Primary Zelda Hacking
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481  The Site / Announcements / ZOTE Released! on: July 02, 2010, 06:28:53 AM
Well, the long-awaited text editor is here. Visit This Topic for information.

~Lin
482  Oracles Hacking / Tools / Zelda Oracles Text Editor [Updated to 1.01] on: July 02, 2010, 06:28:17 AM
Updated to 1.01

Well, it's finally here - The long-awaited text editor. Season's compatibility isn't there yet, but shouldn't be too hard to add.

Download: http://zeldahacking.ulmb.com/ZOTE.zip

At all times, use word references! These help save space and allow you to make a BETTER hack! When you edit existing text, make sure "Auto-Fill References" is OFF, or else the program will write over a ton of existing dialogue. Also, after checking or un-checking "Auto-Fill References", make sure you click the "Go" button again so it's updates properly.

Features
-A preview box to see what your text will look like
-The ability to switch on and off whether or not references are automatically filled
-Searching dialogue via uncompressed words
-Dictionary dumps that can be re-dumped at any time
-Searching dictionary words so you can save space
-Auto-compressing (Added in 1.01)





~Lin
483  Oracles Hacking / Help / Re: Switch Blocks? on: July 02, 2010, 03:31:04 AM
Alright, found a flag that controls which dungeons they should work in and there's a new patch in the next release of ZOLE that allows them to be used in any dungeon.
484  Oracles Hacking / Help / Re: Switch Blocks? on: July 01, 2010, 11:57:28 PM
Oh. Add a trigger (Type 8 interaction) with ID 300 and position it where you want it.
485  Oracles Hacking / Help / Re: Switch Blocks? on: July 01, 2010, 10:12:32 PM
All it is is tile DB. I haven't seen any interactions associated with one.
486  Other / General Discussion / Re: Zelda II Hacking Tool for Windows? on: July 01, 2010, 09:26:36 AM
Isn't it for GameBoy? If so, I should have no trouble at all with it. The only problem is I've never actually played it...

EDIT: Wait, I got it confused with Metroid II. Nevermind, I know nothing of the NES.
487  The Site / Announcements / Re: Why the Forums were Down on: July 01, 2010, 09:25:57 AM
Actually, SMF has nothing to do with it. It was a MySQL error, and I couldn't fix it because of an ULMB error.
488  Oracles Hacking / Lists / Re: Bank 0C event scripting code(WIP) on: July 01, 2010, 05:25:18 AM
Wow, this is surely going to come in handy. Thanks!

And I think the reason I couldn't find the "checking code" for the opcodes is because it probably loads the accumulator with the opcode and does RST 00, which is what the game does with everything else.
489  The Site / Announcements / Why the Forums were Down on: June 30, 2010, 09:56:26 PM
Well, simply put, there was a rather common error in a MySQL table that people see atleast once. Why it happened though, I'm not sure, and if it were to happen again it's fixable.

~Lin
490  The Site / Announcements / Re: ZOLE 4 Released! on: June 30, 2010, 12:41:02 AM
Version 1.06 put up. Visit the topic and grab that one.
491  Oracles Hacking / ZOLE / Re: ZOLE 4 Version 1.06 Released! on: June 30, 2010, 12:40:46 AM
Version 1.06 released. Another bug fix with deleting interactions and those unwanted ones popping up.
492  Oracles Hacking / Discussion / Re: Chests and Buttons, Interaction Type 9... on: June 30, 2010, 12:34:50 AM
Aah, so it's only 20 XX that's dungeon-specific. That helps a lot. Gonna look into it and add more later.
493  Oracles Hacking / Lists / Re: Ring List on: June 30, 2010, 12:16:13 AM
No idea, sorry.
494  Oracles Hacking / Lists / Re: Enemy List (Full List) on: June 30, 2010, 12:15:33 AM
Huh. I always kinda thought Seasons was remaking some bit of Zelda I too, with the first boss and all. I have no idea which came first though, as I've barely covered any of the ROM yet. The only bank I know a lot about is bank 4, only because it's used for so much. But your theory is pretty interesting...
495  Oracles Hacking / Discussion / Chests and Buttons, Interaction Type 9... on: June 29, 2010, 11:07:32 PM
Well, last night it has came clear to me that making a chest appear when a trigger is stepped on is well, impossible outside of a couple of dungeons. I think the only way to avoid this is to swap the script from dungeon to dungeon or make the code in a global bank. I'm not sure of how the 2xxx interactions work, but I'm sure it can't be too hard to figure out.

Also, I've realized my description for interaction type 9 is completely inaccurate. It's used to spawn NPCs too, which means it might be a regular interaction that sets OAM and VRAM and gives the object AI. I have to look into it though...

~Lin
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