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47
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Oracles Hacking / Projects / Re: Oracle of Seasons - Soul Tower
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on: February 15, 2011, 02:24:23 AM
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Actually, I just thought of the same idea today, except it would be more like a cave. One thing that Seasons has, that would certainly make a superdungeon like this possible, is that it contains an interaction similar to 12 00 that displays the dungeon name, but it works for stairs. A tower would be good, but I think a cave would make more sense since it's kind of strange to have a water dungeon about 4 floors up.
I'm also thinking too that the dungeons need not nessicarily be all "one dungeon per floor". I wager it's possible to have multiple dungeons on one standard dungeon floor. How about a tower, but there are dungeons above and below it. Water dungeons(as well as other liquid based dungeons), could be below the tower, while the rest could be above. Remember that just level 6 alone was actually quite tall for a dungeon. Of course dungeons are limited as to how many floors they can have, but it could work.
Also, you can configure the portal warps to warp to different levels, though it can't cross map groups. That means it could be possible to have warps from the bottom of the tower, to the top, or anywhere almost. I would hope that a megadungeon like this would require lots of backtracking and getting items in different orders. I mean who's to say that you shouldn't walk into level 7 with only 3 hearts and a power bracelet. You might not get far, but perhaps rewards for those who dare brave danges before their time are to be found. Gasha seeds could be retooled into somthing, like perhaps dungeon indepenant keys or somthing.
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48
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Oracles Hacking / Progress / Re: Progress of Seasons
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on: February 11, 2011, 10:42:19 PM
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For opcode 83, basically it's the bank number, then the pointer in that bank. It assumes the data pointed to is a script. It's a three byte pointer to anywhere in the rom. If this is the case, then most of what interaction 72 does is redundant. Furthermore, opcode 83 actually puts the starting address of the script plus whatever else fits into C300. For example, the wall crushing event in Seasons(the one that's broken), is set up in a manner that when bit 20 is set(by obtaining the decoy rupee), it will then bankswitch to bank 14 01 48, or 50801, and excecute the script from there. There's the element that closes the door, the part where the Armos statues disappear, and finally, interaction 65 is set which starts the crushing walls ASM.
What seems to be missing is a call ASM opcode that has the same 3 byte addressing, and of course there is no "call script on x" native command. Perhaps FF could be retooled to switch between jmp condition and jmp ASM.
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49
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Oracles Hacking / Progress / Re: Progress of Seasons
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on: February 11, 2011, 07:00:42 PM
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This is off topic, but Lin, I just discovered somthing incredibly awesome scripting wise. Somthing that makes interaction 72 very redundant.
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50
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Oracles Hacking / Progress / Re: Progress of Seasons
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on: February 11, 2011, 05:09:26 AM
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What is happening with the animal maps? Do they stay as the default animal map, or do they grab data from somewhere it's not supposed to? If I recall correctly, each season should contain it's own set of pointers, though it shares all the same data. If that's the case, then the code that checks to see what animal you are riding is not triggering correctly and going to that alternate pointer list like it should. If I recall, the new pointer list is not only somewhere else, but it's not in the same format. Most likely the code that handles the animal's maps is still referencing the original pointer list, which is now in a format that the game doesn't understand, and thus leads to junk code.
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51
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Oracles Hacking / Bug Reports / Seasons editing stuff
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on: February 09, 2011, 06:58:28 PM
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Okay, so I tried the new Seasons hacking compatability, and while I didn't do anything, I let the game expand the rom. While messing about, I noticed one room in level 6 was acting up. I am not sure exactly what's going on, but the room with the moving walls is glitched up. Sometimes the game shows correctly, but with the wrong attribute data(from CE00), and other times it shows a celing tile, like the one from when the moving walls are all pushed together.
Somthing involving that event seems to be broken. I recall that another event in Ages was broken because the room value wasn't the one used in the game for the room tile data, or somthing like that.
Just a heads up. If you want quick access to the problem room, make a warp hole in the entrance room of Hero's cave, fall down, head down and then down the stairs to the problem room.
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52
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Oracles Hacking / Progress / Re: Tileset Editor
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on: February 05, 2011, 08:57:37 PM
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Just letting you know that I changed my dpi to 115%, and that's the highest I can set it that lets me display the tileset editor properly. I'll have to made do with slightly smaller text.
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53
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 27, 2011, 04:59:55 PM
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It appears as if it didn't do anything. I guess my only choice is to fiddle with the fonts whenever I want to edit some tiles. That sucks too because I could have sworn it was working. Thanks for trying at least.
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55
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 23, 2011, 12:23:54 AM
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Okay good news and bad news. The good news is that I fixed the problem and the tileset editor is working perfectly now. Bad news is that the rest of the computer's font is uncomfortably small for me so it appears the only way for me to use the tileset editor is to switch back and forth between font sizes. That is unless I can somehow tell ZOLE to run at a smaller font size than what I currently have selected.
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56
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 22, 2011, 11:48:22 PM
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I think I'm using 120 dpi currently.
That's probably your problem. Try switching it to 96 DPI as I stated above, and decrease the font size (All temporarily) and see if this fixes the problem. I'm unable to. My copy of Windows 2000 isn't exactly fresh, and as a result, some things are missing. That is to say I don't actually have access to smaller fonts.
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57
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 22, 2011, 10:47:11 PM
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Well I'm using large fonts(I do have some vision problems so things are a bit larger), but I also can't switch back to normal fonts since it was never installed. I guess I'm stuck being unable to edit tiles untill I get a new computer or somthing. I think I'm using 120 dpi currently.
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59
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 22, 2011, 06:34:27 AM
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Well untill I can show you a pic, I guess I really can't do much. BTW, should the tileset editor take up the entire width of the screen when opened?
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60
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Oracles Hacking / Progress / Re: Tileset Editor
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on: January 21, 2011, 06:27:37 PM
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I messed with the resolution and still have the problem. I even put it on the highest resolution it can go(which makes using the computer kind of difficult for me) and it still had the problem. Perhaps it's possible that your display is different because you are using a different monitor, or otherwise could be the monitor settings.
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