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16  Link's Awakening Hacking / Suggestions / Re: Repointing what the OW Owl says on: June 17, 2013, 08:57:00 PM
Oh I meant the actual owl, object 0x41.
17  Link's Awakening Hacking / Suggestions / 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?
18  Link's Awakening Hacking / Lists and Data / Room Event IDs on: June 17, 2013, 04:49:01 PM
The IDs and triggers of rooms. Think of triggers as "causes" and IDs as "effects."

Just so you know, when I give a position number, read it as the y-coordinate followed by the x-coordinate. Therefore, "position 32" means y=3 and x=2. You can see the coordinates displayed if you use LALE 1.2 or later.

I did compile several of these on my own, but I looked to Jigglysaint's The First Unofficial Link's Awakening DX ROM Hacking Document included with his bitchin' Link's Awakening hack "Nightmare's Illusion" to help me out with many of these. I tested each one myself, and tried to elaborate on some things.

Doorway tiles F0-F3 shut when the ID calls for it. If you want a room where some doors close, but not all of them, then use one of the tiles F4-F7 to make a doorway that never closes. If you want all shutter doors in the room to be one-way, then set ID to 2 and trigger to 0.

IDs
0: Nothing.
2: Any locked doors open.
4: All enemies die.
6: Chest appears at position 28.
8: Key-drop at position 32.
  • Don't put chests in rooms with this ID.
A: Stairwell appears at position 18.
  • Don't put chests in rooms with this ID.
C: Midway warp appears, doors open (Miniboss flag).
E: Fairy appears at position 28.
  • Don't put chests in rooms with this ID.

Triggers
0: Nothing.
1: Kill all enemies.
2: Push a single block (tile 0xA7).
3: Step on button.
  • If you use this more than once in a dungeon, then after one button is stepped on, all other buttons will be pressed in as well (and their IDs are activated) until you "refresh" the dungeon by entering a staircase or exiting the dungeon, so you may want to only use once per floor/section of the dungeon.
  • You can even take advantage of this by putting this trigger in a room, but putting the switch in a different room. Pressing the switch in the other room and coming back to the first room will activate the ID. Could make for an interesting puzzle.
4: ? (found at the end of the Color Dungeon with the fairy)
5: Light two torches.
6: Kill enemies in order of their sprite/object ID (after killing three enemies, the ID is triggered. This is the Pols Voice/Keese/Stalfos puzzle from Bottle Grotto).
7: Push 2 blocks together. They don't both have to be tile A7 (meaning you don't have to push both), but their final position must be horizontal.
  • If you have one block be pushed up/down and the other left/right, keep in mind the up/down one must be pushed first, or the ID won't trigger.
  • If you have only one pushable block, and it goes up/down, it won't work; it must be left/right.
8: Kill all "special" enemies (normally can't be killed).
9: This is the five-tile puzzle from Lv.4/Angler's Tunnel. You must do two things to get this to work:
  • You must place either sprite 8A or 8B somewhere in the room, doesn't matter where. 8A makes the little glow thing you follow visible, whereas 8B makes it invisible.
  • You also must place tile (not sprite) 8D in each of these exact locations: 22, 27, 35, 42 and 47. Otherwise the aforementioned glow thing won't react to you.
  • Something to note: this puzzle triggers the room ID even when the trigger isn't 9. This means you can have two different solutions in one room: this one, and another one, such as stepping on a button by setting trigger to 3. An idea for this might be you make a room where solving this five-tile puzzle would be pretty difficult, but after you get a certain item in the dungeon, you can just either step on a button or light a distant torch to easily solve the room. Just an idea on how to take advantage of this.
A: Kill either Angler Fish (Level 4 boss) or Evil Eagle (Level 7 boss).
  • Kill Angler Fish to trigger ID in any dungeon except 7.
  • Killing Evil Eagle only triggers IDs in level 7.
  • The room which has this trigger doesn't even need to be in the same dungeon as these bosses. So a locked door in Level 1 might remain locked until you kill Angler Fish, who can be all the way in Level 8 if you wish.
    • The same applies to Evil Eagle but is much less flexible; you can keep a Level 7 door locked until you kill EE in Level 8.
B: Throw something at a shut door.
  • Doors on the left or right walls can't be opened by throwing mere pots; you need to throw those heavy statue things from Face Shrine (sprite 0x9D, requires Lv. 2 bracelet). ID must be 2, or else doors won't shut and you have nothing to throw at.
  • Note that throwing something at one shut door opens all doors, not just the one you threw at.
C: Get both horse heads (sprite 0x98) to stand up.
  • As with trigger 9, this solves the room even without setting the room's trigger to C.
D: Throw a pot at a chest in position 23 to open it and obtain the Nightmare Key. If you don't place the chest in that position, one will appear there anyway, so just place the chest there to avoid duplicate chests.
E: Fill in the gaps with that rolling thing from Turtle Rock (sprite 0xB1).
F: Shoot an arrow at the eye of a statue (tile 0xC0). You can have as many statues as you want; shooting any of them will work.
19  Link's Awakening Hacking / Lists and Data / Re: Music IDs (Incomplete) on: June 17, 2013, 02:14:25 AM
Thanks Fatories.

