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Acmlm's Board - I3 Archive - - Posts by Reshaper256
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Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-16-06 12:48 PM, in Zelda 3 light/dark world maps marked with HM entrances. Link
Thanks for sharing this with us, but I haven't yet thought of anything I'll use it for. What was your reason for doing this, how did you use it to help you?
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-22-06 03:47 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
Nice. If I convert this to an ASM patch (so I can work with it better), would you mind if I posted it here for everyone to download as well? I've put some thought into what a day/night weather system would be like, but that's far from actually doing anything, good job.

Originally posted by JaSp
Originally posted by Stifu
I think you should make night colors more blue... It would look much better, in my opinion.
This would require some more programming; either change the whole palette, or find a way with layer or DMA writes...I'll probably take a look at it once the system is fully fixed.
Perhaps you could take a look at how Harvest Moon handles this, at least to get an idea of how the palettes transition throughout the day.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-22-06 11:44 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
Originally posted by JaSp
What do you mean by ASM patch ? Anyway, if it is as it sounds it can't be bad, so yeah, feel free to do it!
Ah, what I mean is a patch that can be applied with an assembler such as xkas. Basically it would contain just the disassembly of the specific code you changed/added to create your IPS patch, but would be much more simple for anyone to just go in and edit, and to understand. Here's an example of what I'm talking about. I'd like to convert the IPS into an ASM patch, but I've run into a problem: I planned on using translhextion to compare an unaltered Zelda 3 ROM against one with your patch applied, to find out what code you changed to create the timer and day/night system, but there were 5578 separate areas of difference found between the ROMs. I don't think you intended your IPS patch to contain all of these extra changes, although I haven't yet seen them cause any bugs or glitches. I'm guessing the modified ROM you used to create the patch had a lot of extra, harmless changes that got unintentionally transferred to the IPS; 221 KB seems too large for this sort of IPS patch. That's one of the advantages of ASM patches, you know exactly what they contain.

If you feel like messing with it, I could make this an ASM patch if you shared the hex code you inserted and where you put it.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-23-06 01:21 AM, in Zelda3 - Time + Day/Night system (IPS included) Link
Thanks Euclid, I'm looking into it. And no, I haven't noticed the timer stopping when I dash, where are you at when it happens?

edit: wait, he may have updated the patch since I last downloaded it.

edit: yeah, time stops when he dashes. That's pretty fast.


(edited by Reshaper256 on 08-23-06 12:22 AM)
(edited by Reshaper256 on 08-23-06 12:28 AM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-23-06 02:24 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
Great, now I don't have to do anything.

edit: Gah! This is the ASM just for the timer itself, huh? I should've noticed that, I thought I was gonna get to see that blue tint effect.


(edited by Reshaper256 on 08-23-06 01:47 PM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-23-06 06:36 PM, in I'm just going to ask.... Link
You've asked this before, and I answered, but just in case you didn't see it then or somebody else is interested...


Originally posted by Reshaper256 @ http://board.acmlm.org/thread.php?pid=123017
For general hacking (finding data, editing gfx, using someone else's editor to create new levels, etc...) it's often more convenient to use only headered ROMs, to avoid having to switch back and forth between them. Many editing programs don't support 'headerless' ROMs, such as zcompress. While this is true in most cases, there are a few exceptions, usually when you draw nearer to ASM hacking - Geiger's SNES9x Debugger requires that your ROM be headerless before loading it.

Generally, the more ASM work you do the more you like headerless ROMs, as you don't have to subtract the x200 byte header when converting from ROM addresses to CPU addresses. I generally release my patches for 'headerless' ROMs, because it's fairly easy to figure out how to make it work for a headered ROM, and my patches are usually specialized and for people with enough intelligence to do that.

When releasing a completed hack to the general community, however, I would be sure to release a patch for a headered ROM, as many people who I would expect to play the hack are generally not ROM hackers who would understand the difference.



(edited by Reshaper256 on 08-23-06 05:38 PM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-24-06 03:10 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
I must say that using the blue tint looks much better, but even the darkest part of night still seems too bright.


(edited by Reshaper256 on 08-24-06 02:11 PM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-26-06 10:00 PM, in Zelda 3 Challenge ~ Quest for Calatia Link
Originally posted by GameMakr24
I was motivated to write this update because I'm hoping someone can help me find the blue soldier's palette. I have a technique for finding monster palettes in Hyrule Magic really fast, but I've decided this one isn't listed at all. I've already searched the ROM itself for three of the colors used. Does anyone know if this data is hard-coded or formatted in an unusual way?
Try $0D:D272 - $0D:D27F (headerless PC File Address).

edit: it seems that that palette is used by several things, (uncle's head, that big blue shield the soldier holds up in front of the gate, other soldier's shields). You'd probably be better off just changing which loaded palette the sprite uses entirely. I could probably help you do it if you'd like, when I get the time.


(edited by Reshaper256 on 08-26-06 09:07 PM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-27-06 01:57 AM, in Quick toggle of signatures and post headers Link
Occasionally I find myself wanting to temporarily disable signatures and post headers, if I come to a thread that's hard to read or that isn't loading fast enough. It sort of defeats the point of making things easier and faster, in many cases, to actually have to leave the page to go in and edit my profile, when I know I'll just have to go back and change the setting back right after I'm through reading, because I don't want to keep layouts disabled.

