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05-14-24 09:16 PM
Acmlm's Board - I3 Archive - - Posts by Jigglysaint
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Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 02-01-06 11:32 PM, in I am creating a game for the first time Link
Actually now that I think about it, it's not that hard to rip sprites, is it? What I have done is I've used my digital camera to take pictures of some of the "bosses" in the game, then lower the quality to reflect the critteria needed for RMK2000, then just import them as an enemy. It isn't perfect, but hey, how many RPG's have you beat up REAL life people? Also how many RPGS are there where you get to fight Retarded Ninjas? I'll try to get some screenshots soon, but in the meantime I am planning to implement a elementary item creation system, where you take 8 items and mix them together, and option that becomes available as you start saving people. If anybody's got an idea for stuff like that, it would be cool to hear some feedback. Along with that, I am looking for puzzle elements, events that occure when an item is eqipped(Imagine an item that raises max HP while equipped).

Edit: I did create an item that rasies max HP when equipped. It's kinda bulky since I needed 4 switches and 4 varables, but otherwise it works pretty well.


(edited by Jigglysaint on 02-02-06 02:12 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-03-06 06:44 PM, in I am creating a game for the first time Link
I don't think I need any rips.

OH, and I added a relic that keeps your health full on the map screen, and a charm that prevents random battles. They are actually pretty intensive eventwise, so unless I have some really good ideas, I will have to limit myself.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-18-06 03:06 PM, in Lookin for Super Metroid hacks Link
I've tried Legacy, but haven't heard of Limit. What's the second one like? Any links?
Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 02-20-06 01:44 AM, in I am creating a game for the first time Link
I've been trying to figure out more things to do. Right now, I changed from an overworld to intersecting areas. See, since the game is roughly based off a real city, it's going to have roads that connect different points. I am also planning to add a "Highway" for quick travel. I am going to add a simple item creation where you can make items, however you can only get 8 out of a potential 16 per game, and you can't get more than one of the same item. Basically there are 4 item groups, and you can only have 2 of the 4 items in that group. It means replay value, hopefully since some cool stuff would be made. I also added a steal ability.

What I plan is to have an area that grows after certain events are accomplished, each growth will let you have access to all sorts of extras. I've ripped some game music and got it to a respectable file size for each of them(even if the quality is bad).

I am actually looking for some ideas and inspiration, like battle event skills, items with unique effects, things like that. The game may not be as big as a standard RPG, but I hope it will be good for a first try. Oh, and I need a way to disable jumping if the jump will take you into a solid object, since that seems to be a big bug that will prevent great use of my jump boots.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-20-06 03:51 PM, in I am creating a game for the first time Link
Well actually it is a common event, triggered when you equip jump boots that is. It's too bad there isn't an event extender that would allow for one event to cover a larger area. If there was a way to do somthing, like maybe a terrain restriction(thus a boarder of somthing could disable jumping, it might be possible. Unfortuantly the forking system doesn't have terrain ID to it.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-20-06 10:06 PM, in RPG Maker (Ask Blue) Link
Well the idea is easy, just do your cooking system, but instead of it being an NPC, just make an item with a switch that when used, will initiate the cooking system. Better still, you could make a check to see if your character has a "cooking" skill learned that has to be present before the item can be used.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-25-06 09:25 PM, in I am creating a game for the first time Link
No, my problem is that if you jump on a tile that isn't walkable, the game freezes. I'll have to try that and see if that's what it will do, but I thought the ignore if can't be moved was for events, not chips.

Edit: It works, however now what I need is somthing that tells the game to branch to another jumping routine if the jump to another chip, or a routine that disallows me from jumping over certain chips like moutains(perhaps the reverse, that is water, ect).


(edited by Jigglysaint on 02-25-06 08:30 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-26-06 01:30 AM, in I am creating a game for the first time Link
Well, I've been toying arround with co-ordinate based events which means that stuff happens when you get to a certain part of the screen. It actually saves event space for some things as you can make an entire row or column warp you somewhere, perferct for towns. What I could do is just make the jump boots make you jump straight up, and an event could be used if I have to jump accross anything.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-26-06 06:53 PM, in I am creating a game for the first time Link
No, not at all. Basically the jump boots(which grant the power) will let you jump straight up. However, when you get to a specific event, that changes and you jump as normal accross the obsticle. It can also be done so that it could be upgraded, however jumping at a non-event is just for show(unless I were to add somthing that interacts with a jumping character, like floating platforms or mario style blocks.

As for co-ordinates, well what I did is I used 2 variables, one for each axis, and made them paralell process events in the common events dialouge box. Then all I do is on a map, do a fork condition upon the conditions of one or both are met, and make it a paralell process event, and when the character reaches a certain point, either x or y or both, the event happens. If I use several variables like this, I could allow for more than one axis on the same map. For example, one that affects the entire row and entire collumn instead of them combining to form one single tile's destination. This feature might also save event space, as you could have like several exits controlled by one single event for the entire screen.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 02-27-06 05:26 PM, in Looking for an IPS Link
Did you empty your recycling bin yet? If not you might be able to recover it.
Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 03-03-06 03:20 PM, in Zelda II Information Link
If you do make an editor, it is possible to find offsets in DWedit's editor. That's how I learned to manipulate pointers to things like locations and stuff. Also it's interesting, but the editor only edits the rooms, not the layout for the palace. Of course you would want to have ane ditor that does that, right?
Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 03-03-06 06:28 PM, in Zelda II Information Link
Free space is only good if you can use it. As for an extra dungeon, it would only be possible using rom expansion and ASM hacking or code moving. What would be better would be more rooms in each dungeon. Let me rustle up some offsets to get you started:

1072b: First palace warp data. It goes from left. down, up, right. I think holes in the ground are one of those 4, but I need to check.