Here are the rest of the music IDs (that I could identify):

53 Dream Shrine
54 Eagle Tower’s main boss theme (includes that little prelude, and then regular boss music. See 5C for prelude only)
55 Rooster being revived
56 ?
57 Theme of the Rooster Guy’s house
58 Level 6: Face Shrine
59 Talking to the Wind Fish
5A Level 8: Turtle Rock
5B Level 7: Eagle’s Tower
5C Eagle Tower’s main boss theme (endless prelude. See 54 for prelude + main boss theme)
5D Pre-Nightmare-battle theme (plays when you fall onto the battle stage)
5E Track that plays after you beat certain bosses, but before they disappear (e.g. Catfish’s Maw’s boss, it talks to you while this is playing)
5F Climbing the final staircase (after beating Dethl)
60 Zelda theme remix (Entering Zelda on File Select)
61-6F Color Dungeon
70-FE Glitchy music, glitches what was previously being heard (putting one of these values on OW map 51 causes the House theme (track 0A) to play)
FF is also glitchy, but only when the preceding map had normal music (01-6F). It appears that if you go from a map with a glitch value (70-FE) to a map with music FF, then there is silence.

If you think it's worthwhile, maybe you could post the unidentified tracks (38, 3B, 3C, 4F and 56) at the beginning of the original post so maybe someone could give them a listen and be able to identify them quickly, since I am very certain they are all within the game somewhere, and maybe someone would remember where.
20  Link's Awakening Hacking / Suggestions / Different types of objects that rooms can hold on: June 17, 2013, 12:07:03 AM
Maybe the title isn't put very well, but you know how certain rooms in dungeons have certain types of enemies which are different than the others?

Let's take Tail Cave, map 16. The are two hardhat beetles (I never knew their name until just this moment..and I am not a fan). And in TC's map D, there's a mini moldorm. If I were to try to swap the IDs (put a beetle on map D and a mini moldorm on map 16), then although the behavior would be accurate, the graphics would be messed up.

It would be helpful to be able to change what types of objects you can have on each map, so I could for example have a mini moldorm on map 16 or a beetle on map D. This is something that I actually imagine you have thought about already so I don't feel like I'm suggesting anything new to you, but I wanted to bring it up.
21  Link's Awakening Hacking / Bug Reports / Overworld Map 07/08 music bug on: June 16, 2013, 09:37:00 PM
On the OW, if I change the music value on map 07 from track 06 to anything else, and then save it, then go away and come back, the value reverts back to 06. However, if I go to map 08, then that map's music value is now the value I tried to set for map 07.
22  Link's Awakening Hacking / Lists and Data / Chest Content IDs on: June 16, 2013, 04:05:29 AM
A list of the IDs of what a chest holds.

Items
0: Power Bracelet
1: Shield
2: Bow (Mismatched text. You don't get any arrows)
3: Hookshot
4: Magic Rod
5: Pegasus Boots
6: Ocarina
7: Roc's Feather
8: Shovel
9: Magic Powder (Just the item. You don't get any units of powder)
A: Bomb (1)
B: Sword
C: Flippers
D: Magnifying Lens
10: Secret Medicine

Dungeon Items (don't put these on the OW, you'll get nothing)
16: Map
17: Compass
18: Stone Beak
19: Nightmare Key
1A: Small Key

Dungeon Keys (don't put these in dungeons, you'll get nothing)
11: Tail Key
12: Angler Key (Mismatched text)
13: Face Key (Mismatched text)
14: Bird Key (Mismatched text)

Treasure
1B: 50 Rupees
1C: 20 Rupees
1D: 100 Rupees
1E: 200 Rupees
1F: 200 Rupees
20: Secret Seashell

Miscellaneous
15: Gold Leaf
21: Message (used in Catfish's Maw)
22: Green slime enemy

. . .

