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04-22-23 09:19 PM |
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| Trax |
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![]() Yellow Stalfos Level: 70 Posts: 90/1145 EXP: 2943007 Next: 72804 Since: 07-06-07 From: Québec Last post: 3257 days Last view: 2509 days |
Okay, when I do ASM hacking and disassembly (?), I'm not exactly sure what to do about Opcode 20, which is Jump to Subroutine (JSR), with a 2-bytes operand. Since I don't have access to incredible software like FCEU or such, I can't do any RAM tracing. Chunks of data are often copied from ROM directly to RAM. The question also applies to JMP (4C).
My question is, how do I know where the pointer is actually pointing to? Here's a real example, with the Zelda II ROM, at 0x5C17: 20 A2 E9 So the reconstituted address is 0xE9A2. Of course, it doesn't necessarily mean I can go to 0xE9A2 in ROM and assume it's what happens in real-time. Sometimes you have to ajust the address according to specific factors, like RAM pages, mappers, etc... How can I make absolutely sure that I'm moving to the correct address? |
| Jigglysaint |
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Red Paragoomba Level: 20 Posts: 11/62 EXP: 37379 Next: 5060 Since: 04-04-07 Last post: 4247 days Last view: 1985 days |
Posted by Trax Well actually, the last 4 pages in ram are always static($C000 to $FFFF), so it always points there. Pointers don't seem to be so much about pointing to data offsets in rom as much as it's in ram. Also, don't forget the 16 byte header to add. So if a trace returns $20 A2E9, the destination address is actually $E9B2 The static banks contain the game's program code that allows all the core data that is used everywhere. |
| Ice Ranger |
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Newcomer Level: 8 Posts: 6/8 EXP: 1738 Next: 449 Since: 02-21-07 Last post: 5740 days Last view: 5172 days |
Actually, I think the easiest way to do this is to use some version of FCEUXDSP... I really don't know how people did it before. If you could give me a list of 8 bytes of where you wanted the code to jump, I might be able to help you since I'm picking up my desktop tomorrow. I just hope you put it into a section of the ROM where it can easily be accessed as I don't know how to switch out pages quite yet... just messing with the current page. (and I am sure "pages" is not the correct term; it's probably banks I'm thinking)
Also, I'm assuming this is for Zelda 2. What kind of code are you putting into place or doing a subroutine jump? Is it something already in the game or some new code you have written? |
| Ice Penguin |
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![]() Popo Level: 51 Posts: 331/539 EXP: 961608 Next: 52330 Since: 02-20-07 From: Kasuto Last post: 4419 days Last view: 4419 days |
So this is my new Zelda II hack that I've been working really hard on. I hope you enjoy the images. Some feedback would be great as well!
Zelda%20II%20-%20Part%204/Zelda's%20Castle.PNG>Zelda's Castle Zelda%20II%20-%20Part%204/Grassland.PNG>Grassland Zelda%20II%20-%20Part%204/Cave.PNG>Cave Zelda%20II%20-%20Part%204/Rocks.PNG>Rocks Zelda%20II%20-%20Part%204/Sand%20Palace.PNG>Sand Palace Zelda%20II%20-%20Part%204/Inside%20Sand%20Palace.PNG>Inside Sand Palace Zelda%20II%20-%20Part%204/Forest%20Palace.PNG>Forest Palace Zelda%20II%20-%20Part%204/Graveyard.PNG>Graveyard Zelda%20II%20-%20Part%204/Forest.PNG>Forest There will also be new features in this game. Most of them I won't say until they become reality, in other words, until my ASM skills become MUCH better. But the only one so far is an Animated Overworld, thanks to JaSp!
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| MathOnNapkins |
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Super Koopa Level: 62 Posts: 186/842 EXP: 1877653 Next: 107033 Since: 02-19-07 From: durff Last post: 4118 days Last view: 3642 days |
That's a really nice title screen. I'm not a huge expert on Zelda II, but the ones that I "think" I can tell look different are "Zelda's Castle," "Sand Palace," "Inside Sand Palace," and the "Forest Palace." No offense, but the other screens were kind of bland in that I was expecting something that looks markedly different from the original game. I think you modified the energy and magic meters too though. And maybe added the sword power to the top of the screen? I don't remember seeing that unless the game was paused. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
| Dwedit |
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Red Paratroopa Level: 30 Posts: 100/162 EXP: 158252 Next: 7617 Since: 03-07-07 From: Chicago Last post: 3149 days Last view: 1243 days |
First, the text file describing how to expand the rom:
And the obligatory "Example of how to use the expansion" post:
____________________ |
| Dr. Hell |
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Lakitu Level: 51 Posts: 133/552 EXP: 995742 Next: 18196 Since: 03-02-07 From: Pittsburgh, PA Last post: 4664 days Last view: 4621 days |
I'm liking what I'm seeing so far. The Forest Palace and Zelda's castle look the best graphically, and if you are at all interested, I'd definitely be willing to help out with graphics stuff. |
| Reshaper256 |
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Goomba Level: 13 Posts: 19/24 EXP: 9024 Next: 1243 Since: 03-07-07 From: United States Last post: 5307 days Last view: 4759 days |
Hey, I just want to say that I'm very interested in what this program is capable of. As for your initial question of what features I'd like to see, well, to me instant playback would almost be a must, cause I'd probably try to compose off the top of my head, in the program itself. "Does that sound right... no, wait, that's not right... what did I do wrong?"
We have a 'music composer guy' on the team for Zelda3C, and we can still compose music in HM, but I'm sure this program would make things much, much, MUCH easier, whenever it's released. The community has long needed a program like this. ____________________
Zelda 3 Challenge ~ Quest for Calatia Official Zelda3C ASM Hacker |
| asdf |
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Shyguy Level: 23 Posts: 86/87 EXP: 62366 Next: 5357 Since: 02-19-07 Last post: 5750 days Last view: 5356 days |
The title screen looks half-decent. The perspective is a little weird, but there's nothing you can do about that, I suppose. If you can add some clouds, do so. It'd liven up the sky a little.
