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04-27-24 09:01 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda 3 (HM): townspeople sprites messed up 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 08:23 AM Link | Quote
I want to relocate the town from an overworld area to a dungeon Area. In principle, this is not so hard to do, if you keep the palette and blockset the same as in the houses in the original town. If they are not, the sprites of the townspeople turn into misformed creatures (view below)

The thing is, is it possible to change the palette & blockset, and at the same time, keep the townspeople from turning into the "things" below? If so, how?

I currently use palette 57 and blockset 4 for this room and would like to keep it that way

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MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
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Posted on 10-26-06 09:19 AM Link | Quote
You can mess around with the feature called graphic schemes a bit to tweak everything to your liking. I don't know if something that drastic is necessary though... you might have some luck just toying around with the sprite gfx # in the dungeon editor.
Souledge

Octorok








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

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 10:04 AM Link | Quote
how should I approach that? I know that you can right-click, and then select "edit other blocks" but I don't exactly know what to do.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
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Posted on 10-26-06 10:45 AM Link | Quote
On the main part of the expanding tree in HM's user interface, at the bottom is "graphic schemes." I wasn't even totally aware of what it did until Orochimaru pointed it out to me about a month ago. Basically you'll have to play around until you find the sprite graphics that go with what you want. I'm not too knowledgable about the particulars, and it's somewhat irritating that seph3 didn't implement sprite placement to where you could see the exact sprites before loading up the rom to play it. (in other words, no what you see is what you get type editing )
Souledge

Octorok








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

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 11:25 AM Link | Quote
nope, don't have "Graphic Schemes" anywhere in my list of HM. The last three of the main part are: 3D objects, Link's Graphics and ASM hacks.

The laste ones in the Dungeon tree are all layout & overlays.

Like I said, perhaps I'm working with an older version (0.962). If so, I would really appeciate it is someone could link me to an up to date version.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6277 days
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Posted on 10-26-06 11:42 AM Link | Quote
That's the same version as the one I'm using. Though... that doesn't necessarily mean a whole lot. If you can't find it I could send it to you.

edit: Using those sprites indoors is not looking very promising atm. I'm pretty sure graphics are handled pretty differently between dungeons and the overworld. This may be harder than it looks to pull off, even if you have graphic schemes at your disposal. The graphic schemes seems to be for the overworld, and not for the dungeons .


(edited by MathOnNapkins on 10-26-06 10:55 AM)
Souledge

Octorok








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

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 03:11 PM Link | Quote
But still, it should be possible.
The houses in the village al lead to "dungeon" rooms. So if I were to use the townspeople-sprites that are only in dungeons, should it not be possible to use them with a different blockset & palette? The graphic handling should be the same this way, or am I mistaken?
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6320 days
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Posted on 10-26-06 04:07 PM Link | Quote
Have you been changing the "EnemyBlk" value in the dungeon editor as well? This value corresponds to the sprite tilemap that is loaded for each room, just as the "Spr GFX#" value corresponds to the sprite tilemap that is loaded for each overworld area. You have to change the "EnemyBlk" value to match a tilemap containing your townspeople graphics.

To get technical, both "EnemyBlk" and "Spr GFX#" values eventually get loaded to $0AA3 in RAM, which is checked to determine which sprite tilemap is loaded, for each particular area or room. The only difference between them is that #$40 (64 in decimal) is added to the dungeon's "EnemyBlk" value before it gets loaded to $0AA3. This means that there are 64 overworld sprite tilemaps that the game *could* but *won't* use in dungeons.

If you *must* use the very same sprite tilemap that's used outside in the village inside your dungeon room, it may be possible, assuming I'm right about all of the above. By removing the code that adds #$40 to the "EnemyBlk" value, it would allow you to select from the overworld sprite tilemaps in the dungeon editor, via the dungeon editor's "EnemyBlk" value itself. Values 0 through 63 would then result in loading the overworld sprite tilemaps, and 64 on up would result in loading the regular, dungeon sprite tilemaps. You would have to then readjust all the "EnemyBlk" values up by 64 for all your other dungeon rooms to load their regular sprite tilemaps.

I don't have the time at the moment, but I'll try it later and see if it actually works that way. In the meantime, if you're familiar with Geiger's SNES9x Debugger, try entering your room with $0AA3 in RAM frozen as #$06, and see if that forces the game to load the correct sprite tilemap containing your townspeople.

edit: had some numbers wrong...


(edited by Reshaper256 on 10-28-06 02:38 PM)
Souledge

Octorok








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

Last post: 6382 days
Last view: 6382 days
Posted on 10-26-06 04:24 PM Link | Quote
Not quite familiar with that, but never not willing to learn.

