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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Zelda Dark Prophecy UPDATE: Screenshots inside! | |
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d4s

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Posted on 10-04-04 05:16 PM Link | Quote
Originally posted by Omega45889
Yah, but the game is still very different even with those events. Its nothing to worry about. Besides, the time that would need to be spent to change just one event could be put to much better use.


i disagree on that one.
getting rid of certain annoying events that are instantly recognizable(get sword, then get zelda with rain and zeldas telephatic message etc),
or changing the location where events take place and things like that are definitely worth the effort.
theres no need to rewrite every part of any event, you just have to
play it smart and change things to a degree where they arent recognizable anymore.


i already removed the intro sequence from the game (now link always starts out in his house with a sword, a shield and the next thing is to get the pendants).

IMO, changes like these can add a great deal of originality to your hack.

for a couple of weeks, my zelda research had to come to a halt cause im currently busy with starfox 2, but i'll pick it up as soon as sf2 is done.
next up is the removal of the overworld 32x32 and 16x16 block system(the only thing that will be left are the block types) wich stands for individual maps without having to reuse anything.





(edited by d4s on 10-04-04 08:21 AM)
(edited by d4s on 10-04-04 10:45 AM)
Omega45889

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Posted on 10-04-04 10:07 PM Link | Quote
I dont see how you can really get a feel for it without playing the game. However, you are correct, to a degree. There is no way that i have the skills or the time to start changing events. If you are interested in helping out in that aspect, it would be very helpful.

If you are, get in touch with me. If not, then youll find out how different it feels when Its released.
MathOnNapkins

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Posted on 10-05-04 12:06 AM Link | Quote
It's not like disabling events is insanely difficult. More like messy and inefficient to go running after every little thing and deleting it/ disabling it.
Xeolord

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Posted on 10-05-04 03:18 AM Link | Quote
Well then it's almost like playing LTTP remixed.

I used to try and mess with events ... not very friendly. I mean like MathOnNapkins said, it's not a difficult aspect, it's just you have to be willing to be very dedicated and be ready too sacrifice loads of time. In my opinion at least ...

Regardless of new events, I'm still looking forward to this.


(edited by Xeogred on 10-04-04 06:20 PM)
Omega45889

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Posted on 10-05-04 04:07 AM Link | Quote
Yah, well, i would go as far as to say its significatly more than just a remix. Same major events, completely different game. Not even the dungeons are in the same order.

Im not going to bother changing events. Thats a major pain, so unless someone volunteers, nothing going to happen with that. Some events will be skipped though.
SePH

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Posted on 10-08-04 03:54 AM Link | Quote
Originally posted by d4s
i already removed the intro sequence from the game (now link always starts out in his house with a sword, a shield and the next thing is to get the pendants).

IMO, changes like these can add a great deal of originality to your hack.


Hmmm. I agree, that is a great thing to do. that way the individual storyline gets a +... If what you're saying is true, could it'll affect the next sequential events in the story? Like if you don't go rescue Zelda in the beginning; say you skip that event, well will Zelda still be inside the church or waiting in the dungeon.. also would there be a way to have rain at another certain moment in the game.. well say you don't want rain at first, but at a certain time, after defeating some boss, rain now covers all of hyrule? Things like that would be really hardcore I admit; but could these be done ?
MathOnNapkins

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Posted on 10-08-04 05:08 AM Link | Quote
Yes they can be done. It's only a matter of time and figuring out how they work. I haven't run into any centralized event handling functions just yet, so my impression is that it would require some careful ASM to change these things around. But yeah beyond any doubt I know it would be feasible. However, I'm also sure it would create that many more bugs to deal with in the development process.
windwaker

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Posted on 10-08-04 09:34 AM Link | Quote
I like those screens, man. I also like the green witch hats on those guys . You should make more palette edits, it'd look better, but good job so far.
d4s

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Posted on 10-08-04 01:21 PM Link | Quote
Originally posted by Uchiha Itachi
Originally posted by d4s
i already removed the intro sequence from the game (now link always starts out in his house with a sword, a shield and the next thing is to get the pendants).

IMO, changes like these can add a great deal of originality to your hack.


Hmmm. I agree, that is a great thing to do. that way the individual storyline gets a +... If what you're saying is true, could it'll affect the next sequential events in the story? Like if you don't go rescue Zelda in the beginning; say you skip that event, well will Zelda still be inside the church or waiting in the dungeon.. also would there be a way to have rain at another certain moment in the game.. well say you don't want rain at first, but at a certain time, after defeating some boss, rain now covers all of hyrule? Things like that would be really hardcore I admit; but could these be done ?


i can understand if you dont trust me, but i'm afraid this wont change until i release my finished hack, cause i dont plan to do any demo or thousands of screenshots nor release any detailled hacking info prior to that.
plus, i realise it may seem fishy that i know an answer to all of these asm-related questions.
actually, i dont know very much at all.
i just seem to happen to already have investigated the things you ask about.
i couldnt tell you anything about dungeons, bosses or anything like that yet cause
the last time i worked on z3, i was still busy with the overworld.

