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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: 6306 days Last view: 6300 days |
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Originally posted by Reshaper256 Strange o strange why it works in my rom, mid boss = no hearts, level boss = heart container + crystal/pendant, I've even tried it in a cave without any level and it works, ah well, maybe I did do something else to my code, because that is so few years ago, anyway you're dealing with heart pieces, so it could be different there. Originally posted by Reshaper256 so do you want to stop the drop all together, I have that in .asm, kill boss = drop crystal/pendant, no heart containers (5 rupees if the code fails, yes i've put a check), this doesn't take in account any headers or so, just that if the room is flagged with clear level then the crystal/pendant will drop. Note that if it's a mid boss etc you will want to tag it along with "kill boss again" header, otherwise you can't even open up the subscreen because it think you've killed a boss, oh yeah i just remembered what that header is used for .ORG $9EE4F LDA #$DA ; give out 5 rupees just in case this patch fails .end .code somewhere: LDA $0403 ; teh code, I'm sure you know it. ORA #$80 STA $0403 JSL $1DF65F ; replacement code RTL .end .ORG $9EE53 JSL somewhere ; overwrote a JSL .end .ORG $5EF4C NOP ; NOPing the kill boss again header. NOP .end (edited by Euclid on 05-29-06 08:48 AM) |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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like the editor for dungeon maps is broken in the latest version, so i wouldn't bother with it.
but if you insist of fixing that level # thing, just remember dark palace dark world level 1 is like level 5 or 6 not as its written there. Not trying to bring back the old thread about boss hearts but i'm sure my method works as well, i never had to add extra code to do it. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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that is what the kill boss again header is for. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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you have no idea why HM expanded your rom?
That's because it's trying to find space to fit those new dungeon data of yours. Expansion size is not a problem, it's actually good because it shows HM is working with the end of file whereas for most of us we're stuck because HM doesn't use the space at the end, if you still want to use zcompress, lunar expand it to like 1.5mb then header your rom and it'll work fine, do note that after saving in HM again it'll go down to 1.0mb+expansion size. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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z3 has 3 "banks" of music data, one bank is loaded into the game at specific times, you can tell what songs are in which "bank" in the HM music editor.
but What i find strange is all the song data is stored in less than 64kb of space in the rom, I'm guessing there's some compression going on there but who knows. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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gee read the dates, it's 2 year old info
When i first looked at the data it doesn't seem to fit the hex values in HM (like change a note changes more than one hex value), which is the reason why i think it's compressed. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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That "weird" block in your hack looks like the house exit door for link's house, double click on the exit to disable it. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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221kb = half of it is gfx changes.
"the code" starts at $1C/FF30 which is about E8130 in a headered rom. As for code which jumps there, search for 22 30 FF 1C in the rom, I think i saw one at about 0x3xxxx position edit: there's probably more code out there, like for drawing the timer on the overlay, they should be somewhere in the 0x3xxxx area as well If i remember correctly. edit again: is it just me or does the timer stop when you're dashing. (edited by Euclid on 08-22-06 11:39 PM) (edited by Euclid on 08-22-06 11:41 PM) |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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zcompress for decompressing/recompressing gfx
yychr for editing. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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I voted no a while ago, but leaning to the Meh side.
Thing is have you considered where these noobish posts will go? noobs have to go somewhere and they'll probably spam other forums like general discussion, or even the gaming forums. Also with some genuine users who ain't hackers, who would just like to comment on a hack which has been posted in this forums, like super metroid redesign, have to wait before they can do that, The process of registering to post at the boards takes like 2 seconds, I wouldn't expect myself to introduce to a community of people who I don't even know right at the start just so i can comment on a hack, but then i'm more of the quiet type. If this approval thing keeps up, you might as well make it so the whole board is approval only, which just sounds ridiculous. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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Seems like I need approval to contribute. While i'm here I might as well do a list of things I did.
I did all sorts of work around, like written a document for MMX3 gfx compression, coded a really crap visual basic editor for zelda 1 dungeons (those can be found at romhacking.net). Recently participated and completed translations and dungeon restoration for Bs zelda 3 which quite a lot of people don't know about because of a lack of advertising. Also have been working on zelda 3 for quite a while, as most people who hack that game will know me. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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The easiest asm hacks out there is to disable stuff.
For example, disabling the code which reduces the amount of lives when you die in SMB. These hacks are usually the first step, sure there are codes out there but some rely on freezing the amount of lives ram value, use those to help you pinpoint the branch or dec you need to disable. The next step is to do mini asm hacks which extend the work by a bit. Like inserting code to to other funny things as you die in SMB etc. Then further along the line you have to learn about how to interact the vram, controller inputs, interruptes etc. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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The ASM hacks section allows HM to insert custom code written in fsnasm format, I wouldn't bother with it, you're better off relying on some other assembler/hex editor to do the trick since HM dumps the code anywhere in the rom
try removing room header the old way: use the OLD HM, go find those rooms, and press the up arrow. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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The main problem with HM is that it didn't consider some of the real issues when people do hack the game, when it came out people are just like "woo yay it works fun lets make zelda 3 hackz" etc. Now that people hacking zelda 3 is "digging deep" to change the game, these issues starts to surface up.
