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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Euclid
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Euclid

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Posted on 04-13-05 03:13 PM, in Hyrule Magic door problem#2 Doors takin you across the world Link
There is a sticky thread up the top, if you have so many quesitons jsut use that one...

i'd say you have a problem with how the game work, i'm too tired to explain it here, but when you press the down arrow from an entrance, that's the room link will go if you do have a door going to the south room.
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Posted on 04-15-05 06:01 PM, in A Link to the Past - Footwear & Swords Link
Just when did Gideon start hacking things other than text

If you want to play around with the subscr, go right ahead and use these addrs.

subscreen ram storage place - $1100 -$17BF (top left tile to the bottom right tile)
$0202 (i think) - item selected.
$0D/DDAE - screen routine called when you first enter subscreen.
$0D/DF88 - refresh routine (drawn every vblank while in subscreen)

I will not have a clue how someone can write another routine to have another selection thing for say which sword to choose from.....
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Posted on 04-16-05 06:43 AM, in LttP technical question - "messed up" overlay maps Link
I believe it goes like this:

Overworld areas has a 3 byte pointer (dont' ask me where it is, i've never looked), Those areas which are bugged up has pointers to Area 00 (because that is area 00 with palletes/gfx blocks stuffed up),

i have never thought about using them as more BG (since that BG routine is quite annoying to change with limited space), I'm sure the tilesets are there, i've never looked into how it works... maybe i should do so now since i'm a bit free.

EDIT:
After spending like 30 minutes on the debugger, i found out adding an overlay is like...very hard.

The Overlay used for each OV screen is stored in $8C, and a default value is always stored (i believe it's 9B),

Then at $02/BC01, where it actually checks for each overlay,
$02/BC01 A6 8C LDX $8C [$00:008C]
$02/BC03 E0 97 CPX #$97
$02/BC05 F0 59 BEQ $59 [$BC60]
$02/BC07 E0 9D CPX #$9D
$02/BC09 F0 55 BEQ $55 [$BC60]

it's pretty much doing one slab of code per overlay (note above, 97 and 9D are the same fog), i believe the overlay palettes and anything related to that overlay is added in that branch which you might want to look into.

but adding another overlay may be hard since HM won't like you adding stuff to those screens...



(edited by Euclid on 04-15-05 02:18 PM)
Euclid

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Posted on 04-16-05 08:16 AM, in LttP technical question - "messed up" overlay maps Link
$02/B00B is about the same place (you'll have to scroll up a bit) where the game checks if any overlay should be loaded for a particular OV screen (earlier on you can see checks for "if the game is at beginning" and "is area 03,05 or 07 - mountain" or even if you're at 40 etc).
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Posted on 04-28-05 02:51 PM, in Z3: Gates of Darkness - Hack Progress Link
Another 4 month bump??? this is ridiculous.

You should check the zelda - gates of time thread.
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Posted on 05-03-05 06:24 PM, in Finding free space in the Direct Page Link
From my experience if the first 16 bytes ain't changed in the next 20 or odd instruction, chances are that it's just temporary stuff on there which you can feel free to write over.

If you're working with SNES then it doesn't have to be in the direct page, there's usually heaps of space near the 0x1Fxx places or maybe in the 7F bank.

or you can just use the stack, that's always safe for like 99% of the time.
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Posted on 05-11-05 06:50 PM, in The Legend of Zelda: Dark Prophecy -------- UPDATE WITH PICS -------- Link
Originally posted by Squash Monster
So, after you've finished those last two dungeons and the overworld, what else is there before we get to play this sucker?

I would guess there's a few more things to do, say, monologue, maybe title screen (if they haven't done it) and then heaps of testing?
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Posted on 05-12-05 03:10 PM, in The Legend of Zelda: Dark Prophecy -------- UPDATE WITH PICS -------- Link
I so understand what you mean about dialogue being the hardest to do. Once you think this sentence sounds good another better one pops in the head and you'll end up deciding which one to use in the dialogue.... it's not an easy task.

Hacking credits? Just grab a table file off zophar (there's one look for "ending" specific) find the data at about... *checks notes* 0E/B17A (credits) and 0E/BF50 (scrolling ending), edit and you're good to go, 2 byte pointers start at 0E/B93D for the credits if you need to play with them. There's some control code involved (like how much to shift the text right, length etc) but they shouldnt take more than 15 minutes to figure out. (err sry about those cpu addrs, that's the way i have them in the notes, just get something to convert them to hex addrs)
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Posted on 05-25-05 03:49 AM, in LTTP fix (Zelda 3) Link
you dont' really need this fix unless you got plans which you'll be a bunny in the dark world...
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Posted on 05-31-05 03:59 PM, in Z3: Gates of Time - Part Two... Link
Since you've shown it....

Here's a more "accurate" version of the subscreen (since he's used more than 4 colours on some tiles in that pic which is not possible) and also the maps/compass are missing in that pic.



and yes i know the shovel is suppose to be there in that gap.
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Posted on 06-01-05 03:43 AM, in Z3: Gates of Time - Part Two... Link
i'm sure that won't be a problem... it's just words.
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Posted on 06-09-05 11:32 AM, in Z3: Gates of Time - Part Two... Link
As far as i know, they lock only when you place them in the same area.... i have no problems using them afterwards... unless you've tried it already.

