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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Zelda 1 ROM Map hacking | |
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Posted on 09-03-04 12:33 AM Link | Quote
Hey all,

I'm addressing this to anyone who has experience hacking the original NES Zelda ROM map data.

I'm attempting to extract the map data from the Zelda ROM, and I've encountered some strange problems. I'm using a document that describes the overworld map format spec. as a guide (Tril's z1spec.html) and I'm stuck on the column tables.

It says that each column in the 16 column tables is 11 tiles... the problem is, there are LOTS of columns in these tables which have less than 11 tiles (even after decompression of the "double tiles" contained in a single byte).

Also, each column table is supposed to have 16 entries (16 x 16 = 256 columns), but when I parse the tables, I get 10 entries per table.

What am I missing? Does this make sense to anyone?
Thanks!
Nebetsu

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Since: 09-01-04
From: Nebland

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Posted on 09-03-04 02:11 AM Link | Quote
Zelda Improvement for DOS

WOW! from the genius who brought you Mario Improvement, and half of zsnes and the NES scene owner himself comes Zelda Improvement. This great little nes utility lets you move around any of the squares in zelda and switch them around to make your own zelda maps, definitely a fun and extremely creative utility.

http://www.zophar.net/utilities/download/zi01.zip

-----------------------

Zelda Tech - The Vertical Column Construction Set for Windows

Zelda Tech is an overworld editor for the original Legend of Zelda

http://www.zophar.net/utilities/download/ZTech30b.zip

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ZELDIT for Win9x

This is a level editor for the dungeons in the original Legend of Zelda.

http://www.zophar.net/utilities/download/zeldit.zip

-----------------------

www.zophar.net is a great place for getting hacker thingys.


(edited by Nebetsu on 09-02-04 05:12 PM)
jonwil

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Posted on 09-03-04 03:56 AM Link | Quote
ok, I found out whats going on.
Basicly, if you encuonter a byte with the "start of column" bit set, it starts a new column.
BUT, if the last column doesnt have 11 tiles yet, the new bytes also apply to the old column.
So, the bytes at 15BE8 in the rom are:
DB (start column, double tile, rock)
5B (double tile, rock)
5B (double tile, rock)
DB (start column, double tile, rock)
5B (double tile, rock)
1B (rock)
0E (empty)
1A (rock top)
5B (double tile, rock)
DB (start column, double tile, rock)


So, the first 3 bytes apply to column 1.
The next 3 apply to both column 1 and column 2 (thats 11 tiles for column 1)
Then, the next 3 bytes apply to column 2.
Followed by a byte shared between columns 2 and 3 (giving column 2 a total of 11 tiles).
And so on from there.
So, anytime you see the "start column" bit, it means to start a new column.
But if the previous column doesnt have 11 tiles yet, the data is shared between the 2 columns untill the previous column has the requisite 11 tiles.
marble_eater
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Posted on 05-07-05 01:33 AM Link | Quote
I think that this topic is old, but for anyone who wants to know, all the columns run into eachother. They overlap. To read each combo, find the biginning (the high bit is set) and read the data until you extract eleven tiles. The next combo will usually start in the middle of the current combo; they appearently did this to save space in the ROM.
Smallhacker

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Posted on 05-07-05 02:41 AM Link | Quote
You bump an 8 months old thread to give information that has already been mentioned in the REPLY DIRECTLY ABOVE YOURS?
NetSplit

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Posted on 05-07-05 04:51 AM Link | Quote
That's a bit harsh. I'm sure he was only trying to help. Granted he should have read the given information more closely, but oh well?
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