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05-05-24 03:51 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Zelda3 - Time + Day/Night system (IPS included) New poll | |
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Deathbringer

Goomba








Since: 08-29-06
From: C.T.

Last post: 6404 days
Last view: 6286 days
Posted on 08-30-06 02:51 AM Link | Quote
This seems....interesting. I would keep my on this but....I never was that interested in Lttp myself. Good job.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 09-02-06 12:04 PM Link | Quote
Well, I'm back from a week of sunny holidays and it seems that I'll have quite some work to do
I think I'm first going to grab a copy of BS-Z3 to take a look at its weather/time system, I don't remember having noticed it when I tried it (I probably hadn't played long enough).
Thank you very much MoN and d4s, you guys always rock when it comes to help with assembly

BeeRad277: Actually I already had the idea of having the different parts of the game being day/night etc. when I decided to create the day/night system ; for now I'm just focusing on having the graphical effect working and then I'll play with the different events to do/activate according to the time in the game. Thanks for the comments anyway!
BeeRad277
Newcomer


 





Since: 08-26-06

Last post: 6454 days
Last view: 6454 days
Posted on 09-02-06 05:21 PM Link | Quote
No prob. Btw, if you want to see the weather effects, I'm pretty sure they start to change at 18:00 so you might want to use turbo mode to get there. Its pretty cool how some of it works. For example, if you stand by the witches shop, you get to see her pick up her pot and go inside as soon as it starts raining. And if your already inside, then you see her walk into the shop, set down her pot and continue to stir whatever it is shes making. Anyways, you might not be as entertained by that as I was. I just think its the coolest thing.
noha420

Paragoomba








Since: 05-17-06

Last post: 6287 days
Last view: 6337 days
Posted on 09-02-06 06:13 PM Link | Quote
Wait, so the BS Zelda (Ancient stone tablets) had a day/night/weather system in it? The game with all the missing dungeon GFX? I hadn't noticed that. Jasp: if you get far enough along, do you plan on adding random weather changes (rain), or will that be a whole new can of worms? Btw, great work so far!
BeeRad277
Newcomer


 





Since: 08-26-06

Last post: 6454 days
Last view: 6454 days
Posted on 09-02-06 06:37 PM Link | Quote
Just weather. Oh and its 18:21 when the weather starts changing.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 09-03-06 01:08 PM Link | Quote
The routine is slowly progressing but I'm having a problem :
say I'm in bank $0E ; when executing ADC $1234, the effective address will be $00:1234 whereas I want it to be $0E:1234.
It seems I'm having trouble understanding the Data Bank Register/Byte, so if anyone could explain it a little better than the docs to me it would be grantly appreciated!
I'll take a break for now anyway
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^(

Last post: 6285 days
Last view: 6285 days
Posted on 09-03-06 07:51 PM Link | Quote
Try ADC $0E1234.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 09-03-06 09:24 PM Link | Quote
Originally posted by HyperHacker
Try ADC $0E1234.

Unfortunately, ADC $0E1234,y doesn't exist (I know I should have mentionned the ,y ) ; but nevermind, I found a way to just use ADC $0E1234,x without altering everything. The routine works nicely, though I still have to find a way to change MoN's overflow detection since the colors seem to get strange when this happens...
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6285 days
Last view: 6285 days
Posted on 09-03-06 10:06 PM Link | Quote
Any address in Lo-Rom that has the local part less than $8000 is mirrored to bank $7E. (This is a generalization, for our purposes, banks $00-$3F have their lower halves mirrored to bank $7E's lower half.

Anything else accesses ROM, unless it happens to be a RAM bank itself ($7E or $7F).

But that doesn't seem to suggest you are wrong in asking your question, b/c you probably pulled $0E:1234 out of your ass. So I'm guessing the local part of the address you're thinking of is $0E:XXXX where XXXX >= 0x8000. To change the data bank register you do the following:

SEP #$20 ; Accumulator is 8 bit.
LDA #$06
PHA ; pushes the value $06 onto the stack
PLB ; pulls ( / pops ) the value $06 off the stack into the Data Bank Register.

Though, if you want to use the Y register, I'd suggest looking at Long Indirect address mode with stuff like

LDA [$xx], Y
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 09-04-06 05:02 PM Link | Quote
Okay, here's my progress so far :
Take a look at the current code here
It is probably very messy and not much optimised, but it works!

Screens of it in action :


Things to fix :
* background color write
* a mosaic bug that appears and screw the palettes when entering forests
* palette loading when using a warp
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6287 days
Last view: 6285 days
Posted on 09-04-06 05:13 PM Link | Quote
This looks much better than your original version, congratulations. As if it could have been a feature in the original game, quite simply...
acillatem98

Crow








Since: 11-18-05
From: Barberton, Ohio

Last post: 6290 days
Last view: 6286 days
Posted on 09-05-06 04:29 PM Link | Quote
This is very good. I like the fact it is for my favorite game too.

I cant wait to see the final product.
eternaldragonx

Goomba
gtfo


 





Since: 02-18-06

Last post: 6332 days
Last view: 6293 days
Posted on 09-05-06 06:39 PM Link | Quote
shaping up to be very nice keep it a just a few more tweeks and your golden
grudge1981
Newcomer


 





Since: 07-11-06

Last post: 6451 days
Last view: 6451 days
Posted on 09-06-06 02:34 AM Link | Quote
looking good man.... wishing you luck on the weather system....
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 09-06-06 02:17 PM Link | Quote
Well I'm quite proud to announce to you guys that the system seems finished!
I had to re-write the code once again to add the effect to the buffer palette (whereas it was added to the on screen palette) so that it would work with mosaic, HDMA, etc.
I also fixed that damn background color, especially on subscreen layer areas (such as the pyramid, it has been a pain to find out that there was a transparent bg color ).
So after hours and hours and hours of coding, the code seems stable and ready to be implemented anywhere!

Download the full package here (ZIP file)

A little gif anim to preview the cycle (not as in the game since there aren't enough colors in a gif file) :



Ideas that may be added :
- weather system
- item to switch from night to day & inverse
- events related to the hours (such as different sprites on overworld for night)

Any questions/comments/bug reports are welcome!


(edited by JaSp on 09-06-06 03:33 PM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6328 days
Last view: 6285 days
Posted on 09-06-06 03:31 PM Link | Quote
The link seems broken to me. Fix it, I have to see this.
Prince Kassad

320
As you wish.








Since: 06-30-06
From: nowhere

Last post: 6286 days
Last view: 6286 days
Posted on 09-06-06 03:32 PM Link | Quote
Remove the board.acmlm.org and it works fine.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6328 days
Last view: 6285 days
Posted on 09-07-06 08:11 PM Link | Quote
I have to say, the completed patch is quite impressive. The changes in palette do seem a little abrupt, but I suppose it would be possible for me to have a more gradual change from day to night by updating the palettes at smaller increments than once per hour, with less change in the palettes per increment. Thanks for releasing the source along with it, I'll most likely build onto it myself in the future. Again, this is great.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 09-07-06 11:32 PM Link | Quote
I like it!


I found a bug though.


If you look at the Overworld map at night, then close it, Link will turn bright. As if it were day. But he will turn dark again everytime it gets darker. Anytime you look at the map though, he goes bright again.

Also, will the map show if it's Day or Night? Instead of always being bright?
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 09-08-06 09:56 AM Link | Quote
Fixed & updated ; the map screen will now be tinted the same way as the overworld and Link's palette won't be brighter. Please re-download the archive.
Thanks for the bug report
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