The certain event is the defeat of agahnim.
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Posted on 06-15-05 05:32 AM, in Wheres the Soul Blazer, Illusion of Gaia, and Terranigma rom hacks Link
Originally posted by Jigglysaint
Finding data for Soulblazer is eeevil! I don't even know what compression it uses.


i couldn't agree more. I've try finding data in that game like a few years ago.

i did found out that the town gfx (or maybe level data) is around 0x30000 though... then i found something else which does the same things to the same level at about 0x52000...

of course, then i gave up.
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Posted on 06-25-05 07:01 PM, in Doing tables in 65816 Link
Originally posted by beneficii

ldy #$00
lookup:
lda startingaddress, y
(do your stuff with it here)
iny
tya
cmp #$04
bne lookup


you can replace the tya and cmp with a single cpy instruction.

or if you're really tight on bytes, you can do it in reverse...
ldy #whatever maximum value
loop:
lda addr,y
(stuff)
dey
bne loop
Euclid

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Posted on 06-30-05 05:53 PM, in My w.i.p Zelda 3 Hack -Small update- Link
don't have to give me that much credit, it is your ideas after all, i'm just putting your ideas into action...

on a side note i didn't know the item box goes all transparent when it's empty.... it's suppose to be black... oh well it came out fine

And I have to agree with SePH here and say that Neonswift's demo come out the best back then as far as overworld goes... because all i've done is some "rearranging" of the existing areas (ok maybe creating one or two, but that's about it.)
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Posted on 07-02-05 06:00 PM, in My w.i.p Zelda 3 Hack -Small update- Link
Originally posted by SePH
The item box goes transparent? Didn't noticed until you told me. I have tested most things out on my part and everything works fine, but two things.. The overlays in the second part (after getting the master sword) are screwed up like if they didn't load the right ones.. And the silver arrows status icon doesnt appear in the right place (it's over the rupee icon). Aside these I didn't noticed anything weird.


D'oh.

that really shows how slack i've been with the testing

Fix for a headered rom (which i think you have), open up your hex editor and at following addresses change them to:
6FD0C 1E -> 2A
6FD12 1F -> 2B
6FD18 20 -> 2C
6FD1E 21 -> 2D

About that second part... I have no problems with overlays on the second part (after master sword) because i tested it with my sram file and it has the master sword... see me on msn and i'll find out what the problem is.
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Posted on 07-04-05 05:12 PM, in My w.i.p Zelda 3 Hack -Small update- Link
Originally posted by SePH
Aight the hex fix worked great, thanks one more time.

I couldn't get you on msn (must be because of our very different timezones) so I'll just post my problem here...

As for the overlay thing, words can't describe better what it does then screenshots:





That kind of thing happens after entering areas with the new overlays in part two. That's a weird thing in itself.. Might be a problem with the savestates but again I just wanted to make sure your tried it up good while testing the hack.

I can assure you that it works on my rom in "part 2" of the game.

Try doing this: Start your save from sanctuary and get to the closest forest on a save which is on part 2 (you can tell by going into the subscreen and see if it's showing the crystals or the pendants). Because that works fine for me.


Originally posted by SePH
BTW... Four dungeons left to do. Call it the rush of the century. A rush in the good terms, since I have most of them planned on paper. I'll continue to work ten hours+ a day if it can by any means faster the release. 2 dungeons in one weekend seems crazy, but in the end I'm kinda astonished dungeons were this easy compared to what I had though. In fact I find them easier then overworlds. Well they sure take more planning, but when you get the catch of understanding them, it gets done real quick.


Not when you run out of ideas

On a side note, i wish i had your motivation right now....

Originally posted by SePH
Another thing about the dungeons that I need to know through. I tested a thing on a brand new Zelda 3 rom. To change entrance 25 objects and tiles.. but when I would enter it the game would simply crash. In fact that entrance is the one with the water dungeon in it. So is there any way to edit that room without corrupting the game? So that it plays fine in game?


Entrance 25 works fine on mine, or are you refering to room 40 (which is points to) because that works fine too.

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Posted on 07-06-05 08:05 AM, in General Project Screenshot Thread Link
Random screenshots eh?

omg only i can save hyrule AGAIN!

It's my first vwf font!
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Posted on 07-07-05 06:33 AM, in Zelda: Echoes - New Area Image Link
Originally posted by Euclid
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.


He might have more but then he might just reply in there


Well that's about all you need to redo that bg3.

First thing is you need to know the ram space which it's used to draw on before it goes to the vram, which is there, secondly you need the code place which refreshes what you see during each vblank, which is also there.

The rest are just knowing what those JSRs are doing and modifiying it a lot to do what you want it to do, it'll take too long to explain what each one does but... if you know anything about how tiles are stored in vram then you'll do fine.

The great thing about that area of code is that the programmer which done is has been quite lazy, unless you're asking for a lot of details you wont' run out of space to write code in (i mean you can just take it and rewrite the code in more efficient manner and have space leftover for your own use, if that fails you can always consider the end of the rom....)
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Posted on 07-07-05 07:35 AM, in Zelda Dark Prophecy Cave contest!! Link
I'll give it a shot too

I always thought the library needs some beefing up.

The Secret of the Library

I whipped this up in about 15 minutes, Well you never said anything about having too many objects on screen (yes there's a lot of objects in the screen).

Of course the room header should have "light torches to open", you can make it a dark room too if you wish (ancient library anyone?), feel free to put whatever in the chest since this can be accessed after you have either the fire rod or the lamp.

The player would have to locate and light all 4 torches fast to get into the locked door... just some skill, nothing too ridiculous.

Enjoy.

EDIT: oh i just noticed there's a little bug on the top left room with the fences or whatever you call those, nothing too serious, also the torch in the top left room might better off be one down from the spot in the picture...


(edited by Euclid on 07-06-05 10:42 PM)
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