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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Zelda LttP extra hacks? | |
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Dart Zaidyer

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Posted on 03-30-05 04:54 AM Link | Quote
I've heard there are some guys out there who know how to hack LttP in ways that Hyrule Magic cannot... ASM and hex changes and such.
What I would like to know is how much can be done to it. Following is a list of things I can think of.
If any of this is possible, I'd like to know how, and whether or not a base patch can be made.
I wouldn't want to start a hack only to find out later that "you can't do that", so now is the best time to ask.

High priority stuff:
-Change the Overworld so that it uses 16x16 blocks instead of those huge 32x32 ones that are hard to keep track of. This is mainly for ease of editing.
-A way to skip the entire "rescue Zelda" sequence and start the game as if you had done that already.
-A definitive way to reliably edit the dungeon map graphics without screwing something up. Right now, it seems like they're sharing and reusing some tiles.


Stuff I'd like to see:
-Change the Pegasus Boots so they work much like they do in Ancient Stone Tablets. You have to hold the button down to continue running, but you can change directions in the middle of a dash.
-the Shovel having its own slot and you can keep it even after getting the Flute, like the GBA version.
-A way to open a dungeon by using the Bombos medallion, like the others.

Stuff that might be handy:
-Make the Magic Mirror work in both worlds. (I know I read somewhere that this could be done, but I forgot what to do.)
-Make the rupee/bomb/arrow counts turn gold when full.
-More monologue strings to go around, and new NPCs to use them.


Improbable stuff:
-Create a Roll maneuver and use the R button to trigger it.
-Create a "quick spin" maneuver. Rotate the control pad clockwise, then press B, and Link will do a spin attack instantly.
-Create a "Hurricane spin" maneuver, much like the GBA version.
-A "stopwatch" item like Zelda 1. The graphics for this already exist, but it can't be found anywhere in the game.
-Expand Link's graphics so he can use more tiles per sprite animation. This would allow Four Swords/Minish Cap style Link sprites, which typically exceed the dimensions of LttP Link's sprites.



Any input on these things would be greatly appreciated, as it would help in hack planning.
SePH

Geldman
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Posted on 03-30-05 05:16 AM Link | Quote
Originally posted by d4s
the way i have that beginning stuff implemented is like this:
when starting a new game, the sram stats buffer in wram gets cleared and ive hooked up a routine just after that.
as long as i know their whereabouts, i can initially enable/disable every stat/item/event.
so i enabled "zelda rescued", "got sword" and "got shield".

^ D4S knows how to do that (As told in an old dark prophecy update thread).

Originally posted by Jaspile
Magic Mirror working in both worlds:
0x3AB51 : 29 40 D0 07
Change to EA 4C 5C A9

Magic Mirror working in Dark World only:
0x3AB53 : D0
Change to F0

Can call bird in both worlds
(Glitch if you call it from the Dark World, since the game think you're in the Light World):
0x3A604 : D0 D4
Change to EA EA
Change to F0 D4 for Dark World only.

^ Jaspile found those a while back aswell.

Hope that helps for these.
Euclid

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Posted on 03-30-05 05:46 AM Link | Quote
most to all of the stuff is possible with enough asm hacking skills, but will need a lot of work and space.
iamhiro1112

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Posted on 03-30-05 05:58 AM Link | Quote
The main thing I would like to see done is either increase the amount of rupies you can collect. Or give me something to do with my rupies once I buy everything. Playing it after you finish everything isn't much fun cause you keep getting rupies from enemies. But there is no sense in accomplishment getting them cause your number won't increase anymore.
d4s

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Posted on 03-30-05 01:44 PM Link | Quote
yeah, skipping the zelda rescue stuff is easy, id have to look it up in my docs, though.

i also thought about a way to get around the block issue.
but if you think about it, its pretty clever actually.
its just stupid to edit all the blocks manually.

whats needed to effectively edit the overworld is a tool that generates these
blocks out of tilemaps like this:

-draw images of the ow maps using the overworld tiles with your favorite graphics editing program.(paint shop pro is mine)

-draw another equally-sized image for the block config layer of each map using predefined tiles that match up with the block configs.

