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Acmlm's Board - I3 Archive - - Posts by Euclid |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Originally posted by Blue Falkon 3 sets of sprites for the overworld, each triggered after specific events beginning = rainning scene -> sanctuary part 1 = sanctuary -> beat agahnim first time part 2 = after agahnim Originally posted by Blue Falkon that is a bug of HM, a suggestion is to remove all items and add them in last or not move them at all. The only thing which you really need the items for is the holes anyway, and for the dungeon, switches (keys can be put in chests/ dropped by enemies). Originally posted by Blue Falkon for open doors use type 00 for top level and type 01 for 'lower level', my best advice here is to look at the existing lttp rom and see how they done some of the doors. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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C/C++ (opengl and glut as well)
Perl, javas java (don't ask me advanced stuff like jsp) sml asm-wise MIPS, 6502 and 65816 i know more, but I tend to forget a lot of them if you don't use them often enough |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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It takes a lot of dedication and effort to do the a complete overhaul hack by yourself (trust me, i've tried it)
Blast cavern did i read? did you know bombs drops anywhere after the rescue zelda sequence? What exactly do you want by help? doing levels? I don't mind giving people a hand on the little things, but as for like doing levels, no thanks i think i've had enough. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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There's a lot more notes than that... all got lost over time.
in order for light torches to open door/get chest to work, you'll need exactly 4 torches in the room, no more, no less. the key gate thing near zelda, you need a big key to open it, that also means you have to be in a dungeon, but if it doesn't work, just remove it. Dropping small and big keys is written in the help file, i believe you have to put a key sprite somewhere on the bottom left of the room, and make sure the order (use v and b keys to move sprite order) is right. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Heh i'm still deciding if i should use that entrance
MoN, thanks for the documents again, they're a great help to hacking. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Use YY-CHR, supports reading palette data from zsnes savestates = no colour problems. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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I'm starting to think that you didn't put zelda's room in a dungeon.
check the proper entrance which you enter from and the bottom at the "dungeon", because it's obvious that there's no big key in non-dungeon areas thus that lock block will never work. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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I only remember the zsnes format
0 - C12 header information C13 - 10C12 stuff in bank $7E 10C13 - 20C12 stuff in bank $7F 20C13 - end stuff in vram I'm not entirely sure of where the stuff in the APU gets stored... as for the snes9x savestate, the format is similar except it's gzipped, i also think it has a bigger header or something similar and it might also be saving the sram. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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The messages which tells you what item you got can be changed in the monologue.
The messages in the menu starts at 0x6F1C9 (unheadered rom address), each 32 bytes is a message block, 16 bytes for the top row of the text, 16 bytes for the bottom. Each letter is 2 bytes each, i think it's in that snes ppu format thing but i'm not entirely sure, play around with it (i think the first 32 bytes is "bow" and the one after that is "boomerang") I'm not sure why you run into problems with the monologue, never had that problem myself, save often is probably the best advice i can give. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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i don't know what language that code is in but here's how i usually do it (for lorom anyway)
addr = PC mod 0x8000 + 0x8000 bank = PC / 0x8000 (decimal division, just truncate decimals or something similar if the programming language you're using leaves decimals) after that it's your choice what you do with those 2 values. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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if that's the case you can always replace &H8000 with 32768, but if the variables PC and SNES are 16 bits then it's already impossible to do this calculation since snes addresses are 24 bits long. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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It looks right... assuming you did set a default value for typeMode (ascii or jpn) in some constructor before running that code.
The 2 mode variables seems to be man-made (static final ints?), i have no idea what type they are or if they're comparable, why don't you try an if statement instead and see if that works properly, and also try outputing the type of the variable before throwing an exception, that might help knowing why it has jumped to the default. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Maybe it's your keyboard, try to find out the value for vk_caps_lock (i think it defaults to 0x20 for most cases) and the actual caps lock value on your comp, you might have to do some hardcoding... | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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-Expand overworld area data so that we can "unweave" duplicate data.
already possible, if HM has enough space you can use different things for different areas (at least i've done it) |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Link's room, if you're going to play with it, don't do too much.
I've tried it before and you can add a up/down door in link's house, but not a horizontal one due to some miscalculation in the X-Scrolls. So if you're going to play with the game a little, don't try it on link's room, try it on say, the castle dungeon. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Let me fix some of those things.
Originally posted by Dude Man and Euclid at TEK Hacks There. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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I have proved that this game can be fixed (just not to the original state)!
For those who doesn't know this, it's BSZelda3: Ancient Stone Tablets. before: after inserting tiles: |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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i'm running 1280x1024 and it looks... stretched.
anyway to answer your questions, rooms beyond 256 don't have an exit associtated with it and requires some hex value changing to move that exit door way (i'm sure the addresses are in that hyrule magic faq somewhere, too lazy to check my notes) And link's bed position... good question. try changing those starting location x/y values, if they don't work then that means the position is hardcoded in asm.... a bit too lazy to go find it now though. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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Display List, definately.
But then you'll have to draw the things once first to put it into the display list though, I think of a display list as an "image ready to be bitblted onto the screen". |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6296 days Last view: 6289 days |
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you can't edit compressed gfx without first decompressing the gfx from another program, that program may also have ways of recompressing gfx.
I wouldn't be using a hex editor to recompress gfx, at least i won't have tha patience to go through all those pointers and data to make sure they decompress right. But if you mean you just edited some gfx from 0x18041E in the sonic 3 rom using tile layer pro, then don't you just press save in tlp to save it? |
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Acmlm's Board - I3 Archive - - Posts by Euclid |