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05-07-24 02:23 PM
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Acmlm's Board - I3 Archive - ROM Hacking - A few Hyrule Magic (HM) questions New poll | |
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micksplacep
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Since: 06-19-06
From: Fairfax, VA

Last post: 6525 days
Last view: 6525 days
Posted on 06-19-06 06:37 PM Link | Quote
I'm kind of a noob with it, but I'm learning a lot and the guide is very helpful.

Some questions I didn't find answered in the guide:

1. Dungeon map editing - I figured out how to add new rooms but how can I edit or add the map graphics so it fits my levels? Most of the layouts there don't help me.

2. Another dungeon map question -- in the "Level #" area I found that if it's initially set at 0, and you change any part of the dungeon map, it will change it to 1, it doesn't matter if you type in 0 either; it always comes back as 1. I've tried entering different numbers since I figured out that there is a bug where you need to type in a number higher than what you actually want saved.

3. Is there any way to edit the bosses so they do not drop Heart containers? (I want to add a mini-boss in some of the levels)

4. Is there any way to edit which weapons certain enemies are weak against or invulnerable from? I used a Hex Editor and was able to edit enemies' Health, but does anyone know the offsets for damage types?

Thanks in advance for any help that you can give me.


Dude Man

Shyguy


 





Since: 11-18-05
From: Wareham MA

Last post: 6339 days
Last view: 6339 days
Posted on 06-19-06 06:44 PM Link | Quote
As for your first questions...
The dungeon layouts are compressed graphics. Uncompress with HM or lunar compress and problem solved.

HM is quite buggy so alot of dungeon header data is hard to tweak. Try to find ways around the bugs. Or fix them with a source code.

Bosses don't drop hearts in Agahims dungeon because a header called "Kill Boss Again" is applied. This header only works in Agahims dungeon although I'm sure it's pretty easy to change that with a hex editor if you know where to look.

I have no clue how to answer #4... sorry.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6330 days
Last view: 6287 days
Posted on 06-19-06 07:26 PM Link | Quote
Originally posted by micksplacep
Is there any way to edit the bosses so they do not drop Heart containers? (I want to add a mini-boss in some of the levels)
Originally posted by Dude Man
Bosses don't drop hearts in Agahims dungeon because a header called "Kill Boss Again" is applied. This header only works in Agahims dungeon although I'm sure it's pretty easy to change that with a hex editor if you know where to look.
Actually the "Kill Boss Again" tag has no effect on whether bosses drop heart containers or not - if you have a boss *anywhere* in Ganon's Tower, even in a room without the Kill Boss Again tag activated, they won't drop heart containers. The naming of that tag was just an assumption by the maker of HM, as it was only found to be used in the miniboss rooms in Ganon's Tower. The real reason that heart containers don't appear in Ganon's Tower is because in the code that makes heart containers "spawn" onto the screen, there is a special check to see whether you're in Ganon's Tower or not, and if so, the game destroys the heart container before you ever see it or have a chance to grab it.

This is in the heart container code, and has nothing to do with the Kill Boss Again tag.

Micksplacep, it seems that what you're wanting to do is make it so you can have minibosses in any dungeon, not just Ganon's Tower, right? This cannot be easily done - "getting the Kill Boss Again tag working for all dungeons," won't fix the problem, as the Kill Boss Again tag doesn't actually affect whether heart containers will drop. I have a solution, but I'll have to get back to you about it. I have an ASM patch that already allows you to choose specific rooms that you want to put minibosses in, and instead of checking whether you're in Ganon's Tower, the game checks whether you're in those *specific rooms* to tell whether to drop a heart container or not. The problem is that it's part of an ASM patch which also changes the item dropped by bosses from heart containers to heart *pieces*, and changing it so it works with heart containers again is not as simple as you might think. I may be able to edit my patch so it will work for your purposes, however - I'll get back to you about it.

EDIT: Hey, I managed to edit my patch so it'll work for you!

Download it here: minibosscheck.asm

Download the most recent version here: minibosscheck.asm (version 1.1)

And here's a mini-tutorial on applying ASM patches with Xkas: usingxkas.txt

If you have any questions about editing the ASM patch to define what rooms you want to have minibosses in, please, feel very free to contact me about it. While the patch seems self-explanitory to me, if you've never messed with ASM patches you may feel uneasy making any changes to one.

Originally posted by micksplacep
Is there any way to edit which weapons certain enemies are weak against or invulnerable from? I used a Hex Editor and was able to edit enemies' Health, but does anyone know the offsets for damage types?
As of now, if anyone has found what controls what weapon certain enemies are weak against and invulnerable from, they haven't shared the information with the community or with me. This is something I'm specifically looking for myself, so as I said before, I'll get back to you if I find anything. I promise not to forget, too.


(edited by Reshaper256 on 08-19-06 05:49 PM)
Euclid



 





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

Last post: 6294 days
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Posted on 06-19-06 11:05 PM Link | Quote
like the editor for dungeon maps is broken in the latest version, so i wouldn't bother with it.

but if you insist of fixing that level # thing, just remember dark palace dark world level 1 is like level 5 or 6 not as its written there.