When I checked the blockset used in the town houses (15), I came up with a new result.
Most of them work well, except for the old woman brushing outside (which is normal that it messes up because it is an overworld sprite) in the upper left corner, and more confusing, the old man to the right of Link. This one has the same enemy blkset as in the original house, but when put in my "Town Keep", his colors mess up (see below).
Is this a palette issue?

In the mean time, I'll try the program that you suggested. but then again, it means I will have to redo every blkset in every dungeon room, but at this point, it wouldn't be such a hassle.

Tx for the advice

Attachments




(edited by Souledge on 10-26-06 03:24 PM)
(edited by Souledge on 10-26-06 03:26 PM)
(edited by Souledge on 10-26-06 03:26 PM)
Orochimaru









Since: 11-18-05

Last post: 6293 days
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Posted on 10-27-06 02:07 AM Link | Quote
I started compiling those things a while back, but never actually had the time to finish them. The names of the sprites you can use in all four boxes of the -Spr. blockset- for them to show good in game aswell as the numbers you need to enter (in the brackets)

I'm assuming this is overworld only through because dungeons seems to work differently. If you wanna mix sprites and for them to show right, choose the sprites you want and enter their numbers in the four locations. That'll give you plenty of freedom and diversity

Originally posted by Graphic Shemes Database

-------------------------
PART 3: -=Spr. blockset=-
-------------------------

1st digit:
- AngryBrother [79]
- ArcherGame [75]
- BlueArcher [72]
- Blue/RedMiri [31]
- Bully (LW Form) [14]
- Bully (DW Form) [21]
- CannonSoldier [70]
- CannonUp/Down/Left/Right [47]
- GreenGrassArcher [70]
- Hinox [22]
- HoppingBulbPlant [22]
- Leever [47]
- MorningStar [70]
- PalaceGuard [72]
- Person? [79]
- Runner [79]
- SandCrab [47]
- Stalfos [31]

2nd digit:
- Agahnim (Death) [26]
- Beamos [44]
- Blue/GreenSoldier (LW Form) [73]
- Blue/GreenSoldier (DW Form) [13]
- BlueOrb [30]
- Blob [32]
- DiggingGameGuy [42]
- Fireblade [42]
- Green/RedRocklops [44,46]
- HogSpearman
- Lanmola [42]
- MiniHelmasaur [30]
- Moldorm [30]
- RedSpearKnight [73]
- Shell [42]
- StalfosKnight [32]
- Tentacle [44]
- Triceritops [42]
- VRat [32]
- WallBubble [42]

3rd digit:
- 4WayOctorok (LW Form) [12]
- 4WayOctorok (DW Form) [24]
- Arrghus (Boss) [57]
- BigFairy [57]
- Bottleman [74]
- Bombslug [37]
- Chomp [39]
- Crab [12]
- Farmboy [74]
- Fluteboy (LW Form) [78]
- Fluteboy (DW Form) [76]
- FireballZora (LW Form) [12]
- FireballZora (DW Form) [24]
- FuzzyStack [39]
- Geldman [18]
- Gibdo [35]
- Green/RedLizard [40]
- Half-Bubble [40]
- HyliaObstacle [18]
- Iceman [38]
- Item [24]
- Keese (LW Form) [28]
- Keese (DW Form) [36]
- Kholdstare (Boss) [60]
- Knight [19]
- Lumberjacks [74]
- MedallianTablet [18]
- Mothula (Boss) [56]
- Mouldrum (Boss) [48]
- Mutant [76]
- Octoblimp [12]
- Octorok (LW Form) [12]
- Octorok (DW Form) [24]
- OldWoman [74]
- Ostrich [78]
- Penguin [38]
- PigSpearman [23]
- Rabbit [78]
- Rat (LW Form) [28]
- Rat (DW Form) [36]
- Roller1/2/3/4 [39]
- Rope (LW Form)[28]
- Rope (DW Form)[36]
- Splash [34]
- Tentman [55]
- Uglybird [78]
- Vulture [18]
- WallMaster [35]
- WaterBug [34]
- Witch [76]
- Wizzrobe (LW Form) [37]
- Wizzrobe (DW Form) [41]

