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05-03-24 02:47 AM
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Acmlm's Board - I3 Archive - ROM Hacking - How to change the item names in Zelda 3? New poll | |
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Jogilius
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Since: 12-15-05
From: Helsinki

Last post: 6709 days
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Posted on 12-15-05 05:04 PM Link | Quote

I thought I had already registered to this forum and posted a thread regarding the same problem (although I was trying to approach it from a more general perspective by asking what hexeditors to use and so on) several months ago (summer maybe), but now I couldn't find the thread nor my name in the members list... oh well...


Any way, I took a break from the project since I've been busy with school and other things, but now I thought I could check this out again. I tried to use Hexecute to edit the item names, but I never succeeded. It found some of the item names when using the finding tool but changing the code didn't change a thing in the game.

I'm also wondering why does it sometimes say "not enough space for monologue" even if I make some of the lines SHORTER than they were. Quite annoying really, especially when you've changed a lot of lines and then you can't save the changes.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

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Posted on 12-15-05 08:54 PM Link | Quote
The messages which tells you what item you got can be changed in the monologue.

The messages in the menu starts at 0x6F1C9 (unheadered rom address), each 32 bytes is a message block, 16 bytes for the top row of the text, 16 bytes for the bottom.

Each letter is 2 bytes each, i think it's in that snes ppu format thing but i'm not entirely sure, play around with it (i think the first 32 bytes is "bow" and the one after that is "boomerang")

I'm not sure why you run into problems with the monologue, never had that problem myself, save often is probably the best advice i can give.
Omega45889

Shyguy


 





Since: 11-18-05

Last post: 6316 days
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Posted on 12-16-05 01:09 AM Link | Quote
Yeah, there is a limited amount of space for the text in Zelda 3. You might try expanding the rom... not sure if that would help, but its worth a shot. I myself have never had that error, but i have heard of it. I would suggest giving Lunar Expand a try on a backup rom, and perhaps trying to use the expand feature built into HM. Its not an option or anything, HM just expands the rom as needed, but only once when you play around with the OW and dungeons. This is a source of a lot of errors in it, cause i think its supposed to expand as needed, and not only once. Either way, its worth a shot.
Jogilius
Newcomer


 





Since: 12-15-05
From: Helsinki

Last post: 6709 days
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Posted on 12-16-05 04:12 AM Link | Quote
Originally posted by Omega45889
Yeah, there is a limited amount of space for the text in Zelda 3. You might try expanding the rom... not sure if that would help, but its worth a shot. I myself have never had that error, but i have heard of it. I would suggest giving Lunar Expand a try on a backup rom, and perhaps trying to use the expand feature built into HM. Its not an option or anything, HM just expands the rom as needed, but only once when you play around with the OW and dungeons. This is a source of a lot of errors in it, cause i think its supposed to expand as needed, and not only once. Either way, its worth a shot.

Well, Actually I've know finished with the monologue. The thing I'm just wondering most, is the fact that sometimes it gives the error even though I've shortened the total length of lines. Of course shortening them generally helps but I guess it would seem like different letters have different "weights". I did a english -> finnish translation and made custom letters for ä and ö, and when I just changed the existing a's and ö's to ä's I had to shorten the lines a lot!

Originally posted by Euclid
The messages in the menu starts at 0x6F1C9 (unheadered rom address), each 32 bytes is a message block, 16 bytes for the top row of the text, 16 bytes for the bottom.

Each letter is 2 bytes each, i think it's in that snes ppu format thing but i'm not entirely sure, play around with it (i think the first 32 bytes is "bow" and the one after that is "boomerang")


M'kay. This should help a bit, although it must be a pain in the ass to change things into what you actually want them to be this way. Thanks any way. I'll try it out a bit later.



edit:
Another thing... anyone else had the bug that when playing a modified Zelda 3 and Ganon pounds the floor causing a quake the screen tilts to a weird position with Link perhaps inside a wall and then nothing happens: the trembling sound just stays there along with the background music.

And, hmh... in Hexedit or XVI32 how can I find for example where for example the string hookshot or bomb is located? It just doesn't seem to find anything.


(edited by Jogilius on 12-16-05 06:14 AM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6283 days
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Posted on 12-16-05 11:31 AM Link | Quote
To edit the graphics for the items that show up in the status screen you'll have to decompress them and edit them with a tile editor, then recompress them. Zcompress can help, but I'm not sure what happens if the edited version is larger (it might not fit, even after compressing).

edit: actually what I meant was if you wanted to edit the ones that are dictionary items as opposed to letters. The items that use "squished" looking text use special tiles that fit more letters into each tile. But if you want to edit items that don't use that kind of text, take Orochimaru's advice.


(edited by MathOnNapkins on 12-16-05 10:33 AM)
Jogilius
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Since: 12-15-05
From: Helsinki

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Posted on 12-16-05 11:40 AM Link | Quote
Originally posted by MathOnNapkins
To edit the graphics for the items that show up in the status screen you'll have to decompress them and edit them with a tile editor, then recompress them. Zcompress can help, but I'm not sure what happens if the edited version is larger (it might not fit, even after compressing).

edit: actually what I meant was if you wanted to edit the ones that are dictionary items as opposed to letters. The items that use "squished" looking text use special tiles that fit more letters into each tile. But if you want to edit items that don't use that kind of text, take Orochimaru's advice.


I don't want to change the look of the items, just the names. I've done everything that can be done with the Hyrule Magic editor, so I've translated the "squished" looking text (bug-catching net for example).
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 12-16-05 12:08 PM Link | Quote
That 'too long' thing may be a bug, but it's more likely dictionary compression. Commonly-used words (or groups of words/letters like 'ou') can be represented by one byte, so your text ends up being bigger when compressed.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

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Posted on 12-16-05 12:11 PM Link | Quote
Yeah it does have a dictionary. And you can edit it in Hyrule Magic.
Jogilius
Newcomer


 





Since: 12-15-05
From: Helsinki

Last post: 6709 days
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Posted on 12-19-05 11:25 AM Link | Quote
Originally posted by MathOnNapkins
Yeah it does have a dictionary. And you can edit it in Hyrule Magic.

I don't quite understand the purpose of the dictionary. I mean if it's supposed to enable packing the entire dialogue to a smaller space, why do some of the words have duplicates ('and' for example)? And how can a word of only two characters help anything... um... well yes, I guess it can if referring to the dictionary item takes the same space (one byte) as one letter. But why the duplicates?

Any hints on how to find a word in the hexcode?


(edited by Jogilius on 12-19-05 10:31 AM)
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