My suggestion is to put a button at the top of the screen which would easily toggle signatures and post headers, on and off. No big deal, whether refused or not.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 08-27-06 03:43 AM, in Quick toggle of signatures and post headers Link
I see. Don't know why I haven't been doing that.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 09-01-06 11:07 AM, in General Project Screenshot Thread Link
That's what it looks like to me. It looks pretty cool, actually; I notice how your rings decrease when you do it, and I'm assuming you have to push a certain button while in the air to initiate it? Regardless, it's nice to see some quality Genesis hacking.


(edited by Reshaper256 on 09-01-06 10:17 AM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 09-06-06 03:31 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
The link seems broken to me. Fix it, I have to see this.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 09-07-06 08:11 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
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.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 09-26-06 02:48 PM, in Zelda 3 Sprite Palette Confusion Link
(I posted this on the other board, but I'm not sure how many people will see it there.)

Does anybody know anything about what controls which half of the sprite palettes are used by any sprite using the "lower fourth" of the loaded enemy GFX?

For example:



I captured these with Virtual SNES (a savestate editor). GFX that are green are using the first "half" of the sprite palettes, while GFX that are blue are using the second "half." Sometimes (pic 1), the lower fourth of the loaded enemy GFX will use the second half of the sprite palettes, while other times (pic 2), the lower fourth will use the first half, just like the rest of the enemy GFX. I can't seem to figure out what is making the game do this swap; the exact same palette values seem to be loaded for the sprites using these GFX, so I don't see what's telling the game to use the other half of the palettes. I believe it is somehow based on the value loaded to $0AA3, which is the EnemyBlk (HM name) value for dungeons plus #$40, and determines which enemy GFX is loaded into the tileset shown in the pictures above. But I've looked and found nothing, so I could be wrong about that. The value might somehow be tied to the actual "fourth" of graphics itself, instead of connected to the entire "EnemyBlk" value.

If anyone could offer any insight as to what's actually causing this, it'd be great.

edit: Hmm... this thread is slowly sliding down the page... I guess nobody knows.


(edited by Reshaper256 on 09-27-06 10:45 AM)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 09-30-06 06:10 PM, in Make forum approve-only? Link
I'm supporting the complete 'approval only' course at this point; I think it should be given a realistic chance, at least. I also wonder how setz' suggestion of just making it so you have to be approved to create a thread would work out. I can see it putting a stop to most of the stupid threads being created recently, but I can also see the idiots starting to tag their questions onto existing threads, searching *way* down the list for anything remotely relating to their question, and bumping that thread to ask it.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 10-02-06 02:50 AM, in Zelda3C ~ Quest for Calatia: New Site Link
Nice, I like how you also have the Outlands page there too. I'll be checking for updates regularly again.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 10-03-06 12:54 AM, in Zelda3C ~ Quest for Calatia: New Site Link
Originally posted by Jigglysaint
After about a half hour of rom corruption, I found the boss drop data, but there are some complications. First of all, the heart container is not a sprite on the sprite index. Instead it is composed of a graphic, and a what I call a "live chest". This means the data for the heart is actually treasure chest data, not a sprite. This is good in a way because if hacked, it could be possible to have certain monsters drop more than just heart containers. The heart container that the boss drops is called "muteheart" and is inded 62, or 3E in hex.

However, there are 2 other problems not including finding the heart graphic. The first is that you can only use treasure chest values, and heart pieces do not have an entry. It could be corrected if the treasure chest assembler is found. Second, the heart container contains code that further introduces the pendant/crystal. Any other item causes the game to hang. For this to be corrected, the code that makes the game continue would have to be edited to the item that's desired, or the item data would need to be copied to entry 3E. Either way it will take some more work to make it work.

This is my initial finding. If I find anything else, I'll post it.
You may want to contact GM before spending your time working on some of those ASM requests. I've already sent him a fix for the "Boss Hearts" request, but I'll admit it isn't entirely perfect. I'll send you my most recent patch in a PM, if you want to look at it. I didn't make the heart piece behave like a "live chest," as you've named it; the "you've just got a heart piece" message pops up when you get it, and if you're in a room that's not just a quadrant (such as the giant moldorm boss fight), you'll see the crystal/pendant appear, but not fall until you hit the button. The only real problem is that if you collect your "fourth" heart piece, the crystal/pendant GFX will become a heart when Link holds the full heart over his head. I've been meaning to get back into the code to fix this, but I haven't gotten around to it.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 10-03-06 01:25 AM, in Zelda3C ~ Quest for Calatia: New Site Link
Ah, I see. You're just testing your corruption skills.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 10-03-06 02:16 PM, in Zelda3C ~ Quest for Calatia: New Site Link
Originally posted by Jigglysaint
Rom corrupting is a talent and a skill. Things are difficult when you have to locate data you have no clue how it is stored. The trick, is that you need to imagine all the possible ways somthing could be coded in. In this case, I got inspired and looked for a treasure chest entry that fit the bill, and the rest was just searching. For the Turtle Rock event and stuff like that, it's going to be a bit harder. I'll look, but only if it hasn't been found yet. LTTP is not one of the roms I am intimatly familiar with(unlike LA and OOS in which I am king there).
I've been working off of a disassembly of the game, but obviously ROM corrupting is a more valuable tool than I originally thought if you were able to locate the data so quickly. I know I'm starting to get just a *bit* off topic, but if you do become interested in hacking on Zelda 3 yourself, just send me a message or email and I'll get you some of the more detailed documents I've been using, (with the author's permission, of course.)
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6343 days
Last view: 6299 days
Posted on 10-17-06 12:31 PM, in Hyrule Magic Help Link
Here we go: http://www.romhacking.net/docs/PGTZ3E13.pdf

Should've been uploaded there a LONG time ago.
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Acmlm's Board - I3 Archive - - Posts by Reshaper256


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