Every other value is just some glitched graphic with some text string and they usually make your music change.
23  Link's Awakening Hacking / Lists and Data / Re: Music IDs (Incomplete) on: June 16, 2013, 02:12:12 AM
I had documented some of these while tinkering with LALE, and I haven't even gotten it half done yet, but I've gotten most of them through 52, so I thought I'd share what I had. I'll complete the list soon if no one else wants to.

But first, a little on the tracks already here:

  • While music 0F does play when you pick up the Level 2 sword, it may as well be noted that it’s also what plays upon picking up the first ever sword; no reason not to mention it in my opinion, since that’s where it’s first heard. Also it plays when you “get” Marin.
  • Track 02 does play in the Trendy Game, but not Witch’s Hut—that hut plays track 07. Track 02 does however also show up in the first fishing minigame.
  • Track 12 is the theme of Wind Fish’s Egg.
  • Track 19 is the theme of the dungeon’s main boss, not miniboss.

Anyway, here are more tracks (feel free to change any of my wording):

20 Full Moon Cello
21 Side-scrolling area
22 Owl theme
23 Nightmare (but not Dethl)
24 Dream Shrine Bedroom
25 Picking up post-boss heart container and then Instrument Room theme
26 Caves
27 Acorn/Power Piece pickup + theme (for version without pickup tune, see 49)
28 Conch Horn
29 Sea Lily’s Bell
2A Surf Harp
2B Wind Marimba
2C Coral Triangle
2D Organ of Evening Calm
2E Thunder Drum
2F Ballad of the Wind Fish as sung by Marin by Rooster grave
30 Manbo's Mambo
31 The little track that plays after you get the first sword (or after picking up Marin), then the normal overworld music (occurs after track 0F)
32 Write’s house
33 Telephone booth
34 Tarin bothering the hornet nest
35 Frog’s Song of Soul
36 Monkeys’ bridge-building theme
37 Christine’s house (the female goat who corresponds with Write)
38 ?
39 Fighting the Head of Turtle Rock
3A Second Fishing Minigame
3B ?
3C ?
3D Staff roll (has long silence before playing)
3E Entering cave where BowWow is being held
3F Ballad of the Windfish that plays at end, while island is dissolving
40 Richard’s Villa
*41 Ballad of the Windfish played on Ocarina (the solo ocarina part while breaking the Egg)
*42 Ballad of the Windfish with Ocarina and Sea Lily’s Bell
*43 Ballad of the Windfish with Ocarina, Sea Lily’s Bell and Surf Harp
*44 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp and Wind Marimba
*45 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp, Wind Marimba and Triangle
*46 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp, Wind Marimba, Triangle and Organ of Evening Calm
*47 Ballad of the Windfish with Ocarina, Sea Lily’s Bell, Surf Harp, Wind Marimba, Triangle, Organ of Evening Calm and Thunder Drum
48 House by the Bay
49 Acorn/Power Piece theme WITHOUT initial pickup tune (included in track 27)
4A Learning Ballad of the Windfish on Ocarina while Marin sings it
4B Level 5: Catfish’s Maw
4C Revealing Angler’s Tunnel
4D Finding Marin on the beach
4E Listening to Marin (or not) on beach
4F ?
50 Miniboss/Dethl
51 Kanalet Castle
52 Level 1: Tail Cave


*What is interesting is that I think track 47, which appears to have all of the instruments but the cello and horn, sounds exactly the same as when you play the Ballad of the Windfish with all the instruments. Coupled with the fact that these tracks go from 41 (just the ocarina) to 42 (ocarina + Sea Lily's Bell), the cello and horn appear to play no actual part in the song (unless they're there, but can't be discerned due to all the other sounds)...Link could have just skipped to Key Cavern! Stupid Owl...and Marin.

Now just a matter of time until someone comes along and proves me wrong...
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