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".
concerning your question, i just checked if she was in the cathedral, she wasnt.
however, if i jump into the secret entrance in hyrule castle, the uncle still gives me the sword/shield and then the beginning event starts like i still had to rescue her.
most likely, theres some variable that indicates if you got the stuff from your uncle or not, i just havent searched for it.
finding that could be done in a matter of minutes, it didnt take longer for the other ones.
actually, playing the game until zelda was rescued took the most time in the process.


concerning the rain:
yes, with exceptions.

1) rain only works on the overworld, not in dungeons.
you theoretically COULD also enable it in dungeons, but it would appear glitched because
the dungeon tilesets dont have the rain tiles and the rain uses layer 1.
if your dungeon uses more than one layer (almost all do, you know),
it wont work, either.
plus, i dont know if the game would allow to load overworld maps in the dungeon mode at all.



2) the routine that decides on the rain usage checks the event variables.
that means it directly checks if zelda has been rescued yet or not.
if you reset that var, you'll have rain everywhere, but you wouldnt have a sword anymore.
dont know about that swamp thing, i havent played until there, yet.

3) you cant have both a parallaxing background AND rain (in the mountains for example).it wont look bad, though.
the dark world mountains would need a palette fix, otherwise theyre fine.

if you want to enable/disable rain at will you'll have to modify said routine and create a new variable that indicates if there should be rain or not and check that.
if rain on "special map" (forest, mountains etc) is needed,
theres a seperate routine that checks wich OW-map is loaded and if its a special map (parallax bg1/fog), it will override the rain settings, but this can be altered (otherwise i wouldnt have been able to do the screenshots below) and you could
also enable/disable rain on certain maps only.
for everything concering the rain you would need serious assembler knowledge, though.

i did it a bit different.
i dont want to have rain anymore, i just want a translucent, static overlay covering the overworld all the time. have a look at bahamut lagoon and you know what i mean. it really enhances the graphics without too much trouble, imho.
im not done with that yet, cause the rain overlay is an OW map (9f in hyrule magic, iirc) and like i said before, i want to get rid of that 32x32 block system first.
thats why i just enabled the rain all the time.
here are some screenies of rain in unusual areas.
no proof, but it gives you an idea what it looks like:






btw, the rain animation is no real animation at all, its just a 64x64 tile map
that gets scrolled very fast(edit the rain screen in hm to see it).
i just say so because ive wasted some time on searching the routine that changes the tilemap until i found out it isnt altered at all, just moved.






(edited by d4s on 10-08-04 04:29 AM)
(edited by d4s on 10-08-04 04:43 AM)
SePH

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Posted on 10-08-04 04:01 PM Link | Quote
> i can understand if you dont trust me, but i'm afraid this wont change until i release my finished hack, cause i dont plan to do any demo or thousands of screenshots nor release any detailled hacking info prior to that.

Well, sorry for misunderstanding me, I'd have to say I trust you to the fullest. So you're saying you're making an hack; well I'm looking forward to it. And yeah I know now, that showing too much screens and giving demos out there isn't as good as it looks.

> plus, i realise it may seem fishy that i know an answer to all of these asm-related questions. actually, i dont know very much at all. i just seem to happen to already have investigated the things you ask about. i couldnt tell you anything about dungeons, bosses or anything like that yet cause the last time i worked on z3, i was still busy with the overworld.

Well have you ever considering dissecting the rom to it's fullest? Make a large pile of notes related to the insides of the rom itself? Since you seem to be dedicated to everything you do.. even if it takes minutes.

> 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".

Ok, so you can enabled and disable them.. amazing discovery, however could you change the actual events order (sequence breaking)?

> rain only works on the overworld, not in dungeons.

Well I never though of having those in dungeons, but thanks for explaining that it could be possible

> the routine that decides on the rain usage checks the event variables. that means it directly checks if zelda has been rescued yet or not. if you reset that var, you'll have rain everywhere, but you wouldnt have a sword anymore. dont know about that swamp thing, i havent played until there, yet.

Well the swamp thing is actually the place where the desert was but is located in the dark world. There's a dungeon here (Misery Mire) and rain everywhere, the dungeon need a medallion in order to be opened.. Once you cast the medallion spell on the entrance, the rain stops and the entrance open.. so Yeah, there should be an event variable for that too.

> I dont want to have rain anymore, i just want a translucent, static overlay covering the overworld all the time. have a look at bahamut lagoon and you know what i mean. it really enhances the graphics without too much trouble, imho. im not done with that yet, cause the rain overlay is an OW map (9f in hyrule magic, iirc) and like i said before, i want to get rid of that 32x32 block system first.
thats why i just enabled the rain all the time.

