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04-27-24 08:30 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda 3: entrance and exit issue New poll | |
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Deflaktor

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Since: 12-10-05
From: Germany

Last post: 6313 days
Last view: 6277 days
Posted on 10-28-06 12:02 PM Link | Quote
yeah, but how to set this bits?? and which adress are they?
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-28-06 10:08 PM Link | Quote
http://math.acmlm.net/Zelda_SRM_ReferenceV4.log

Look for "overworld event information"

Since $7EF000 is the start of what will eventually go into SRAM, this data lies at $7EF280 to $7EF2FF. Working in an .srm file works similarly.

As for how you'd set the bits, I'll use Misery Mire as an example. Say you wanted to make it so that, after doing a certain thing, Misery Mire entrance would be revealed, but the thing you did would be done outside of the Misery Mire overworld area (Swamp of Evil). The proceses of revealing the entrance in real time is a little more involved and actually uses several different overlays being drawn in succession. That's what you see if you use the Ether Medallion in the original game to open it up. However, suppose you have some trigger in overworld area $7A that causes the entrance to be revealed. You'd have to use code somewhat like this:

PHP ; store processor state

SEP #$30 ; makes X, Y, and A registers all 8-bit.

LDX #$79 ; This is the offset in $7EF280 for Misery Mire's data
LDA $7EF280, X
ORA #$20 ; This sets the bit for the entrance overlay to be drawn.
STA $7EF280, X

PLP ; retrieve original processor state
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6313 days
Last view: 6277 days
Posted on 10-29-06 05:08 AM Link | Quote
ok thanks, that would help a lot
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