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Primary Zelda Hacking
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Link's Awakening Hacking
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Repointing what the *actual* owl says
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Topic: Repointing what the *actual* owl says (Read 525 times)
ArchProctor
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Posts: 23
Repointing what the *actual* owl says
«
on:
June 17, 2013, 06:14:43 PM »
We can repoint signs and owl statues, but what if we wanted to place the annoying OW owl on a new map? The default value for what a new owl says is 0x0, where Tarin says he's got something to tell ya.
I suppose we'd be limited to the number of owls that previously existed?
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Last Edit: June 18, 2013, 09:51:24 PM by ArchProctor
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Fatories
LALE Creator
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Posts: 223
Re: Repointing what the OW Owl says
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Reply #1 on:
June 17, 2013, 07:47:53 PM »
I am almost certain that overworld owl statues are the exact same as signs. Looking at maps that already contain the owls with the sign editor shows that they have a pointer to the text they use. They are just signs, but they look like owls.
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The force of a true man can penetrate all. Nothing is safe.
ArchProctor
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Posts: 23
Re: Repointing what the OW Owl says
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Reply #2 on:
June 17, 2013, 08:57:00 PM »
Oh I meant the actual owl, object 0x41.
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Last Edit: June 18, 2013, 01:46:30 PM by ArchProctor
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Jigglysaint
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Posts: 150
Re: Repointing what the *actual* owl says
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Reply #3 on:
June 30, 2013, 01:32:00 AM »
I looked into the overworld Owl and all it does is use a gigantic ASM script to determine where and when the owl appears. I think the text is also hardcoded in as well.
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ArchProctor
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Posts: 23
Re: Repointing what the *actual* owl says
«
Reply #4 on:
July 06, 2013, 01:41:29 AM »
That so? Ah well, it's no big deal. Thanks for explaining.
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