The rug in Zelda's Castle looks a bit odd, but other than that, it's all right. The rocks in the plains look unusual at the spot where they meet the grass. It's just as if the grass just suddenly cuts off where the rocks are. Given that part of the ground is included in the grass tiles, that's what's causing the problem. Perhaps add some moss to the rocks? If that's not possible, at least cut the grass down (specifically the ground part). I can't see much wrong with the cave shot. If I had to name something, it'd be how the lava doesn't transition well into the ground when they're at the same level. The rocky road. The rocks look like they're floating slightly above the ground. The blue holes in the lower part of the top tile of the ground look strange as well. Also, Link and the blob stand out among the bright and vivid landscape, and not in a good way. Sand palace has the same contrast problems as the rocky road shot. I mean, why is it so bright? It's nighttime. Where is all that light coming from? Certainly not the moon, it's not that bright. Ditto for the inside. Forest Palace is the opposite - it's a little too dark. The Stalfos really sticks out because of it. Just brighten it up ever so slightly, and it'll be all right. And lava really shouldn't really be among all those plants. One would think they'd catch fire because of it. The graveyard has similar problems to the rocky road with its floating stuff. The grey and blue don't really work well together. The forest seems good, except for the unnatural-looking square-shaped leaf formations. Round it out a little if possible. All those issues aside, it looks pretty good. I'm looking forward to seeing the progress on this one, as it looks promising. |
| Ice Penguin |
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![]() Popo Level: 51 Posts: 336/539 EXP: 961608 Next: 52330 Since: 02-20-07 From: Kasuto Last post: 4419 days Last view: 4419 days |
Hey thanks for all the comments! I'll definitely see what I can do about some of the things you mentioned! Some things however aren't possible yet. I am getting better though, so, eventually.
Here is a picture of the new Status Bar. The one during gameplay, that shows your life, magic, and experience. Zelda%20II%20-%20Part%204/New%20Status%20Bar.PNG>What do you think? And here is a slightly updated title screen. All I did was remove that house and I blended the forest a little. Compare with the title screen above. Zelda%20II%20-%20Part%204/Title%20Change.PNG>Improved Title Screen? Any thoughts? ![]() |
| Danny |
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Micro-Goomba Level: 10 Posts: 13/14 EXP: 3972 Next: 442 Since: 07-25-07 Last post: 5354 days Last view: 5730 days |
Is it possible i can request a music patch?
Is it possible i can request Zelda 3 music? ![]() |
| Har D. Har Koopa |
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Koopa Level: 25 Posts: 76/108 EXP: 85127 Next: 4493 Since: 07-23-07 Last post: 5546 days Last view: 5448 days |
Nice hack, though I never liked ZElda 2, probably because everytime you get a game over, you start back at the effing palace. And it is full of Engrish. |
| Kiwi |
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Newcomer Level: 8 Posts: 3/8 EXP: 1732 Next: 455 Since: 04-02-07 Last post: 5310 days Last view: 5292 days |
Posted by Ice PenguinYo bro! I will be looking forward to playing this hack of yours! Your Asian friend. ![]() |
| Kiwi |
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Newcomer Level: 8 Posts: 4/8 EXP: 1732 Next: 455 Since: 04-02-07 Last post: 5310 days Last view: 5292 days |
Posted by Ice PenguinYeah indeed I am.
Haha... a very cute picture of Link at the mountains. |
| Sgraff87 |
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Panser Level: 42 Posts: 317/345 EXP: 492461 Next: 28901 Since: 02-19-07 Last post: 5620 days Last view: 5294 days |
Just a little idea I had. I have found a Famicom Mini version of Zelda II that actually works. Now this is on the gameboy so I can imagine it is capable of GBA colors when hacked. If so, maybe, just maybe, I/we can make an enhanced version of Zelda II? (enhanced via more colors and edited sprites)
Below a palette test of mine. Changed all the sprites to dots of all the colors tile layer allows.
Is there a GBA palette editor? If not, then just close this thread. |
| Koolboyman |
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Shyguy Level: 22 Posts: 54/81 EXP: 55525 Next: 2825 Since: 06-04-07 Last post: 5533 days Last view: 2111 days |
Zelda: Parallel worlds and the Dragoon X series, these should be shown as good examples to new hackers. ____________________ Pokemon Prism |
| CKY-9K |
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Pokey Level: 56 Posts: 271/691 EXP: 1380812 Next: 17364 Since: 06-27-07 From: cKy Last post: 3223 days Last view: 271 days |
| Koolboyman |
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Shyguy Level: 22 Posts: 55/81 EXP: 55525 Next: 2825 Since: 06-04-07 Last post: 5533 days Last view: 2111 days |
Posted by CKY-2KPosted by Koolboyman Yay for personal opinion. ... OK going up that stupid tower 3 times was retarded. ____________________ Pokemon Prism |
| Super_Link_Bros |
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Newcomer Level: 4 Posts: 1/2 EXP: 211 Next: 68 Since: 01-05-08 Last post: 5579 days Last view: 5576 days |
Can someone help me out here? I finished Super Link Bros. and I need someone who is good at editing GFX. Who can edit Bowser to look like me and the Toad to look like Fake Zelda dolls? I suck at GFX editing so this is why I need help. |
| OoBurns |
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![]() Boo Level: 67 Posts: 973/1036 EXP: 2562606 Next: 30266 Since: 02-19-07 From: It is a mystery. Last post: 5352 days Last view: 5352 days |
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