Hyrule Magic does expansion this way. 1. it first brings your title screen data to the 1mb area or so resulting in that few hundred byte expansion. 2. it "hardcodes" all the spaces which it knows it's not used (eg/ F8xxx area to FFFFF, 50000 to about 55000, and fills them up with dungeon rooms etc -- what you get is all the dungeons, squished into the 1mb rom (not to mention some errors may occur when it accidentally wrote over some code after where the data is suppose to end) instead of using the ample space at the back of the rom. 3. with stuff like room headers, sprites, i'm guessing it just remembers some end address and tests if your room header exceeds that size. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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Is found, and is compressed.
useful RAM addresses to know... $11E8 X position in overworld. $11EA Y position in overworld. overworld data is located at 2680C9 and is compressed using lunar magic format 8, same format as gfx compression, weird eh? first 40 bytes is some sort of header, haven't figure out its use yet (execpt the first line says EGG EGG... mmm i'm hungry.), the next 8000 bytes are for the "world", haven't figured out what the leftover bytes are, they could well be unused. The data at 2680C9 are data for each 32x32 tile, the whole map uses 80x80 tiles worth of 16x16 tiles, which means the world in pixels is about 128x16 pixels square. 32x32 Tile definitions: starts at F3000, 5 bytes each, haven't figured out where it ends though, I'm guessing F7FFF which is at the end of the bank. First 4 bytes refers to the tiles put into this order. 1 2 3 4 5th byte is for collusion detection (30 = water, 40 = mountain, 10 = walkable, there's more...) I seemed to have went through a few pointers to find the overworld data, so I'm having an intelligent guess that the dungeons are stored the exact same way. I've attached a picture of me messing around with the deep ocean tile. I guess I'll find the dungeon data sometime later. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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Another thing you could do is ditch HM and use zcompress. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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Originally posted by Raccoon Sam I swear I had a discussion on how to spell Nayru and ended up spelling it as Naryu Argh my OoT knowledge is so fading away... *quickly fixes all the Naryu mispellings* On the topic of mispellings, I spell Farore wrong as well, argh. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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* Are you ready for a brand new adventure?
* Are you ready to play a whole new zelda 3 game, with completely new dungeons and overworlds? * Are you ready to find the secrets of the Parallel Worlds? Parallel Worlds is a fully hacked version of Zelda 3 (aka A Link to the Past). A majority of the game has been changed. There may be a few rooms which can be said to be similar to some from the original game. General changes involve: * Brand new Overworlds, I promise you won't find an area which is unchanged! * Brand new Dungeons, all dungeons are completely different from the original! * New house indoors and caves, some of these you may find similar to the original game. * New Graphics, a lot of the graphics have been changed. * New Screen layout, similar to Ocarina of Time yet not exactly the same. * Some new music, the original game had great music, these are not to be changed * New Story, while some maybe similar to the original game, but it's intentional. * A lot of other changes, and surprises! This is a result of 4 years (maybe 5) of "behind the scenes" hard work, lots of assembly hacks and fixes etc. This game was known as Tower of the Triforce which some people may remember, when I released a demo from that game a few years ago. When SePH joined the team a majority of the things from that hack was taken over into this hack, so spiritually it's still the Tower of the Triforce (to me that is). This game is difficult. Believe me when I say it is. You'll need to have every trick from the original game memorized plus more to beat this. Puzzles are everywhere in this game. Some dungeons are more puzzle oriented, while some dungeons are more fighting oriented. I try to keep a balance between the two in some dungeons. While there isn't much enemy changes, there are a few, which I'll let the player find out by themselves. There is tons of secrets in this game... some are original while some are just brought over from other zelda games. That's it for a brief introduction... we hope you enjoy playing this game! Zelda Parallel Worlds Website IPS Patch PS: SePH did a great job on those screenshots |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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great now i can finally reply.
Some people had trouble downloading from googlepages uploading here as well. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6306 days Last view: 6300 days |
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This thing has gone to 3 pages.. in such short time, half of it a flame war on dungeon design though.
The guardhouse does contain a bit too much backtracking, in fact it's the dungeon which requires the most backtracking. I admit that it is tedious in a way, the reason for that is to make it feel "long", i guess that fails that criteria... for most people anyway. About the bug with the infinite conversation... that was not reported to me so i did not even expect it to happen, sorry... And also 3 years of development time doesnt' mean i've spent 3 years on dungeon design. 1) The Armos Knights in Nayru's Cave - there is a safe spot in the whole room, it just takes time. 2) Farore's Isle, B1 - yes I feel a bit cheap in that room (especially the last fireblade you can't dodge unless you exploit the dash jump invincibility), but then that room was done like 3 years ago, and shouldn't you have like 7-8 heart pieces by then? I do not expect everyone to like this hack. Just like every single game which is out there, there are people who loves it and those who just hate it. |
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Acmlm's Board - I3 Archive - - Posts by Euclid |