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05-02-24 04:06 AM
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Acmlm's Board - I3 Archive - ROM Hacking - TLZ LttP GBA New poll | |
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DarkPhoenix

Red Goomba


 





Since: 12-27-05

Last post: 6286 days
Last view: 6286 days
Posted on 07-18-06 02:04 AM Link | Quote
I decided to give hacking the GBA version a swing, in the interest of possibly using more colors on the HUD and pause screen. Granted, I haven't gotten around to that yet, as unLZ-GBA has been unfriendly to me, and I'd rather hack and debug than write something else right now. I haven't seen this sort of things posted anywhere for the GBA version, so I figured I would.
A little more to the point - I was going to wait a little longer before posting this, but I figure there wouldn't be much benefit to it:
The IPS/Screenshot:
- The HUD is rearranged to be more like OoT/WW
Note the numbers by the item...those are the bomb and arrow
counts. I haven't really finished what I want to do with it, this
is more just a proof of concept.
- Link's sprites more closely reflect the pre-release shots from
Four Swords Adventures (before they decided to use the ugly
Minish Cap sprites) and the bunny is grey.
- Link's palette doesn't change when he becomes the bunny,
so his clothes always match. This works because of the
way I redid Link's palette.
More importantly, the .txt file:
- I added some notation and commentary to my notes...
It should have everything you need to modify the HUD. Even
some info on how to move the rupee count to the bottom
of the screen.
- Should (hopefully) be useable by anyone who's got some
experience with a hex editor. The notes on the functions are
somewhat aimed at people who've looked at the SNES version.
Feel free to correct me on anything that's blatently wrong. They're my notes, I'm sure they're far from flawless.

Attachments

Zelda WIP.ips (10026b) - views: 37
ZeldaGBAinfo.txt (12183b) - views: 52
NEONswift

Bee








Since: 11-18-05

Last post: 6283 days
Last view: 6282 days
Posted on 07-18-06 08:51 AM Link | Quote
Very cool. *downloads*.. Been looking a lot at the GBA Zelda's of late.. pity i dont know a thing about GBA ASM. I was making the assumption that the amount of colours for the HUD was 16 colours anyway. I thought that each layer by default was 16 colours. Shouldnt it just be a matter of adding in more colours to the gfx?
DarkPhoenix

Red Goomba


 





Since: 12-27-05

Last post: 6286 days
Last view: 6286 days
Posted on 07-18-06 10:33 AM Link | Quote
Yeah, on GBA everything is 4bpp. Unlike on the SNES, where you're restricted by the encoding of the graphics, all you have to deal with is the LZ77 compression, and there's a decent bit of extra space in the palettes, so it wouldn't be hard at all to make a more colorful HUD.

One reason I made the text file was because I was a little surprised at how easy it was to move from the SNES vesion to the GBA version. Since it's ported, not emulated, I figured more would be different. Moreover, the structure of the GBA and the built in tools on VBA make it a lot easier to find things. If you're familiar with SNES ASM, it shouldn't be too hard to pick up on GBA ASM - I didn't know any of it a week ago. There's a link on that text file for a THUMB reference card, that's pretty much all you need to be able to read through the code.
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