed one of the challenges a platform on the ground floor before the boss would appear. Level 3 was my favorite, with the (WARNING SPOILERS IF YOU HAVEN'T COMPLETED IT) Link's Awakening boss key puzzle and Pokemon 1st generation switch "puzzle". There were quite a few assembly hacks and nifty scripts overall.
15  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.26.1 Released! on: February 15, 2014, 03:54:12 AM
Thanks! Smiley

I have some questions about Zelda hacking:

Can I insert more characters than the originals from Oracle of ages? If the answer is no, can I use the same character in different maps with a different text?
Is the text from the signs editable from ZOTE? Because I can´t find sign's text there...

(Sorry for my english, I'm spanish)
And thanks for this great application! I prefer Zelda Oracles Hacking Suite since I'm a beginner, but it has less options...
Yes, but not like you'd expect. First off, there is no inserting anything. You'll have to edit what exists or repoint data and add what you want. But it's nothing like adding characters in GBA Pokemon games. NPCs are interactions, which are pointers to assembly. NPCs are mostly untouched in hacking, so there isn't much documentation on them. It doesn't help that very few of them follow a specific format. I tried making an NPC editor that controlled the sprite and such but it only worked for a small selection and wasn't worth using. So it's best to just try and use existing ones and editing their text.

That said, it's very difficult to find just a random NPC you can use. Most of them only appear when certain flags are set in the memory, and then their text sometimes changes based on that. So you can try that and use ZOTE to find and edit their text.

If you're looking for an easy way to edit NPCs, the decompile interaction feature does rarely work with NPCs. You can use it to try and find their scripts, which can then be edited to control what they say and how they act. I think that's what Fatories and I did in Nature's intro event.
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