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76
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Oracles Hacking / Help / Re: Assorted Dungeon Questions
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on: June 10, 2013, 06:38:27 PM
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1. I think there might be a type of trigger that supports this, but I'm not sure which. It can be done with some assembly hacking though. In Nature, I did some modifications that made it so a switch would only go down if you were holding a pot.
2. You do need warps for the entrances to work since they control how Link moves. Also, you might want to use the regular cave system maps for yours. You won't be so pressed for warps and need to take from the ones you've got for regular indoor maps like houses.
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78
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Oracles Hacking / Beta Releases / Beta 0.01
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on: June 08, 2013, 10:08:24 AM
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Version: 0.01 New Features- Area viewing information
- Whole map caching
- Progress for rendering whole maps
- Improve the layout with the tileset
- ROM information and other status bar information
- Toolbar buttons
- Grayscale map when editing
Notes: Performance for group rendering may have decreased. This is due to the rendering of the grayscale map. The render window is labeled incorrectly and can be resized. Media Download: http://zeldahacking.ulmb.com/ZOHS%20Beta%20Releases/0.01.zip
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79
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Oracles Hacking / Projects / Re: The Legend of Zelda: Return to Koholint
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on: June 06, 2013, 08:11:04 PM
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Wow, that's really neat! I didn't even think about the ruins actually being underwater. That's new and actually really cool. Can't wait to see it fully complete!
And yeah, when I was remaking LA's level 1 in Ages, I mostly expanded the space between the walls and other objects. You'll probably end up doing the same.
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80
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Oracles Hacking / Beta Releases / Re: Beta 0.00
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on: June 05, 2013, 03:40:40 AM
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Looks good. I'll download tomorrow and play with it and a Seasons ROM.
Just curious, will there be any compatibility issues with this and a ZOLE 4 edited ROM? Obviously the editing functionality hasn't been added yet so you may not be sure, but based on your plans at least.
You can't edit anything, only view. This isn't meant to be a functional release, but rather to get feedback on the layout and the way things work. I'll have an option to import maps from ZOLE 4 modified ROMs, but that's it. Because of the different system I'll be using for interactions and a slight change with scripts, the rest will have to be ported manually.
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82
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Oracles Hacking / Projects / Re: The Legend of Zelda: Return to Koholint
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on: June 04, 2013, 08:45:15 PM
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Well, I'd like to tell you not to worry, but the truth of the matter is if you don't have experience messing around with VBA, memory addresses, and various data in the ROM, you might struggle a bit. Nature abuses ZOSE's power in which it hardcodes a lot of memory values and does what should be done using assembly or something already built into the game. There are a few assembly hacks here and there as well, but those are really only needed if you want pure quality and really custom things (eg. tiles being set because of a flag before the map transitions vs afterwards if you were to use a script, or how I copied Pokemon Red's third gym garbage bin puzzle in our level 3  ). Text editing is really easy, but it's really messy as well. Before ZOTE 1.2 I think, there was no auto-compressing. It made text editing really difficult. Basically the method we go by is to place a random NPC with text and search for that text using ZOTE and edit that. It's pretty rigged. But anyway, it always helps to be able to hack games without tools. ZOLE and the other tools are only so powerful, so you're limited by what they can do and what's documented. Nature was done using mostly the tools, but like I said, it had a couple of assembly hacks (actually like 3 or 4 in the 3rd dungeon) and regular hex edits for some overworld stuff. Remember, you can always ask me or Fatories for help. ZOHS will also be a lot better in terms of power and documentation, so you can count on that in the future as well.
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83
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Oracles Hacking / Zelda Oracles Hacking Suite / To-Do List [Beta 0.05]
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on: June 04, 2013, 07:22:39 AM
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Seeing how ZOLE 4 has so much power, combined with ZOLE 4 Live and the ZOxx tools, I think a to-do list is needed. Here I'll be listing everything I plan on doing in sequential order until the next beta release. I'll modify it if needed.
1. Organize ZOHS's code to be easier to edit 2. Redo the map loading system to use a more flexible and object-oriented approach (which includes what group indexes correspond to what parts of the ROM) 3. Create an API that allows things to be drawn/edited on the map, data editing windows to appear without programming everything in the suite, and users to create/edit their own editors 4. Begin working on the macro system, or maybe make macros editor-exclusive, or have a shell that the API can use???
After releasing a beta, I'll update this list for the stuff on the next beta release.
~Lin
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84
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Oracles Hacking / Help / Re: Some questions...
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on: June 04, 2013, 07:11:42 AM
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Please, don't try remaking the original Zelda using Ages as a basis. Seasons was the first Oracles game and was originally intended to be a remake. It has every single boss, enemy, and weapon in the original games, and the little gimmicks like the little dudes that either give you or steal your money when you enter their houses by burning trees. Small indoor maps are in the underwater areas at the right and bottom borders. I don't want to put you down, but it would be terrible seeing someone go through all the extra effort when they don't have to. You can easily use ZOLE to edit Seasons, but you're missing out on ZOTE and ZOSE. You would have to wait for the ZOHS (ZOLE 6). In regards to your warping, you have to actually give the map a warp. Fatories made a great tutorial on them here: http://zeldahacking.ulmb.com/index.php?topic=230.0Chests are the same - you need to give a map a chest value. If the item you wish to give the player does not come out of a chest, you need to follow this tutorial (it works for all items) to make the game not crash when opening the chest: http://zeldahacking.ulmb.com/index.php?topic=11.0If you need any further help, join us in the IRC: irc.caffie.net #ZOLE
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86
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Oracles Hacking / Lists / Re: Changing Seed Trees
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on: June 01, 2013, 05:46:39 AM
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Yeah, use the tree-top chooser to change the tiles and change the interaction ID of the seeds to what you want. Pegasus is 5A29. You also have to choose a secondary map script. The index should be 1 and the memory pointer 7C3D from what I've investigated.
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87
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Oracles Hacking / ZOLE / Re: Zelda Oracles Suite? (ZOLE 6) [Also an update on Nature]
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on: June 01, 2013, 02:10:13 AM
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Hey, I just wanted to pop in and say yesterday the Oracles came out on the 3DS e-shop. I picked up Seasons and am having an absolute BLAST with it. It's making me really, really work on ZOS (I might change the name to Zelda Oracles Hacking Suite to eliminate confusion between it and ZOSE) and a full on hack - music, weapons, enemies, storyline, cutscenes, etc... Which means I'll need a pretty powerful editor. I just finished fixing up all of the bugs for graphics viewing in both games, so now all maps, tilesets, and graphics (all compressed graphics, including cutscenes and the title screen) load properly. Good stuff.
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90
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Oracles Hacking / Help / Re: Tileset Glitches After Transition
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on: May 25, 2013, 01:25:39 AM
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What the... That's weird. I haven't actually seen that before... I'm not at all sure what might be causing it. Perhaps Fatories and I could discuss it and come up with a solution but for now I have no remedy.
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