-convert these images to snes tiles, tilemaps and palettes.

and here we need a program that checks ALL these tilemaps for similar blocks of 8x8, 16x16 and 32x32 size and writes them to the rom.
plus, merge the 8x8s block with their respective block config tiles from the config layer.

thats how zelda was meant to be edited, anyway.


Dart Zaidyer

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Posted on 04-07-05 06:28 AM Link | Quote
Just thought of something else I'd like to do:

Changing the items and prices of stuff in Shops. I never found shops useful. (Come on, who wants to blow 50 rupees on a bee anyway?)
SePH

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Posted on 04-07-05 07:01 AM Link | Quote
Data found by Jonwil a while back
Item Pond Data:

Most of it is handled by the ASM involved but here are the interesting locations to change:
Note: The item numbers match with the numbers you see when you put items into chests, just remember to convert to hex before you put it in in the hex editor.

> These values are for the Light World pool behind the waterfall:
34AD3 = Boomerang
34AD7 = Magic Boomerang
34AE3 = Regular Shield
34AE7 = Red Shield
34AF2 = Bottle
34AF7 = Cure Magic Potion

> These values are for the Dark World pool in the pyramid:
34B08 = Bow & Arrows
34B0C = Bow & Silver Arrows
34B1F = 3rd Sword
34B23 = 4th Sword
34B2F = Bottle
34B33 = Cure Magic Potion

--------------------------------------------
Shop Data:

Basicly, this covers all dungeon rooms where the ShopMan sprite (sprite BB) is to be found.

At address 030DE4 there is a table of 1 byte entries. Each byte holds the lower part of a room number in hex (So room 256 and room 1 both would have an 01 in this table, if there was a ShopMan sprite in both 256 and 1 then it would be the same thing for both rooms).

At table 30E1D there is another table, this one has 2 byte entries. Each 2 byte entry matches with a 1 byte entry in the first table. These contain function pointers (The numbers as you would see them in a hex editor are reversed from how I talk about them here because of a detail in how the snes works that only ASM hackers care about).

What you do is to set the first map table to the rooms you want shops etc in (there is a limit on how many you can have) and you set the second function to one of the different functions then you modify the code as appropriate.
> Here's what the functions do:

8C37 is for the shop that sells potion, small shield and bombs.
> The potion is at 30E3A (Play around with numbers to figure it out.)
> The small shield is at 30E40.
> The code for the bombs is shared with another shop.

8C43 is for the shop that sells large shield, bee and arrows.
> The large shield is at 30E46
> The bee is at 30E4E
> The arrows are at 30E56

8C5C is one of 2 gambling places.
(Dont know anything about how they work yet.)

8C60 is the "pay me to open a chest" game.
(We don't know how this one works either.)

8C67 is the second gambling game.
(Don't know anything about this one either.)

8C72 is for the potion, heart, bombs shop.
> The potion is at 30E75
> The heart is at 30E7B
> The bombs are at 30E85 (This location, as mentioned above, covers both the potion, heart, bombs shop and the potion, shield, bombs shop.)

8C8B is for the person in rooms 11E and 123.

8C91 is for the person in room 124.

8C95 is for the person in room 125.

We are still working on things like price of items and stuff, thats going to be harder to find.
Other sprites that give you items and/or take your money (Like the bomb shop, the magic shop, the shooting gallery, the fortune tellers etc...) will also be figured out eventually.



Hope that's what you wanted.
Euclid

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Posted on 04-07-05 11:15 AM Link | Quote
I remember finding the amount/item to give for the potion shop... but i can't find the number/item it displays, though i haven't looked at it since like last year i think.
Dart Zaidyer

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Posted on 04-11-05 03:53 AM Link | Quote
Next up is changing the palettes called by certain sprites. Namely, I'd like to change the window graphics for Link's currently equipped item from yellow to blue or green (As seen in Gates of Time) and Agahnim's palette from green to red.

I would prefer to do this without physically reversing the palettes themselves, since that would mess up a bunch of stuff.
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