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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - A few questions about Zelda 3 | |
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Apophis

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Posted on 07-18-05 02:11 AM Link | Quote
I'm having trouble with a few things.

1. What is the RAM address for the byte that turns rain on/off? I'm having trouble tracking it down using Geiger's debugger.

2. How do I remove the blanket sprite in Link's house at the start of the game?

3. Is there a way to make Link wake up without the uncle sprite being in the cave?

4. How do I get rid of the telepathic messages telling Link about the secret tunnel into the castle?
MathOnNapkins

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Posted on 07-18-05 03:45 AM Link | Quote
hmmm... some good questions but I've never looked for these things myself. I might have some related information but it will take me a while to dig it up.
NEONswift

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Posted on 07-18-05 05:25 AM Link | Quote
1: Best ask Euclid hes the dude with HEX! But knowing how helpful he is he'll probably post in this thread at some point.

2: Change the GFX....

3: Change the GFX so he's invisible or looks like someone else...you can't get rid of him for good...as far as i know no one knows how to yet.

But I've already used the last two as Link in my hack wakes up at a table and his uncle isn't present...what the uncle says is replaced with an extra bit from Zelda's help message.

4: HEX Address: 0x3F698 change 38 to 18 (found in SePH's Zelda: LTTP Hacking Guide v1.3 *FINAL* along with other helpful info worth looking over again and again just to take in all the stuff.)


(edited by NEONswift on 07-17-05 08:26 PM)
(edited by NEONswift on 07-17-05 08:39 PM)
Apophis

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Posted on 07-18-05 05:30 AM Link | Quote
Thanks. I've been looking for that doc! I think you've pretty much covered most of what I wanted know.

Edit: The only problem with simply making the uncle invisible is that I also want to remove the message from Zelda, which is appearantly displayed by part of the uncle's code.


(edited by Apophis on 07-17-05 08:45 PM)
(edited by Apophis on 07-17-05 08:46 PM)
NEONswift

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Posted on 07-18-05 05:41 AM Link | Quote
Originally posted by Apophis
Thanks. I've been looking for that doc! I think you've pretty much covered most of what I wanted know.
No problem glad to help. Hope to see some pictures from you soon.
Euclid

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Posted on 07-18-05 09:14 AM Link | Quote
yikes, i'm doing this from the top of my head....

"1. What is the RAM address for the byte that turns rain on/off?"

I think it's $8C which contains which overlay to load, routine is somewhere in Bank 2 about the $02/B00B area (i think it's before)

$8A contains the current area code, so you might want to set breakpoint on read on that one instead since that gets changed before $8C.

"2. How do I remove the blanket sprite in Link's house at the start of the game? "

Can't say i've looked into it myself.

"3. Is there a way to make Link wake up without the uncle sprite being in the cave? "

i think with some asm help, you can start the game with $7EF3C5 set to 01, you'll have to find the code which is ran just after you woke up and set it there (which is "part 1" of the game, basically skips the whole beginning sequence thing, zelda and stuff will be at sanctuary.)

Hope that helps.
SePH

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Posted on 07-18-05 09:40 AM Link | Quote
Originally posted by NEONswift
3: Change the GFX so he's invisible or looks like someone else...you can't get rid of him for good...as far as i know no one knows how to yet.
But the sprite on BG2 and you don't have to edit the gfx whatsover... You won't even see him in the house... *until your remove the BG1 of course.. but you don't do that in normal gameplay, so it's all good* you can even edit his message to be part of link's toughts when he wake up...
Gideon Zhi

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Posted on 07-21-05 12:29 AM Link | Quote
Originally posted by Euclid
yikes, i'm doing this from the top of my head....

"1. What is the RAM address for the byte that turns rain on/off?"

I think it's $8C which contains which overlay to load, routine is somewhere in Bank 2 about the $02/B00B area (i think it's before)

$8A contains the current area code, so you might want to set breakpoint on read on that one instead since that gets changed before $8C.


I've tried toying with that particular code, setting the rain overlay to appear, but that just plasters a static background on top of everything. The rain doesn't move, doesn't make any noise, and on the whole looks really weird! And then it goes away when I enter another area and doesn't come back. Any tips on getting it to stay and do what it's supposed to?
Euclid

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Posted on 07-21-05 08:11 AM Link | Quote
you sure you're using ldx #$009F, because i'm sure if you load the right value the game will automatically animate it....

oh and of course don't do this on the Area03-07 areas since they do things differently, they require some more code tinkering somewhere else to make it work.

The Noise of the rain has nothing to do with the bg, it's somewhere with the bg music of the area.

About moving to the other area, if that area doesn't have rain, then you'll have to use that blankout code (you konw, the one which happens when you enter Area 00/40, that piece of code is somewhere in that huge HM guide) tinker it to make it happen, otherwise it'll look weird.
Gideon Zhi

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Posted on 07-22-05 03:33 AM Link | Quote
I figured out how to get the rain moving, at least! There's a flag check.

$02/A4D3: AF C5 F3 7E  LDA $7EF3C5 [$7E:F3C5]    A:242C X:00FF Y:00FE D:0000 DB:00 S:01FC P:eNvMXdizc
$02/A4D7: C9 02 CMP #$02 A:2402 X:00FF Y:00FE D:0000 DB:00 S:01FC P:envMXdizc
$02/A4D9: B0 51 BCS $51 [$A52C] A:2402 X:00FF Y:00FE D:0000 DB:00 S:01FC P:envMXdiZC


If that branch is removed, the rain will actually fall instead of hanging suspended in the air :p It gives us thunder and lightning too! That's a really hacky way to do it though; I may have to build in some extra checks. Doesn't carry over to interiors either, and the weather effect still disappears when you enter another area. *frown*


(edited by Gideon Zhi on 07-21-05 06:36 PM)
(edited by Gideon Zhi on 07-21-05 06:37 PM)
MathOnNapkins

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Posted on 07-22-05 03:46 AM Link | Quote
Well if you look at the code immediately after that you'll notice that there's a check on $7EF2F0.

LDA $7EF2F0

AND #$20

BNE END (same location as in G. Zhi's post)

basically if bit 5 of $7EF2F0 is set, that means Misery Mire has been opened. And you won't be able see rain ever again, the way this is coded, if Misery Mire has in fact been opened. Keep that in mind. In the future we will need to find a way to make rain more dynamic than this. Gideon's suggestion to remove this check I wouldn't recommend, I believe means you won't be able to turn off the rain. $7EF3C5 is a sort of progress indicator. It has value 1 after you get a sword from your dying uncle. It has value 2 right as the Mantle opens up in the sanctuary. Having it anything less than 2 will trigger rain in the overworld.


(edited by MathOnNapkins on 07-21-05 06:47 PM)
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