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05-08-24 02:22 PM
Acmlm's Board - I3 Archive - - Posts by Souledge
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Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-24-06 03:36 PM, in Zelda 3 Hacker - request for approval (need help) Link
Hi,

I'm working on a hack for Zelda 3 (haven't got a title yet), but there are issues with Hyrule magic. I request that you allow me to post in the rom hacking section, so I can ask the help of your hacking experts.

Sincerely

Souledge
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-25-06 05:55 AM, in Approval Request (more proper and detailed) Link
Since I have more time now, allow me to introduce myself more properly.

I'm 22 years of age and live in Belgium. I have been an Zelda fan for as long as I can remember.
I'll try to refrain from asking stupid questions but I can not always know what question is stupid or not..

I do not have an extensive knowledge of hacking but I downloaded Hyrule magic. At first, I did not have a clue on how to begin with this, but I helped myself to a nifty guide on the net (Orochimaru's Perfect Guide to Hyrule Magic), and seem to have worked out the basics of Zelda 3 hacking. There are some issues though, which are not explained it the guide. For this reason, I would like to be able to post in the ROM-hacking forum.

Ofcourse, I'll keep you up to date and you'll be the first to try out my version of the game when it's finished (besides myself obviously héhé).

I hope this is enough information. If you have any questions, don't hesitate to ask them.
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-25-06 06:32 PM, in Approval Request (more proper and detailed) Link
I see now, sorry for the inconvenience


(edited by Souledge on 10-25-06 05:38 PM)
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 03:52 AM, in Zelda 3: entrance and exit issue Link
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)
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 08:06 AM, in Zelda 3: entrance and exit issue Link
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)
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 08:23 AM, in Zelda 3 (HM): townspeople sprites messed up Link
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

Attachments

Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 10:04 AM, in Zelda 3 (HM): townspeople sprites messed up Link
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.
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 10:12 AM, in Zelda 3: entrance and exit issue Link
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)
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 11:02 AM, in Zelda 3: entrance and exit issue Link
Thanx again, that did it.
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 11:25 AM, in Zelda 3 (HM): townspeople sprites messed up Link
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.
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 03:11 PM, in Zelda 3 (HM): townspeople sprites messed up Link
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?
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-26-06 04:24 PM, in Zelda 3 (HM): townspeople sprites messed up Link
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)
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-27-06 07:02 AM, in Zelda 3: entrance and exit issue Link
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
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-27-06 07:33 AM, in Zelda 3 (HM): townspeople sprites messed up Link
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.

Attachments

Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-27-06 07:58 AM, in Zelda 3: entrance and exit issue Link
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
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-27-06 08:39 AM, in Zelda 3: entrance and exit issue Link
As I suspected, the version number is the same, but now the overlay checkbox and graphic schemes menu is added.
Tx a bunch
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-27-06 05:36 PM, in Zelda 3: entrance and exit issue Link
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?
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-29-06 08:46 AM, in Not enough room for room header (-9 free); Hyrule Magic Link
Got a prob.

I'm trying to add stairs to different rooms, but when I try to save it says:"not enough room for roomheader". Reading the guide, I learned you can only place a certain amount of stairs, and if you want to add, you have to remove others.

Problem is, when I try to remove others and try to save, it says "not enough room for roomheader" in the room I just deleted the stairs (staircase under "more" option). When I check "rom information" in the Edit-menu I think i see the problem.
Under "D.headers" the value is:"2183 used, -9 free.

I don't know how this came to happen, but since the free-amount is this high, and I can't delete more than 3 stairs from a dungeonroom, it makes me believe My rom is messed up, and I won't be able to remove or add any stairs in any other dungeon room...

Is there a way to get around this without ASM hacking? And if not, can anyone explain or link me to a guide that can give me the appropriate information on ASM-hacking. Because I don't want to be limited in using roomheaders as well as the amount of sprites I can use.
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-29-06 02:02 PM, in Not enough room for room header (-9 free); Hyrule Magic Link
Indeed it is about Zelda3 and with hyrule magic, sorry I forgot to mention it.

That guide is the guide I referred to earlier.
It tells me what to do and explains it, but the problem remains, since I can't seem to remove any other stairs from any other dungeon room. Probably because it has -9 free, and if I remove 4 sets of stairs from a dungeonroom (maximum I can do), it would become -5 free,which is the reason it won't save the roomheader, and thus, I won't be able to remove or add stairs...
Souledge

Octorok








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

Last post: 6393 days
Last view: 6393 days
Posted on 10-29-06 03:04 PM, in Not enough room for room header (-9 free); Hyrule Magic Link
nope, it removes the the roomheaders' properties but you can do those things manually, as I did before. For some reason, even if I find a room with the biggest roomheader possible and delete it, it still says "not enough room for room header". I think the only way I can get out of this "glitch", is by expanding the total amount of roomheaders possible. And if I'm not mistaken that requires ASM hacking.

On topic of the ASM hacking, in the main tree of Hyrule Magic, there's a section called "ASM hacks". What is this section used for? Can I use it to expand the roomheaders?

Edit*
I found a room with a hole, 2 staircases and door (fourth option), tried removing them, but no luck


(edited by Souledge on 10-29-06 02:08 PM)
Pages: 1 2
Acmlm's Board - I3 Archive - - Posts by Souledge


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