10533: Pointers to the rooms in bank 4(aka, palaces 1 2 and 5). The zelda editors from DWedit has lots of info, but yes it's in DOS, so if you can't get it, I can keep copying stuff. I am also handy with a rom corruptor, so if there's anything we don't know yet, I could search for it.

Edit: 1013 in ram when set to 01 makes link a fairy.


(edited by Jigglysaint on 03-03-06 06:17 PM)
Jigglysaint

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Since: 11-19-05

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Posted on 03-03-06 08:52 PM, in Zelda II Information Link
Originally posted by Ice Ranger
I added a bunch of ROM and RAM addresses over to the Zelda II area on datacrystal.org. Might want to check and make sure about some of the RAM addresses (Jigglysaint makes me question the one I had for the Fairy status).


Fix'd

The value I found is a flag that just checks to see if it's on or not. If it's on, Link becomes a fairy. I'll have to check those ram values out.

Edit: I just disovered how some screens in the palaces have locked doors that appear only in some levels. You see, each room has a byte affixed to it that is at FF by default(for most rooms). When you get an item, a bit is set. What bit I think depends on where on the screen it is, but I am not entirely sure. However, some screens have these bits allready pre-set(or unset), which means that those items won't appear on the screen, as the game just thinks you've allready gotten it(doors too). An example of this is in level 1, at the elevator that leads down to the candle. There is both a locked door and p-bag, but in level 1 they don't appear. This is because the bits that represent these items are allready triggered. When you reach the same area in level 5, the room is set to FF like normal. The rom address of these bytes are at 17b25.


(edited by Jigglysaint on 03-03-06 09:50 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 03-05-06 12:58 AM, in Zelda II Information Link
Originally posted by Dwedit
I'd suggest you use Dosbox and run the Zelda 2 editor in there. If you turn on Verbose mode, it shows the hex addresses of everything!


Yes, which is what I used to hack map locations in a hack I've got somewhere. BTW, what is the level format compression like? How does it work? The editor still works fine on my computer, but I think an editor that has more editing capacity is a great idea. You know, exp editing, monster editing, support for those flags I talked about earlier that either shows or suppresses special items, warp editing, stat editing, ect. I also want to find some ASM routines so we can do things like make new spells and stuff. Hey, maybe make new items, or choose which items in which palace co-triggers the petification(I think the stone can be moved in the editor).
Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 03-05-06 03:06 PM, in Zelda II Information Link
I took a look in the rom myself, and it looks as how it works is that each exp value(1, 2, 5, 100, ect) have graphics and a value. I noticed that 2 byte values are stored in a weird way. For example, for exp value 500, the F4 is stored normally, but then there must be another byte somewhere else that has the high byte value for it. Also, exp given and the graphics that are displayed are actually 2 different things.
Jigglysaint

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Since: 11-19-05

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Posted on 03-06-06 01:08 PM, in Zelda II Information Link
I got to admit this: Starting with magic is just stupid. I mean, the whole point of the game is to COLLECT stuff, not start with it. Lives, however, are great. Maybe you can alter how many continues you get as well?
Jigglysaint

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Since: 11-19-05

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Posted on 03-06-06 06:37 PM, in Zelda II Information Link
Well, I've been doing some more checking out the ram, and I have found a few things:

First of all, enemy ID byte 01 is for items. I think how it works is that in the game, bytes 01 and 02 are the items and locks and stuff that the game checks to see if it's taken or used or not. However, the type of item is dependant on other bytes, one of them being ram byte $00B4. One of the values, a key, is 08. I changed it to a flute(04) then I froze it. Besides every item being an flute, I also noticed that enemies dropped flutes as well, and even the end level boss did(however the screen wouldn't move since it must be key dependant or somthing).

I've also noticed that the bytes change arround. The byte B4 could be used for items, but sometimes it's used for the postion of the hammer demon's hammers. It's my guess is that these bytes mirror the enemy id bytes, so they are matched up and stuff. What I tested was the first byte, or last in the list(things seem to be opposits in this game).

Also, at $6000 is the level data, each tile one byte large, in pages of 256 bytes.
Jigglysaint

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Since: 11-19-05

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Posted on 03-07-06 12:17 AM, in Zelda II Information Link
What would be good is editing what item co-triggers the petification of the palaces, and also what terrain type it's changed to.
Jigglysaint

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Since: 11-19-05

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Posted on 03-07-06 05:03 PM, in Zelda II Information Link
That make sense that it ovewrites instead of adds to the line of terrain. Right now I am trying to add more items into the dungeons. From what I see, items have an extra bit set somewhere that determines if the object is from 00 to FF, or 100 to 1FF. I thought it was set by the previous object, but now I am not sure.

Edit: I believe I've figured out the format(mostly) for the level data. First of all, each room has a 4 byte header. The first byte tells the game how many bytes are in that room. The second controls certain flags, such as things related to grass, bushes, and length. The next byte has to do with the blocks, the same as you see as the block edit function in the zelda 2 editor. Finally, the last has to do with tilesets and pallets. After that comes the actual data, 2 bytes each, first being co-ordinates and the next being block type. I think items are 3 bytes long.


(edited by Jigglysaint on 03-07-06 09:50 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-08-06 04:38 PM, in Zelda II Information Link
I've actually edited the map locations before. In fact I have a weird kind of hack that does just that(I think I still have it). When I get home I'll document some of the data. I do think though that locations are in a format where some bits toggle where on the map the location appears and stuff. I think it also deals with some location property attriubtes, like what bank it draws the data from, where on screen you start(like how random battles start you off in the middle), and if the tile acts like some of the overworld tiles, meaning you can step on it, but when you finish it you either go forward a square or back a square(like bridges).
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Acmlm's Board - I3 Archive - - Posts by Jigglysaint


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