Not trying to bring back the old thread about boss hearts but i'm sure my method works as well, i never had to add extra code to do it.
micksplacep
Newcomer


 





Since: 06-19-06
From: Fairfax, VA

Last post: 6525 days
Last view: 6525 days
Posted on 06-20-06 02:22 PM Link | Quote
Thanks Reshaper, you've been more than helpful! I'll try your patch (never done this before, but it looks pretty self-explanatory).

One question - it says the rom must be headerless - how do I know it is headerless and what do I need to do to fix it?

Euclid-

Actually I think the formula is (2N + 1) when N is the level# you want and the result is what you need to type in, and the problem with the level # is that I cannot get it back to 0 (for the light world dungeons).
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6330 days
Last view: 6287 days
Posted on 06-20-06 02:49 PM Link | Quote
Any ROM you download is almost certainly headered when you get it.

The easiest way I know of to make a ROM "headerless" is to simply download Geiger's SNES9x Debugger and try to open the ROM in it. It will request to get rid of the header for you in order to be able to play the game. Just accept, and the header will be removed.

That's probably not the best way to explain it, but it's how I do it.

You could also simply add a line to the ASM file, under lorom at the top (and change the message about the ROM needing to be headerless if you want), like this:


lorom

header

;Apply this patch to a ROM WITH A HEADER!


The above will make the patch work for a headered ROM, the kind you've probably been working with.

Be sure to define what rooms you want to put minibosses in, if you haven't already. The patch comes set with the miniboss rooms from the original game already in the list, but this is more to just show how the list works, and you can have as few or as many as you want, as long as you follow the instructions.


(edited by Reshaper256 on 06-20-06 04:01 PM)
micksplacep
Newcomer


 





Since: 06-19-06
From: Fairfax, VA

Last post: 6525 days
Last view: 6525 days
Posted on 06-22-06 12:25 PM Link | Quote
Thanks again; asm patch works like a charm! Only thing is that after I kill a miniboss, I cannot bring up any of Link's menus. This was fine for the original ROM because it assumes all bosses are at the end of the dungeons.
Euclid



 





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

Last post: 6294 days
Last view: 6288 days
Posted on 06-22-06 01:37 PM Link | Quote
that is what the kill boss again header is for.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6330 days
Last view: 6287 days
Posted on 06-22-06 06:05 PM Link | Quote
Hey Euclid, you're absolutely right about that. After testing it, I discovered for sure that the Kill Boss Again header's purpose is to let you have back control of the menus after killing the minibosses in Ganon's Tower. While one purposed method to fixing this problem would be to 'get the Kill Boss Again header working for all dungeons' and make sure to set that tag in your miniboss rooms via HM, I think I've found a better solution.

I simply added a line of code to the 'minibosscheck.asm' patch that behaves just as though the Kill Boss Again header has detected that there is no life in the room. When the heart container tries to come out, triggering the check as to whether you are in a 'miniboss room' or not, the new code will give you back control of the menus if it detects that you're in a miniboss room, at the same moment that it destroys the spawning heart container.

Now there shouldn't be a need to worry about tagging miniboss rooms with the Kill Boss Again tag - defining them in the list in the ASM patch should be enough. Not only that, this allows you to use the extra tag for whatever you want!

Here's the new patch: minibosscheck.asm (version 1.1)

By the way, the address that controls whether menus are enabled or disabled is $0FFC.


(edited by Reshaper256 on 06-22-06 05:08 PM)
(edited by Reshaper256 on 06-22-06 05:13 PM)
(edited by Reshaper256 on 08-19-06 05:49 PM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6287 days
Last view: 6287 days
Posted on 06-23-06 12:43 AM Link | Quote
Thanks, I was wondering what the hell that address did.
micksplacep
Newcomer


 





Since: 06-19-06
From: Fairfax, VA

Last post: 6525 days
Last view: 6525 days
Posted on 06-23-06 01:44 PM Link | Quote
Thanks for the updated patch; I got the menus working again.

Now about the dungeon layouts...
I'm trying to uncompress the graphics using zcompress, but it won't let me.

It says something like "this file either doesn't have a 200 byte header or is too small for the Zelda rom."

If I use the original ROM it works, so does that mean I have to start all over editing it again?
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6330 days
Last view: 6287 days
Posted on 06-23-06 04:54 PM Link | Quote
Be sure to keep backups of your ROM before making any changes, (or even opening it in HM for that matter.)

