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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Zelda: Link's Awakening question (deals with sprite arrangement)
  
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Xkeeper
Posts: -1861/-863
Originally posted by Parasyte
For the DX ROM, you can apply those same patches like so:

0008135E: 00
00081535: 20
00081558: 00

Don't say I didn't warn you about the tile flipping thing. :\
Know about any way to fix that? it's wierd given that the down walking sprite is fine, but the standing still one's broken
Parasyte
Posts: 468/514
For the DX ROM, you can apply those same patches like so:

0008135E: 00
00081535: 20
00081558: 00

Don't say I didn't warn you about the tile flipping thing. :\
Xkeeper
Posts: -1865/-863
My GBx ROMs

Graal V1.1 Adventure Demo (PD) [C]
Legend of Zelda, The - Link's Awakening (U) (V1.0) [!]
Legend of Zelda, The - Link's Awakening DX (U) (V1.0) [C][!]
Legend of Zelda, The - Oracle of Ages (U) [C][!]
Legend of Zelda, The - Oracle of Seasons (U) [C][!]
Puzznic (J)
Super Mario Land (JUE) (V1.1) [!]



V1.0, evidently
Jigglysaint
Posts: 171/215
And it's much better to work the the DX ROM because of Nephi compatibility.
Parasyte
Posts: 467/514
When I said that I "found out how to do it" I also mentioned that there were problems with the sprite flipping after applying those patches. I don't know which version of the ROM you have, and since there are 3 available, it's pretty important to make sure you use the right version when applying such patches. Either get the v1.2 ROM (and I will tell you where to find it, on IRC) or tell me the version you are working with, so I can make these patches for it.
Shadic
Posts: 242/304
Ah, okay. *Puts knife away*

Good luck then.
Kyoufu Kawa
Posts: 1469/2481
Mo' like he wants Marin to be right-handed
Shadic
Posts: 241/304
Wait, let me try and simplify this further...

You want Link to be right handed then?
Xkeeper
Posts: -1894/-863
Just one severely flawed part in that plan -- Link's sprite tiles (IE, the tile they refrence) never changes -- all it does is change the 4 tiles in RAM when needed.

Yes, it sucks.


Parasyte said he found how, but unfortunately I don't have the v1.2 ROM and can't check it

01:09'38" | @Parasyte> Anyway, here's how it looks, so far:
01:09'38" | @Parasyte> 1858: 00
01:09'38" | @Parasyte> 1C9C: 20
01:09'38" | @Parasyte> 1CC2: 00
01:09'48" | @Parasyte> These are CPU addresses...


Bah...
Jigglysaint
Posts: 170/215
Looks like you need to hack the sprite ASM for link's graphics. Unfortunatly I don't know how. One suggestion I have is to use VBA and find the tile value of the sprites you want to change, and search for them with a rom corruptor. You should find what you are looking for, and from then it's guesswork as to how to change it.
Xkeeper
Posts: -1896/-863


This should hopefully be self explanitory, but if not I can explain it in detail.


Edit: Obviously the badly-drawn diagram was not good enough...

In essence, I want Link's shield sprite to appear on the other side, not nessacarily flipped, and his normal walking side to be to the other half...

This would also be useful somewhere else -- namely, with his side shield sprites (not the actual holding ones, but the not-active ones) ... I would like those to appear when facing the opposite direction


-----

Okay, again

Link is divided into two 8x16 sprites. We will call these [A} for his left side, and [B.] for his right side. [C] denotes the shield sprite.

This is how Link is usually.
[A] [B.]

Equipping the shield gives this.
[C] [B.]

I want to change the sprite to instead be this.
[A] [C]

Acmlm's Board - I2 Archive - Rom Hacking - Zelda: Link's Awakening question (deals with sprite arrangement)


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