Primary Zelda Hacking
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Author Topic: Maple  (Read 313 times)
Fatories
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« on: June 28, 2010, 11:24:27 PM »

So this may seem weird, but do you know what script(s) cause maple's occurrences and/or drops? If you know of any please tell me how to access them.
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Lin
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« Reply #1 on: June 28, 2010, 11:51:37 PM »

I have no idea, but to find out, you could set a write access point on CC46/CC35, which is the current music index (I forgot how they differ), and trace back to what controls if it's to be changed, which could lead to the maps that contain Maple's appearance. Here's a map I found for Present, but no luck searching with either a bitmask or plain bytes in a hex editor. http://www.gamefaqs.com/gbc/472313-the-legend-of-zelda-oracle-of-ages/faqs/12496
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Jigglysaint
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« Reply #2 on: June 29, 2010, 12:16:26 AM »

At B732 is the list of bits that determine if Maple shows up or not.  One byte equals 8 rooms.  Oddly enough, there are 3 region entries for maple, and 4 are defined as bitmasks.  Also above there somewhere is Maple's appearance ASM.  41C6 is Maple's kill counter.
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« Reply #3 on: June 29, 2010, 12:32:05 AM »

Is it possible that one of the unknown interactions is actually what causes the appearance of maple on a map?
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Jigglysaint
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« Reply #4 on: June 29, 2010, 01:02:01 AM »

No.  As far as I am aware, Maple is not an interaction, but an event coded seperatly.  At 44EC6 is a pointer to the graphics used for Maple's items.  Somebody else can figure out the format and where the item properties are, but it's pretty much going to be in that area.  It's also worth noting that in Seasons, the data is there, but one whole bank lower.
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Lin
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« Reply #5 on: June 29, 2010, 01:53:03 AM »

At B732 is the list of bits that determine if Maple shows up or not.  One byte equals 8 rooms.  Oddly enough, there are 3 region entries for maple, and 4 are defined as bitmasks.  Also above there somewhere is Maple's appearance ASM.  41C6 is Maple's kill counter.
Hmm... Either that image is wrong or I had the bitmap wrong. I'm gonna look into it.
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