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04-27-24 02:39 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda 3: entrance and exit issue New poll | |
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Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 03:52 AM Link | Quote
I'm trying to add a door to Hyrule Castle (Link's room, where you start). When I exit the house, everything is fine, I end up where I'm supposed to end up.

I'm going from room 260 (beginning) to overworld Area 1B (Hyrule Castle) and I'm using a door like the east and west upper wing of the castle (to get outside on the castle wall).

The problem is, when I leave Link's room, the door won't animate (openup). I just walk through the door for some reason. When I go back in, it opens up just fine. the problem only occurs when I enter the area through it.

Does anyone know how to make this door animate when I enter the Hyrule Castle area with it?


(edited by Souledge on 10-26-06 02:59 AM)
(edited by Souledge on 10-26-06 02:59 AM)
(edited by Souledge on 10-26-06 03:15 AM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-26-06 06:20 AM Link | Quote
Not sure exactly what the problem is. Can you start from a fresh rom and produce the behavior in maybe 3-4 steps without modifying anything else? If you can give me that I might be able to help you.
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 08:06 AM Link | Quote
k, i'll try:

1st: Open Area 1B (Hyrule castle)

2nd: Click select and select the upperleft door of Hyrule castle (on the roof of the castle) and click copy.
Now paste the door in the map (use grid for reference). 8 grids vertically and 10 grids horizontally. I also made the castle bigger to make the door fit into the castle.

3rd: I went to link's house,and memorised the entrance (01) and exits (0003 and 0104). I erased them there, and put them into the door I just created, in the same manner as the other entrances & exits of the palace doors.

4th: I double clicked 0003 and 0104 and changed the settings there to:
- normal door : None
- Fancy door: Palace
I don't think the X and Y posisitions matter, because link shows up in the right spot. only problem: he walks merged with the wall he comes out from and through the door that should open (view attachment)

As you can see below, he shows up there and walks further down through the door without opening it first.

Did I forget to do something?

Attachments




(edited by Souledge on 10-26-06 07:10 AM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-26-06 09:01 AM Link | Quote
Using a scientific principle of control (modifying only certain things while leaving other things constant), you would see that you are in fact wrong that the X and Y coordinates don't matter. Unknown 1 and Unknown 2 don't seem to effect any of this behavior. As for calculating what the X and Y coordinates should be... well that doesn't seem that intuitive. However, if you turn on "grid" and also check the "overlays" box you basically find the coordinates as detailed below. (This combination of checkboxes makes the grid chop up the screen into 16x16 boxes instead of 32x32 ones.

start counting in each direction from the upper left. The coordinate you need is the 16 x 16 pixel box that the upper left quadrant of the door resides in. The first square on the left is zero, then the next is one, and so on. Count up until you reach the upper left quadrant of the door and you will have your answer. e.g. if you have to count to box 19 from the left then the X coordinate is 19. Shame seph3 didn't take the hassle out of doing this.


(edited by MathOnNapkins on 10-26-06 08:02 AM)
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 10:12 AM Link | Quote
Thanks man! That solved the issue of the door not opening.

Altough I counted the grids manually (1,3,5,7,9,...) since I can't seem to find that "overlay" checkbox you were talking about. My version of HM is 0.962, perhaps there is a newer version?

Also, the problem of Link showing up on the wall instead of coming out from under the wall, is still there (like in the picture above).
Any suggestions for that?


(edited by Souledge on 10-26-06 09:25 AM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-26-06 10:41 AM Link | Quote
I'm not big on how the overworld works, but I do know this - the internal SNES hardware is such that each tile is set to have priority over certain thing and some are not. This is not necessary hardcoded into Zelda3, but it is "hard data-ed," if that's even a word. To solve that problem I just copy pasted the structure from the top corners of that section (where the existing doors are). Those specific 32x32 tiles would obviously be known to have priority over sprites, whereas, say, the blue floor would not have priority, which is why you see Link instead of him slipping beneath a blue opaque cloud . Basically, use tiles that are known to obscure Link b/c that is your best option at this time. Other options may come about later since I'm working on an editor but it's not even close to being done.
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 11:02 AM Link | Quote
Thanx again, that did it.
Orochimaru









Since: 11-18-05

Last post: 6294 days
Last view: 6278 days
Posted on 10-27-06 02:18 AM Link | Quote


^^ For overworlds it's really easy, just don't forget the "In front" checkbox. (Blue rectangle)
Right click on all of them (Red square) and make sure all the tiles you want to be over Link have this setting.
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-27-06 07:02 AM Link | Quote
Could you tell me where I could find this "16x16" block editor? I really think I have old version of HM, since the 16x16 grid isn't in it, as well as the "graphic schemes" folder in HM's main tree.

