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: Current Zelda Oracles Hacking Suite beta version:
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Remove Beginning Locks issues
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Topic: Remove Beginning Locks issues (Read 298 times)
xaway
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Posts: 3
Remove Beginning Locks issues
«
on:
September 05, 2010, 03:15:46 PM »
Two issues:
1. The jeweler doesn't give a ring box as if he already introduced the rings to me.
2. The Maku Tree hints on the second dungeon, skipping the first.
How do I go about fixing that?
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Fatories
LALE Creator
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Posts: 223
Re: Remove Beginning Locks issues
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Reply #1 on:
September 05, 2010, 05:12:48 PM »
Well I wouldn't really say those are issues, they are most likely supposed to be removed since they are part of the beginning (although the jeweler is completely optional).
For the jeweler you could always just use a chest to obtain the first ring box, I have codes posted in my ring list in the lists section (obviously).
I guess the Maku tree could be a minor problem since you miss some text that could be edited for story or something, but I don't see anyway to fix that except not using the remove beginning locks patch.
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The force of a true man can penetrate all. Nothing is safe.
Jigglysaint
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Posts: 150
Re: Remove Beginning Locks issues
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Reply #2 on:
September 05, 2010, 06:16:05 PM »
Sounds like some event stuff going on. I know I only told Lin about one byte that locks your buttons untill you get the sword. Since I understand how events are flagged, I could take a look and see exactly what needs to be autochecked. In fact I bet Lin's script doesn't even check the event off properly, instead just writing a bit directly to ram instead of using the proper indexing and sub routine.
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Lin
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Posts: 580
Re: Remove Beginning Locks issues
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Reply #3 on:
September 06, 2010, 06:01:32 AM »
Well probably the reason being is when you create or even load a game, it forced DD onto D6D1. I thought I only made it write it when you started a new game, but I guess I didn't. I probably won't fix this, but if you know ASM and want to do it manually, check out address 0x1FF00.
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