4th digit:
- Animal [54]
- Armos [16]
- ArmosKnight (Boss) [29]
- Blue/GreenAirBomber [27]
- Bully&Whimp [20]
- BushCrab [16,17]
- Chicken (LW Form) [80]
- Chicken (DW Form) [21]
- Cucumber [17]
- ElectricBarrier [29]
- EyeLaser
- FakeSword
- FallingRocks [16]
- GuyByTheSign [17]
- Hedgeman [80]
- Lanmolas (Boss) [49]
- LikeLike [27]
- Lynel [20]
- MasterSwd [54]
- Mushroom [17]
- Poe/Ghini [14]
- Rabbit [17]
- Raven (LW Form) [17]
- Raven (DW Form) [25]
- RedOrb
- RockCrab [16,17]
- ScaredGirl [80]
- Statue
- Swampsnake [25]
- Shooter [14]
- SpikeBlock
- Squirrel [16]
- Tektite [16]
- TrapSwitch
- Viterous (Boss) [61]
- WalkingZora [68]
- ZoraKing [68]

1st and 3rd digits:
- SnapDragon [22&23]



EDIT: Also, forgot to say, but with this list you can have dungeon sprites on overworlds (something not normally possible without overwriting graphics).. There's plenty of free custom sets you make too without overwriting others:

Originally posted by Sets that have "free" digits

0,8,9,10,11,12,15,17(all),
18,24,29,31,33,34,35,41,45,
46,47-till-63(all),66,67,77,



I wonder why Nintendo left so many free sets like that, but yeah, you can have a nice diversity out of it. Anyway, have fun and if theres anything you don't understand, feel free to ask.


(edited by Orochimaru on 10-27-06 01:37 AM)
Souledge

Octorok








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

Last post: 6382 days
Last view: 6382 days
Posted on 10-27-06 07:33 AM Link | Quote
Where exacly do I need to enter these numbers? I can't find spr. blockset anywhere. My overworld menu looks like below (image 1) and my dungeon menu looks like image 2.

Also, how can I enter different sprite numbers in one Dungeon room? According to the list above, Hedgeman and Oldwoman need to different spritenumbers. Does this mean I can't put them together in a dungeonroom?

Or does the list above only apply in the overworld? Than I'll have to ask again how I can put these to together in the same area.

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Orochimaru









Since: 11-18-05

Last post: 6293 days
Last view: 6277 days
Posted on 10-28-06 12:34 AM Link | Quote
OK, I'll try to make it simplier.



1- Here, open up the custom built Hyrule Magic MathOnNapkins uploaded..

2- Then double click on Graphics Schemes (Red)

3- Scroll down till bottom (Purple)

4- Edit palette number to 5 so you can see something (Green)

5- For this exemple let's check Spr. blockset 52. (Blue)

As you can see, all bottom digits are zeros.. You can freely edit those animations graphics out btw since they are loaded somewhere else... That's where you choose the enemies you want from that list I compiled. Once youve choseen what sprites you want in all four digits, you save your hack, close and open it again and go to an area where you want to use these enemies. Again, this is for overworlds mainly as dungeons work differently.



^^ In case you're searching where to enter this "Spr blockset" number (52 as of this exemple), it's in the red rectangle in the screen above (Spr GFX#), You'll have to play with the palettes to find the correct ones through as I haven't toyed much with them yet.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6320 days
Last view: 6277 days
Posted on 10-28-06 03:36 PM Link | Quote
Hey Orochimaru, can you confirm that the Sprite Blocksets from 64 on up are actually the dungeon sprite blocksets? Meaning that selecting 0 for "EnemyBlk" on the dungeon editor would result in sprite blockset 64 being loaded in that room? That's the way I'm understanding it right now, but I want to be sure there's not something else to it.
Orochimaru









Since: 11-18-05

Last post: 6293 days
Last view: 6277 days
Posted on 10-28-06 07:28 PM Link | Quote
Originally posted by Reshaper256
Hey Orochimaru, can you confirm that the Sprite Blocksets from 64 on up are actually the dungeon sprite blocksets? Meaning that selecting 0 for "EnemyBlk" on the dungeon editor would result in sprite blockset 64 being loaded in that room? That's the way I'm understanding it right now, but I want to be sure there's not something else to it.

It is indeed, great find! In other words it goes as follow:

Spr blockset 64 = EnemyBlk 0
Spr blockset 65 = EnemyBlk 1
Spr blockset 66 = EnemyBlk 2
Spr blockset 67 = EnemyBlk 3
Spr blockset 68 = EnemyBlk 4
Spr blockset 69 = EnemyBlk 5
etc..

That means you can now use the digits I posted previously to have overworld sprites in dungeons aswell now.



That should be good news for all Z3 hackers out there. I'll try to make a better in depth guide for changing those and making them available in my really outdated guide aswell.

Again, great discovery Reshaper256!
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6313 days
Last view: 6277 days
Posted on 10-28-06 08:37 PM Link | Quote

this is really awesome
thanks a lot
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