Well about that, I've tried it a long time ago, I already knew about the overlays, but was kinda wondering IF there was a way to have them enabled/disabled all the time. Also about that 32x32 block system, I agree that too much of work, especially when you have to do both overworlds, really long process of changing all the tiles.. If you could have a list of all the smallest tiles; it would make overworld editing less long and less frustrating.

> here are some screenies of rain in unusual areas.
no proof, but it gives you an idea what it looks like:



Screenies are not as necessary as that, I know that you are capable of much more (who can forget"your hack on a snes cartridge thread").. that's one freaking cool idea btw..

btw, the rain animation is no real animation at all, its just a 64x64 tile map that gets scrolled very fast(edit the rain screen in hm to see it). i just say so because ive wasted some time on searching the routine that changes the tilemap until i found out it isnt altered at all, just moved.

Yup, yup, same thing for the forest overlays; altrough the forest ones act a bit diferently.. I once tried to make the rain overlay change the forest one, but didn't worked quite well as the forest overlay was way faster then the rain.. well at least I tried in my own way


(edited by Uchiha Itachi on 10-08-04 07:01 AM)
(edited by Uchiha Itachi on 10-08-04 07:45 AM)
MathOnNapkins

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Posted on 10-08-04 08:16 PM Link | Quote
Well have you ever considering dissecting the rom to it's fullest? Make a large pile of notes related to the insides of the rom itself? Since you seem to be dedicated to everything you do.. even if it takes minutes.

Minutes? HAAAhaAAhaAAhaaA

...

...

...

Oh that was good Uchi.
SePH

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Posted on 10-08-04 08:55 PM Link | Quote
Originally posted by MathOnNapkins
Well have you ever considering dissecting the rom to it's fullest? Make a large pile of notes related to the insides of the rom itself? Since you seem to be dedicated to everything you do.. even if it takes minutes.

Minutes? HAAAhaAAhaAAhaaA

...

...

...

Oh that was good Uchi.


Well actually that was a big mistake of mine, so yeah its good if that made up your day
d4s

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Posted on 10-08-04 09:47 PM Link | Quote
Originally posted by Uchiha Itachi
Originally posted by MathOnNapkins
Well have you ever considering dissecting the rom to it's fullest? Make a large pile of notes related to the insides of the rom itself? Since you seem to be dedicated to everything you do.. even if it takes minutes.

Minutes? HAAAhaAAhaAAhaaA

...

...

...

Oh that was good Uchi.


Well actually that was a big mistake of mine, so yeah its good if that made up your day



yeah, disassembling the whole rom would be too much work.
i mean, you just want to understand the things you are actually going to change, so thats enough, at least for me.
no point in commenting everything.
it would be a nice idea to disassemble the rom, dump all data to seperate file
so you would end up with a complete source + data files that could be compiled.
but this would be soooo much work...

as i said earlier in another thread(or this one here, dont remember),
i logged a whole game session and every time i work on a routine,
i document it in said logfile.
so there already is lots of stuff in there and i hope it will be useful to some people here.
MathOnNapkins

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Posted on 10-09-04 12:29 AM Link | Quote
So how many log files do you have? I always use trace all and i'd probably have upwards of 4gb by now if I didn't delete all the logs I have.
d4s

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Posted on 10-09-04 10:44 PM Link | Quote
nono, you know evilpeers snes9x tracer, right?
you can choose "trace" and "trace all".
"trace all" just traces everything and you end up with these 100mb/sec files.
but "trace" just writes every routine down one time and if its executed multiple times, its discarded in the log.
my complete zelda3 log is like 400kb, and thats very nice to work with.
you have to get used to it, however.

i have one big (400k) tracefile for the whole game, im commenting routines in there.
and i have smaller logs of every routine i changed.
sometimes i use "trace all" to find bugs or things where the smaller logs arent so helpful (if i have one byte in the rom and want to know exactly when this byte is accessed)

[edit]
oh, you already know about the difference, well.
im a bit hasty when it comes to board browsing.
anyway, you get the idea.

[edit 2]
Originally posted by Uchiha Itachi
> 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".

Ok, so you can enabled and disable them.. amazing discovery, however could you change the actual events order (sequence breaking)?




yes, i could do that.
im happy to have arrived at a point where i dont have to ask myself anymore if i CAN do something, the question is just how long it would take.

youd have to be a bit more specific on what exactly you want to do.

oh, and i wasnt thinking you were mistrusting me, im just well aware of the fact that lots of people talk much but dont get anything done. :>






(edited by d4s on 10-09-04 01:46 PM)
(edited by d4s on 10-09-04 01:48 PM)
(edited by d4s on 10-09-04 04:01 PM)
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