Would you mind sending me your version of Hyrule Magic?

Souledge4458@hotmail.com

Tx
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-27-06 07:32 AM Link | Quote
Double click on the right hand side in the overworld editor on a particular 32x32 block. Then in the right hand side of that dialog box, double click on a particular 16x16 block. I would think that your version should have this.
Orochimaru









Since: 11-18-05

Last post: 6294 days
Last view: 6278 days
Posted on 10-27-06 07:39 AM Link | Quote
The 16x16 grid does exist in the normal HM, you just have to do a certain manipulation to get to it, here's how:



1: Select the tile you wanna have "in front", right click on it (Red)
2: Now it goes to the same tile on the right section, double click it (Blue)



That brings up a new window, the 32x32 tile editor.

3: Right click on the tiles you want to be in front, one at a time (Red)
4: Double click on the same tile on the right (Blue)



Voila! You're now in the 16x16 tile editor.

5: Right click on the tiles (Red) and make sure they all have "in front" (green)
6: Repeat steps 3, 4, 5 for each 32x32 tiles you wanna have over the sprites.

That may seem like a long process but it goes pretty faster then that once you got the hang of it

Edit: haha MoN beat me to it XD


(edited by Orochimaru on 10-27-06 06:40 AM)
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-27-06 07:58 AM Link | Quote
Tx, both of you
I'll keep this in mind for future references. I used MathOnNapkins' suggestion to copy the part where Link already is under the block. But now I know how to make new blocks as well. Tx again

I'd still like to see if your version is different since I don't have the 16x16 grid (overlay checkbox) and "graphic schemes" directory. So I'd appreciate if you could send it anyways
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-27-06 08:29 AM Link | Quote
Here, try this out

Attachments

HMagic.rar (254604b) - views: 78
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-27-06 08:39 AM Link | Quote
As I suspected, the version number is the same, but now the overlay checkbox and graphic schemes menu is added.
Tx a bunch
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6320 days
Last view: 6277 days
Posted on 10-27-06 02:23 PM Link | Quote
Wow, I didn't have the newest version either. Thanks MON.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6313 days
Last view: 6278 days
Posted on 10-27-06 03:33 PM Link | Quote
whats the deal with that overlays? how to use them?
Souledge

Octorok








Since: 10-24-06
From: Limburg, Belgium

Last post: 6382 days
Last view: 6382 days
Posted on 10-27-06 05:36 PM Link | Quote
Well, I learned it can be used together with the "grid " checkbox. When both checked, you get a 16x16 grid, which makes it easier to find the X and Y position for certain events (like opening a fancy door f.e.)

But when I make changes to the map when the overlay is checked, it reverts back to normal as soon as I uncheck the overlay. Also when I test it ingame, the changes I made on the overlay don't show up. Why is this?
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6290 days
Last view: 6277 days
Posted on 10-27-06 05:52 PM Link | Quote
My guess would be that you'd have to click on the tile again to change it after making changes to it. I'm not sure though, but it's worth a shot. If not, you can always read the readme (if it comes with one...).
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6313 days
Last view: 6278 days
Posted on 10-27-06 06:54 PM Link | Quote
well, i think they are used in combination of events. for example when a rock is lifted and below is a staircase, the game saves this and tells the overlay to overlay this rock everytime it is shown. but how to call this "events"??
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-27-06 08:03 PM Link | Quote
The revealing of the entrances to Turtle Rock and Misery Mire (among others) are considered overlays. In the data for overworld areas there is a set of bits that controls whether an overlay is "pasted" over the old graphics if certain bits are set. e.g. if you open Misery Mire, it will paste over with the opened entrance tiles rather than the ominous face looking tiles.
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