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05-18-24 04:39 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Sword v0.0000001
  
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Trax
Posts: 4/77
Oh well, I guess Zelda can't possibly be as popular as SMB3, right ?

Anyways, the major traphole about the overworld resides in the palaces and their respective pointers. If the order of the palaces are modified, your code must be aware of this, because North Palace never turns to rock, so it must be skipped when it comes to assigning coordinates pointers to palaces.

In Western Hyrule, you have 4 palaces, including one to skip (North Palace).
In Eastern Hyrule, you have 3 palaces, including one to skip (Great Palace), and one that is hidden in the desert (6th Palace), which makes it extra hard because you need to reserve a single desert unit to allow the palace to appear at this precise location.
In Death Mountain, there's only the 4th Palace.
Trax
Posts: 3/77
Actually, I think Death Mountain/Maze Island area's height is less than the 2 others (unless you use very long stripes of terrain all the time). But I'm pretty sure they all have the same width. I use a matrix of 64X1 at the beginning, and I add rows as the regions are added to the matrix. This way, the matrix is always the right size, no matter the height...

I just realized that there are 4 places in West Hyrule where two groups of the same kind of terrain are adjacent without the first being 16 tiles long (0xF?). This makes the original ROM yield 797 groups instead of the allowed 801. I spend some time on that "problem", thinking it was en error in my algorithm...

By the way, I did some research about the overworld palettes, and it seems that some of them are shared by more than one tile. For example, the color at 0x1C471 is used for road, mountain, rock, cemetery, bridge and spider...
Arthus
Posts: 103/142
Not at the moment, I have learn how to get data from the picture's hDC, but once I can, i'm sure it wouldnt be too hard...
Shadic
Posts: 179/528
This topic makes me happy, I'm just going to pray that a good editor comes out with this.

I have hope..

And Arthus, can you save the changed levels yet?
Arthus
Posts: 102/142
Mine currently loads up from the GIF tiles, the alforithm is there and it all works, but I don't have that "Groupes: 801/801" thing at the bottom.

Surprisingly, all 3 maps are the same size in X and Y, I found that to be startiling, so there was actually no need to modify the widths.

Also, I can load all three maps with my editor at the moment.
Trax
Posts: 2/77
Having made an editor like yours some time ago, I suggest that you use separate gif files for all 16 tiles, using the default graphics, and concentrate on the algorithm. And THEN, when everything is fine (loading, saving, etc), try to make your editor take the graphics from the cartridge itself...

That's funny because your editor is almost exactly like mine, except for the "current" tile...
See by yourself : http://www.bwass.org/divers/z2me.jpg

I'm currently rewriting the entire code from my old project. Although I use Obj-C, I think the algorithms can be quite similar. Drop me a line if you need help with algo...
Mega-Dog
Posts: 37/72
I gave you all the TSA and Pattern Table locations with colors a long time ago. I don't think I have them anymore...

Also sometime if possible I would like to see your VB code and I could possibly give you some of my routines to clean up your editor better.

I was planning on releasing FatCamp today so everyone can see my new rendering speed and such, but there is a small glitch so no release till i get back in town.
Arthus
Posts: 95/142
Yea the tiles as a whole. I know where they are as well, but I can't seem to load anything remotly like it.
Ice Ranger
Posts: 59/85
Originally posted by Arthus
Yes it will, that's the whole point of loading from the game.

And yes I do plan to have a side-screen editor. I'm just sick of trying to load these tiles from the ROM.


Do you mean the tiles as a whole or tiles as the four 8x8 pixel parts that make one 16x16 area? I have the locations of the 8x8 pixel parts on datacrystal. (work was going into finding the rest of the 8x8 tiles that make up blocks, but the work is increadibly tiresome).
Arthus
Posts: 88/142
Yes it will, that's the whole point of loading from the game.

And yes I do plan to have a side-screen editor. I'm just sick of trying to load these tiles from the ROM.
Shadic
Posts: 178/528
Originally posted by AlexAR
Are you planing on building a level editor to edit the towns and dungeons? That would be real fun to use. Keep up the good work.


I don't know much, but I think I recall him saying something about doing that as well.

I'm not sure though, guess Arthus' say would be the one to consider.

Anyways, once you figure out how to load the tiles, it will accept custom graphics then, right?
AlexAR
Posts: 38/226
Are you planing on building a level editor to edit the towns and dungeons? That would be real fun to use. Keep up the good work.
Arthus
Posts: 77/142
Not at the moment, I'm still figuring out how to load the Tiles.
Shadic
Posts: 176/528
Yes! This is what I had prayed for it to be prior to reading the topic!

The interface is nice and simple, but I must wonder if this actually edits the ROM file yet? If so, awesome.
Arthus
Posts: 76/142
Yes, there is progress... For all of you who don't know what Sword is, It's my WIP Zelda II editor.

I'm currently learning how to load tiles from a ROM. ATM they currently load from GIFs. But that was to see if my tile generate code was correct.

This is a current screen of what the overworld editor will look like. And yes, that is what it currently generates.
Acmlm's Board - I3 Archive - ROM Hacking - Sword v0.0000001


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