Of course, the most obvious problem could be that your ROM is no longer headered. You can tell by opening it in a hex-editor and looking at the first 512 ($200 in hex) bytes. All but the first line will be zeros. This is the x200 byte header, and if it's not there you need to add that extra space back, for zcompress to know where to look for the data it needs to find.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6287 days
Last view: 6287 days
Posted on 06-23-06 05:01 PM Link | Quote
is it better for a hack or ROM to be headered/unheadered?

i was asking this over in my thread, but since you guys are talking about it, ill ask here.

also, why is headered/unheadered better?
micksplacep
Newcomer


 





Since: 06-19-06
From: Fairfax, VA

Last post: 6525 days
Last view: 6525 days
Posted on 06-23-06 07:36 PM Link | Quote
Hmmm... I think my ROM is headered because when using your ASM patch I added the line "header" to it so it would work.


About the enemy info... I found this online:

http://assassin17.home.comcast.net/zelda3_guides.htm

One of them has info about attack class types (what I was asking about before). It has ASM code for the decompression routine which you might find useful.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6330 days
Last view: 6287 days
Posted on 06-23-06 07:52 PM Link | Quote
Originally posted by the_icepenguin
is it better for a hack or ROM to be headered/unheadered?

...also, why is headered/unheadered better?
For general hacking (finding data, editing gfx, using someone else's editor to create new levels, etc...) it's often more convenient to use only headered ROMs, to avoid having to switch back and forth between them. Many editing programs don't support 'headerless' ROMs, such as zcompress. While this is true in most cases, there are a few exceptions, usually when you draw nearer to ASM hacking - Geiger's SNES9x Debugger requires that your ROM be headerless before loading it.

Generally, the more ASM work you do the more you like headerless ROMs, as you don't have to subtract the x200 byte header when converting from ROM addresses to CPU addresses. I generally release my patches for 'headerless' ROMs, because it's fairly easy to figure out how to make it work for a headered ROM, and my patches are usually specialized and for people with enough intelligence to do that.

When releasing a completed hack to the general community, however, I would be sure to release a patch for a headered ROM, as many people who I would expect to play the hack are generally not ROM hackers who would understand the difference.

Originally posted by micksplacep
Hmmm... I think my ROM is headered because when using your ASM patch I added the line "header" to it so it would work.
Hmm... If you would be willing to tell me what changes you've made to your ROM so far, I may be able to help more. I tried applying the patch I gave you to a new, unaltered, headered ROM, and zcompress still worked fine for me, so I don't think it's my patch that's causing the problem. You can just PM me if you don't want everybody to know what you've done so far in your hack, I promise not to share it with anyone.

Originally posted by micksplacep
About the enemy info... I found this online:

http://assassin17.home.comcast.net/zelda3_guides.htm

One of them has info about attack class types (what I was asking about before). It has ASM code for the decompression routine which you might find useful.
Thanks, but I've already seen those documents.

Feel free to send me anything else you think I'd be interested in, though.
micksplacep
Newcomer


 





Since: 06-19-06
From: Fairfax, VA

Last post: 6525 days
Last view: 6525 days
Posted on 06-26-06 01:57 PM Link | Quote
Originally posted by Reshaper256


Originally posted by micksplacep
Hmmm... I think my ROM is headered because when using your ASM patch I added the line "header" to it so it would work.


Hmm... If you would be willing to tell me what changes you've made to your ROM so far, I may be able to help more. I tried applying the patch I gave you to a new, unaltered, headered ROM, and zcompress still worked fine for me, so I don't think it's my patch that's causing the problem. You can just PM me if you don't want everybody to know what you've done so far in your hack, I promise not to share it with anyone.


It wasn't your patch. I've made a lot of changes, but I also kept old copies whenever I made a major change. So I went back through the old copies in zcompress to find the problem.

Unfortunately, as it turns out, the zcompress problem cropped up after one of my very first changes, editing the first dungeon (Hyrule Castle) in the light world. In HM, if I went to the ROM Information page, it said "Expansion Size: 0", but after the screw-up, it said "Expansion Size: xxxx (it was something like 1400).

My guess is that it's because in one of the rooms I deleted one of the staircases in the room header and that's what did it. This would have freed up extra space in the ROM. I only say that because the Expansion Size seemed to get bigger when I did the same thing again for the Desert Palace (removed a staircase from a room header).

Also if I opened the ROM in Hexecute the file size only got bigger for each of those two incidents. So I'm not sure what did it, but it seems very likely that was it. I am going to try to start with a fresh ROM and try just removing a staircase and see if it screws up but I haven't had time yet.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6330 days
Last view: 6287 days
Posted on 06-26-06 10:34 PM Link | Quote
Hopefully you can get your most recent version to work again. Good luck!
Euclid



 





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

Last post: 6294 days
Last view: 6288 days
Posted on 06-26-06 11:09 PM Link | Quote
you have no idea why HM expanded your rom?

That's because it's trying to find space to fit those new dungeon data of yours.

Expansion size is not a problem, it's actually good because it shows HM is working with the end of file whereas for most of us we're stuck because HM doesn't use the space at the end, if you still want to use zcompress, lunar expand it to like 1.5mb then header your rom and it'll work fine, do note that after saving in HM again it'll go down to 1.0mb+expansion size.
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