Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - LttP technical question - "messed up" overlay maps | | | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
Gideon Zhi Red Tektite Level: 13 Posts: 33/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
| ||
I'm looking at some of the overworld overlays and backgrounds in Hyrule Magic, but some of them are... well, I guess "buggered up" is probably the most accurate way to put it. Map 9B, for example. They contain, basically, junk data, and a number of them are duplicates. Are these safe to draw over? I'd like to try to use them for... other things. Cough cough, grin. [Edit] Here's a screenshot of one of the maps I'm referring to (9B.) (edited by Gideon Zhi on 04-15-05 09:05 AM) |
|||
Ringodoggie Snifit Level: 27 Posts: 191/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
| ||
I think those tiles are used for other areas such as Death Mountain. Either that or there are bugs in the editor (corrupted data) or they're unused. (edited by Ringodoggie on 04-15-05 10:15 AM) |
|||
tuna ... Level: 3 Posts: 309/2 EXP: 51 For next: 77 Since: 12-02-04 Since last post: 1 day Last activity: 1 day |
| ||
Is this a fresh ROM? if so, that's really wierd. I've never seen that Make sure the ROM you use isn't corrupt, since that looks extremely weird. |
|||
SePH Geldman Level: 33 Posts: 303/459 EXP: 219339 For next: 9840 Since: 06-23-04 From: Québec Caliss de libéraux Since last post: 6 days Last activity: 14 hours |
| ||
I once tried to use those areas and it didn't worked (Try to set an exit there and you'll see). It doesn't seem to work as I can't find how to edit the tilesets. And also when you exit in one of those areas, Link seems to get stuck and you can't move him. Any help on this would be appreciated as I could use more overworld space. |
|||
Gideon Zhi Red Tektite Level: 13 Posts: 34/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
| ||
Well, I'm not planning on using it as more overworld space, but instead as more "background" space - like with the forest background, rain background, etc. Also, the palette numbers in HM are greyed out for these maps. I'm specifically interested in tiddling with the palette for the fog, whereabouts in the ROM would I find this information? I know my way around a hex editor quite well, I just need an address :p |
|||
Euclid Cheep-cheep Level: 23 Posts: 163/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
| ||
I believe it goes like this: Overworld areas has a 3 byte pointer (dont' ask me where it is, i've never looked), Those areas which are bugged up has pointers to Area 00 (because that is area 00 with palletes/gfx blocks stuffed up), i have never thought about using them as more BG (since that BG routine is quite annoying to change with limited space), I'm sure the tilesets are there, i've never looked into how it works... maybe i should do so now since i'm a bit free. EDIT: After spending like 30 minutes on the debugger, i found out adding an overlay is like...very hard. The Overlay used for each OV screen is stored in $8C, and a default value is always stored (i believe it's 9B), Then at $02/BC01, where it actually checks for each overlay, $02/BC01 A6 8C LDX $8C [$00:008C] $02/BC03 E0 97 CPX #$97 $02/BC05 F0 59 BEQ $59 [$BC60] $02/BC07 E0 9D CPX #$9D $02/BC09 F0 55 BEQ $55 [$BC60] it's pretty much doing one slab of code per overlay (note above, 97 and 9D are the same fog), i believe the overlay palettes and anything related to that overlay is added in that branch which you might want to look into. but adding another overlay may be hard since HM won't like you adding stuff to those screens... (edited by Euclid on 04-15-05 02:18 PM) |
|||
Gideon Zhi Red Tektite Level: 13 Posts: 35/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
| ||
Looks that way. Alright though, I think I can deal with this. I'll just make do with what I've got [Edit] After tinkering with the code around 02/B00B, I've determined conclusively that the overlay is stored in both registers $8A -and- $8C after it goes through the whole area and event checking process. A backup of the current map index is chunked into $7EC213 for further use down the road. This code -is- pretty nasty, but I think I can deal with it. (edited by Gideon Zhi on 04-15-05 02:46 PM) |
|||
Euclid Cheep-cheep Level: 23 Posts: 164/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
| ||
$02/B00B is about the same place (you'll have to scroll up a bit) where the game checks if any overlay should be loaded for a particular OV screen (earlier on you can see checks for "if the game is at beginning" and "is area 03,05 or 07 - mountain" or even if you're at 40 etc). | |||
Gideon Zhi Red Tektite Level: 13 Posts: 36/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
| ||
Yeah, I saw that, but I've found that the problem with changing it is that it doesn't "stick." If I set it to _always_ load #$9F, it'll work fine as I exit onto the overworld, but it'll change as soon as I move left/right/up/down into a different area. *grumble* I'll figure it out, though. |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Rom Hacking - LttP technical question - "messed up" overlay maps | | | |