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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Hyrule Magic Editor Helps | | | |
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Garmichael Octoballoon Level: 21 Posts: 16/166 EXP: 47489 For next: 2454 Since: 06-27-04 From: Bremerton, Wa Since last post: 316 days Last activity: 113 days |
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I've been figuring most stuff out about hyrule Magic on my own. It took a couple days, but everything makes sense now. I do have a question about Exits tho. How do they work? I dont understand why some buildings have Exit points on them, but others dont. Also, In certain events, like the Boy giving you his Bug Catching NEt, is there anyway that he can either give you no item, or give you something else? |
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Euclid Cheep-cheep Level: 23 Posts: 83/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Exits - as you've noticed some exits don't have one. For those which doesn't have an exit are those rooms where you'll have to exit through the same door and it's mostly room 256+ (with the exception of room 260) Boy giving you Bug Catching net can be changed to a different item, but you'll have to know some asm to do it (probably won't be hard... but i haven't tried yet) |
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The Arkichef Red Tektite Level: 15 Posts: 19/75 EXP: 15823 For next: 561 Since: 03-19-04 Since last post: 192 days Last activity: 182 days |
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I imagine that to change the bug catching net item, you would have to do a simple hex edit...only I dont know where the location for it is in the rom | |||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 40/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
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Either it's a chest index(which isn't likely), or it's a two byte item code that tells you to get the object. If somebody could find the treasure chest ASM for each chest, and how the game decides which item goes in which chest, it should be a simple matter of doing a search and finding the same code for each of the enteries, like for shops and such. |
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Euclid Cheep-cheep Level: 23 Posts: 84/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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I've had a shot at it, I can manage it make him give out a quake medallion, but the main problem is that the gfx shown is not the quake medallion, it's still the net. 0x4872A - change 4D to 49 if you're interested. |
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Garmichael Octoballoon Level: 21 Posts: 17/166 EXP: 47489 For next: 2454 Since: 06-27-04 From: Bremerton, Wa Since last post: 316 days Last activity: 113 days |
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hmmm.. thats interesting. What about, is there a way to mix up the converstaion text people say? i mean, hav ethe boy's text link to another value so he says what someone else does? That way, you could see if the Item event stays with the conversation piece or if its an event trigger. Im not very good at hex editing, but ive been playign around trying to figure that out last couple days. I figure: experience is the best teacher. (edited by Garmichael on 07-26-04 04:37 AM) |
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Euclid Cheep-cheep Level: 23 Posts: 86/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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it's got nothing to do with the conversation (at least the graphic doesn't). And it's not done the way most people think it's done. there's no such thing saying "if item gotten = blah then display gfx of blah.", the gfx and the item gotten is 2 different things from what i could make out the other day. The same thing pretty much goes for the flute as well, i can relocate the place to trigger the event, but the gfx just doesn't come and the game freezes. |
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Garmichael Octoballoon Level: 21 Posts: 18/166 EXP: 47489 For next: 2454 Since: 06-27-04 From: Bremerton, Wa Since last post: 316 days Last activity: 113 days |
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that makes sense. I used to code for a game called Graal. it was pretty much Zelda 3 online. In that game, each screen had its own script that loaded when you entered the screen. For when the player talks to the NPC, the script would be sort of like this (in psuedo code): ====================================== If (gotnet=false) { textout= ### //Loads text ### from the conversations list (boy offers net) ChangePlayerSprite(HoldingItem) Create GraphicItem GraphicItem.Location=X,Y AddToInventory(net) set gotnet textout ### // (net recieving message) ChangePlayerSprite(Standing) Destroy GraphicItem } else { textout ### // (How do you like the net, etc) } ====================================== How likeky do you think thats how they do it? (edited by Garmichael on 07-29-04 06:34 AM) (edited by Garmichael on 07-29-04 06:35 AM) (edited by Garmichael on 07-29-04 06:40 AM) (edited by Garmichael on 07-29-04 06:43 AM) |
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Euclid Cheep-cheep Level: 23 Posts: 88/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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That's what i was talking about, it's not done that way. what kinda happens is that a special event code is pushed onto the stack and that gets execute when the next vblank occurs (or something like that) then it loads the gfx at that position. I suppose if the gfx at that position is not using the same gfx as the ones when hte item is being used you can change that.... (or you can repoint the gfx to the appropriate item, but i tend to suck-a-lot when it comes to the ppu) |
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Dylan Devil Trumpets and Angel Trombones ~ Level: 54 Posts: 498/1407 EXP: 1181697 For next: 52173 Since: 06-19-04 From: Ottawa, Canada. Since last post: 1 day Last activity: 6 hours |
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Any time you need Hyrule Magic help, refer to Orochimaru's guide to Hyrule Magic It's the most comprehensive guide you will ever find! |
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