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05-09-24 01:29 PM
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
Posted on 11-18-05 11:37 PM, in Zelda 3 with Hyrule Magic Link
Originally posted by Blue Falkon
A) Sprites not appearing in designated places (not appearing at all).

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
B) A massive splash of random items on the editor which actually do not appear in the game. This happened once on two maps after I tried to add 3 hearts and 3 blue rupees as items, the maps filled up with items and they were splattered on random tiles, but they did not show up in the game.

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
C) Doors cannot be entered sometimes. This is probably just my own problem and not setting the correct door settings, although when I get these problems I try to match the settings as much as possible to the actual game and they still don't work.


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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 11-18-05 11:45 PM, in Programming Experts directory Link
C/C++ (opengl and glut as well)
Perl,
javascript (no css/html, i suck at those, doesn't mean i don't know them)
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
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 11-21-05 11:01 AM, in LOZ:SOE Screenshots Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 11-21-05 11:02 PM, in Hyrule Magic problems... again Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 11-24-05 09:06 PM, in Updated Zelda3 documents Link
Heh i'm still deciding if i should use that entrance

MoN, thanks for the documents again, they're a great help to hacking.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 11-24-05 09:08 PM, in Tile Layer troubleshooting Link
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
Posted on 11-25-05 09:22 PM, in Zelda 3 - broken key door Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 11-28-05 12:22 AM, in Savestates: Snes9x vs ZSNES Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 12-15-05 08:54 PM, in How to change the item names in Zelda 3? Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
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Posted on 12-16-05 11:17 PM, in PC -> SNES address conversion code problem Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 12-17-05 06:37 AM, in PC -> SNES address conversion code problem Link
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
Posted on 12-19-05 10:50 PM, in [Java] This looks right, but... Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 12-21-05 02:08 AM, in [Java] This looks right, but... Link
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
Posted on 12-26-05 06:11 AM, in Zelda: Dark Prophecy release date? Link
-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)
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 01-14-06 06:03 AM, in Hyrule Magic - I am a collossal retard. Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 01-14-06 08:56 PM, in Hyrule Magic - I am a collossal retard. Link
Let me fix some of those things.

Originally posted by Dude Man and Euclid at TEK Hacks
Dungeons are a rigerous part of the hacking process. In order to make yours appealing and usually working well, here's some tips that you should consider:
> Make a theme or something special about most of you dungeons. An example of a good theme would be an old castle, a torture chamber, etc.
> Choose a basic blockset for enemies, objects, and walls. These three sets will help express the theme of your dungeon. Make sure though that every room has the same blocksets or you will run into glitches. The safest way to use different blocksets in different rooms is if they are separated by staircases (Meaning you have to go up or down stairs to reach the next room).
> If you plan on using warps then you should keep the same blockset throught the whole dungeon because when you use a warp point the blockset is not reloaded.
> Try to make your palletes look match the blocksets, especially with enemies.
> Try to mix up the bosses in the game. Don't be afraid to put Mothula as the first boss. Although it would be smart to leave bosses like TriNexx for later since they need the rods to be defeated.
> Bosses health and attack power can be changed with Euclid's Hyrule Addons Editor, take advantage of that. There are many other ways to make a boss harder or easier. The best way to find out is to play the original, fight the boss and record what made them easy or hard. So to make them harder we can cover the corners and maybe put blocks in the middle to keep people from hiding.
> Try to avoid putting warps on BG2, sometimes after going through them, the enemies will dissapear. I have a few warps in BG2 and they work fine.
> When inserting doors, make the special doors (Bombable, Locked, Unopenable') first. Otherwise they are bound to not work. A more accurate description is they have to all be at the front or at the back for them to work best. (i forgot which)
> **DO NOT TOUCH THE ROOM ZELDA IS IN!** There is no point is messing with this room, it's hardcoded and could glitch up the rest of the game if changed too much. wrong again, I've completely changed zelda's room with the exception of zelda's cell and zelda's sprite, it appears to be working.
> The intro is hardcoded, it'll be easy to change the room which it loads, but do keep in mind that the dead king is a sprite and will always stay in that same spot. Same goes with the room Zelda's is. You don't have to put Zelda in that room, you can always "obsolete" that room. wrong again, those rooms can be changed (Neonswift knows how already )
> The rom has bunchs of rooms where they *have* to use the same room header (Can be changed, will take long but not possible to have one header for each room.), try to find them out, group them into one dungeon (So you don't have to worry about them later on). There is a limit to the number of room headers, but you just need to know there isn't a way of making 2 rooms share a header (you can make rooms share data using duplicate room option, but not the header)
> There's certain rooms where going right/left, doesn't mean you're going to the room to the right/left. I have no idea what happens but it always tend to happen when you have a move left or right in a room which you have to first jump down after entering the dungeon (A good exemple of this is the Hyrule Palace). What they did they use a special door which allows them to look into the ST3/ST4 for rooms in the room header, It is not suggested to do the same thing since the chance of stuff up is very high.
> There are blocksets where Ice is actually Water, so beware.
> The special doors (Bombable, Locked, Unopenable�), have a limit, I believe it's 8 in total, the rest have to be opened.
> One more note on putting "down" doors, sometimes they turn out to be dungeon exits which crashs the game, 00 - Open is always safe though. 00/01 open is safe, to make sure the dungeon room can be exited from there, put a type 09(check this i forgot if it's 09) door in front of it.
> Some people are usually annoyed when their BG2 refuses to save. Click the room headers (More button up the top) then press ok and save again. It should save now.
> The Kill boss again tag only works on the last level, but there's a way around it through asm.
> Only Room 0 can be the last level, don't try to mimic it, you'll just move up one room instead.
> More related to the overworld but, don't try to mimic the Water Palace in the Dark World, you can even get rid of those water thingy, they tend to be annoying at hacking.


There.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 01-23-06 09:11 PM, in General Project Screenshot Thread Link
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:
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 02-02-06 07:18 AM, in Legend of Zelda LTTP/Hyrule Magic Question Link
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.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 02-05-06 04:55 AM, in OpenGL: Display lists vs. Vertex pointers ? Link
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".
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6296 days
Last view: 6289 days
Posted on 02-10-06 06:12 AM, in Anyone here an expert on hex and reinserting compressed art back into a rom? Link
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


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