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Acmlm's Board - I2 Archive - - Posts by Euclid |
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Euclid Cheep-cheep Level: 23 Posts: 161/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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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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Euclid Cheep-cheep Level: 23 Posts: 162/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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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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Euclid Cheep-cheep Level: 23 Posts: 163/193 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 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) |
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Euclid Cheep-cheep Level: 23 Posts: 164/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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$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). | |||
Euclid Cheep-cheep Level: 23 Posts: 165/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Another 4 month bump??? this is ridiculous. You should check the zelda - gates of time thread. |
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Euclid Cheep-cheep Level: 23 Posts: 166/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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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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Euclid Cheep-cheep Level: 23 Posts: 167/193 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 Squash Monster 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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Euclid Cheep-cheep Level: 23 Posts: 168/193 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 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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Euclid Cheep-cheep Level: 23 Posts: 169/193 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 dont' really need this fix unless you got plans which you'll be a bunny in the dark world... | |||
Euclid Cheep-cheep Level: 23 Posts: 170/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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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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Euclid Cheep-cheep Level: 23 Posts: 171/193 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'm sure that won't be a problem... it's just words. | |||
Euclid Cheep-cheep Level: 23 Posts: 172/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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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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Euclid Cheep-cheep Level: 23 Posts: 173/193 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 Jigglysaint 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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Euclid Cheep-cheep Level: 23 Posts: 174/193 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 beneficii 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 |
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Euclid Cheep-cheep Level: 23 Posts: 175/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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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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Euclid Cheep-cheep Level: 23 Posts: 176/193 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 SePH 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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Euclid Cheep-cheep Level: 23 Posts: 177/193 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 SePH 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 Not when you run out of ideas On a side note, i wish i had your motivation right now.... Originally posted by SePH 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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Euclid Cheep-cheep Level: 23 Posts: 178/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Random screenshots eh? It's my first vwf font! |
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Euclid Cheep-cheep Level: 23 Posts: 179/193 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 Euclid 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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Euclid Cheep-cheep Level: 23 Posts: 180/193 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'll give it a shot too I always thought the library needs some beefing up. 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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Acmlm's Board - I2 Archive - - Posts by Euclid |