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Acmlm's Board - I2 Archive - - Posts by Euclid |
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Euclid Cheep-cheep Level: 23 Posts: 141/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Originally posted by Uchiha Itachi Only particular palettes which shows that object in HM as bright blue (or blueish or whatelse, just blue) makes it light torch to see floor. stacking effects: you have light torch to open door (which applies to whole room), then you have something like "NE move block to open door" or "NE kill enemy to open" or even "switch toggles door", it'll most likely not work. but 2 things unrelated to doors will work, say move block to get chest, then have like NE kill enemy to open... I can't say i'm really really sure on this since i haven't really tested out all combinations. |
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Euclid Cheep-cheep Level: 23 Posts: 142/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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oh those floors, yeah it's a palette swap, thus the reason you can see it when you cast that ether spell. still it's pretty hard to see... i couldn't see it until i highlighted the big picture... |
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Euclid Cheep-cheep Level: 23 Posts: 143/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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If you're wondering about if all the level data is there for AST, then you might be glad to hear that i was toying around with the rom today and found out the room loading routine is exactly the same as alttp and it does not only contain doors/pots/chests only (the 2nd week one had a different set of level data than the first week), if only Seph3 was here and writes something about the level format of zelda 3 rooms i might be able to pin point the exact tiles/position which they're drawn...... it's what happens after loading is different, and I think that might be the only thing which needs fixing to make the indoors show up properly. FYI The pointers for the rooms starts at 9F:81D1 (0xF81D1 rom addr) |
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Euclid Cheep-cheep Level: 23 Posts: 144/193 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 screen is do-able, but it'll take a lot of work to do the money and arrow/bomb count since the ram used to DMA to vram goes only 1/4 way of the screen and also the message boxes will flicker too since they are drawn on the same BG. If i wasn't this busy with RL i could lend you a hand, unless you're willing to wait until july which by then i'll be pretty free... |
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Euclid Cheep-cheep Level: 23 Posts: 145/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Originally posted by Dart Zaidyer Alttp's magic meter is not "doubled" when you get that 1/2 magic, what actually happens is the magic you need to use per say a fire rod shot costs less, so your magic meter stays the same size (0-0x80) Originally posted by Kario Mind giving a few examples of this? a lot of hacks can be worked on without you even knowing it.... |
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Euclid Cheep-cheep Level: 23 Posts: 146/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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if you want an editor, code it yourself. gee people these days... |
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Euclid Cheep-cheep Level: 23 Posts: 147/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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most to all of the stuff is possible with enough asm hacking skills, but will need a lot of work and space. | |||
Euclid Cheep-cheep Level: 23 Posts: 148/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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What you're saying doesn't make much sense... you want to program in genesis yet you want to use C, i think genesis uses z80 (or is that the gameboy... errr) assembly, i have no idea what you're think about C because it's got nothing to do with programming in genesis assembly to do homebrews (PD roms). Or maybe you're saying you want to write a compiler to compile C programs to genesis roms.... i doubt that'll work since not all intel x86 instructions work with genesis asm.... |
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Euclid Cheep-cheep Level: 23 Posts: 149/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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if i tell you that you can paint the title screen tile by tile, can you do a better job The title screen format is not hard at all, and if you bother to expand the rom to 1.5mb and with a bit of fixing on the pointers you'll definately get enough space to put a fancy title screen (but you are limited to the few blocks of gfx to choose from) |
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Euclid Cheep-cheep Level: 23 Posts: 150/193 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 is very possible to make it transparent, just colour the tiles with the transparent tile (note: black and transparent is not the same thing!). But it goes transparent in any place which uses that tile. |
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Euclid Cheep-cheep Level: 23 Posts: 151/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Hey d4s you have a routine which loads tilemaps at title screen sitting there? Mind if i take a peek at it? (i know assembler, and i didn't read your post till about now) and yeah, the transparent items don't come up well in the subscreen. |
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Euclid Cheep-cheep Level: 23 Posts: 152/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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If that's the case then the best bet is not to play around with the $4016. Go find where the controller inputs are stored in memory, then find the routine which tells the game what to do when this button is pressed (usually done by some BIT/CMP then BEQ operations) and work from there. |
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Euclid Cheep-cheep Level: 23 Posts: 153/193 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 remember finding the amount/item to give for the potion shop... but i can't find the number/item it displays, though i haven't looked at it since like last year i think. | |||
Euclid Cheep-cheep Level: 23 Posts: 154/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Yes they're real although i post them on TEK on april 1st. Here's one with the magic bar used a bit. I have experimented with that tranlucent bg3, but you know what the problem is? Message boxes for the text will appear the same as well since they're on the same bg (or you could set it back). Plus I don't see what's the problem with the black bg. |
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Euclid Cheep-cheep Level: 23 Posts: 155/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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you refering to me or seph? I did those asm for my hack back in january (if you check the modified date for the pictures i posted at tek) and gate of time is not my hack |
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Euclid Cheep-cheep Level: 23 Posts: 156/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Any asm hackers want to take a challenge to rearrange the screen? playing screen: a few useful addresses are: 7EC700 - start of DMA transfer to vram. $0D/FBA2 - About the right place when it starts drawing stuff. subscreen: a few useful addresses are: $0D/DDAE - drawing routine (when start is pressed) $0D/DF88 - refresh routine (drawn every vblank in menu) $1100 - i think it's about here is the start of the DMA transfer addr to vram. enjoy. |
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Euclid Cheep-cheep Level: 23 Posts: 157/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Who says CG is dead? don't post false rumors around. Don't expect HM to be updated at all, if there's bug in the program most of the time you can work around it. And to answer your question use the numpad 4 and numpad 6. There's special doors which is "automatically" detected as an exit, however some doors requires the "type 09" (i think) to be in the exact same spot to "become" an exit to the overworld. |
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Euclid Cheep-cheep Level: 23 Posts: 158/193 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 only have a few minutes.... If you want to make a door which goes from say the northwest to the southwest side of the room, you'll have to use a door which is pointing north. You'll use the east ones if you want to make it connect. also put the doors on BG3. and it's always not a good idea to play around with room 260 (i just don't know why), try it in another room.... |
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Euclid Cheep-cheep Level: 23 Posts: 159/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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yychr/TLP. this is suppose to be a one word post. oh well i'll put something else as well.... Magic shop items (how to change it internally): Magic shop First Item: $05/F803 - $05/F804 - 2 bytes - Minimum money to buy this item (little endian, Usually same as below) $05/F822 - $05/F823 - 2 bytes - Price for Item (Little Endian), 3C 00 = 60. $05/F82A - 1 byte - Item To Get (same as HM Treasure Chest Listing) = 2E (46, red potion) Magic shop Middle Item: $05/F6C1 - $05/F6C2 - 2 bytes - Minimum money to buy this item (little endian, Usually same as below) $05/F6E0 - $05/F6E1 - 2 bytes - Price for Item (Little Endian), 3C 00 = 60. $05/F6E9 - 1 byte - Item To Get (same as HM Treasure Chest Listing) = 2F (47, green potion) Magic shop Last Item: $05/F75E - $05/F75F - 2 bytes - Minimum money to buy this item (little endian, Usually same as below) $05/F77D - $05/F77E - 2 bytes - Price for Item (Little Endian), 3C 00 = 60. $05/F786 - 1 byte - Item To Get (same as HM Treasure Chest Listing) = 30 (48, blue potion) |
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Euclid Cheep-cheep Level: 23 Posts: 160/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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didn't i say it's not a good idea to play around with room 260? (in other words, link's starting room) |
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Acmlm's Board - I2 Archive - - Posts by Euclid |