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Main - ROM Hacking - I have a small problem with Zelda 3 New thread | Thread closed


Megaman-Omega
Posted on 06-11-07 06:17 AM Link | Quote | ID: 44457


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I've been changing the graphics for my rom hack for about a year and a half now (off and on) and I've hit a snag of sorts. For some reason the little area just leading into Zora's Domain after it was changed apparantly now won't let me go into there but into a glichy version of Death Mountain. (Which acording to Hyrule Magic is technically the area that is above it but...). I also can't get in though backdoors of sorts. I can't warp in or place a cave exit there or the whole area is messed up. So can anyone help me fix this problem or at least help me find a way around it?

Heres also a few screenshots I took to help show my problem easyer.


MathOnNapkins
Posted on 06-11-07 10:17 AM Link | Quote | ID: 44499


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Very unusual, but it's not like I wouldn't expect it from Hyrule Magic. If you're willing to grab Geiger's Debugger I could walk you through how to fix it via PM. Just from the information you have given really isn't enough to go on.

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NEONswift
Posted on 06-11-07 03:02 PM Link | Quote | ID: 44529


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From the sound of it the graphics editing has resulted in you moving things around or changing what 8x8 tiles are being used by the 16x16 tiles which usually transport you to Zora's domain.

I worked out the process and ASM of moving Zora's Domain, the master sword area and under the bridge entrances a while back. Its a combination of moving/editing the area specific exits, tiles and ASM addresses which check what area you are in.

Quick Image to Zora's Domain Warp

*** Overworld Exits ***
0180 - Master Sword Wood Area
0181 - Under The Bridge
0182 - Zora's Domain

*** Unique Teleportation Tiles (all in decimal) ***
Zora's Domain - Map16 Tile 700 comprised of 8x8 tiles 173 (shallow water)
Master Sword Area - Map16 Tile 81 comprised of 8x8 tiles
- top row 8x8 tile 261 (hollow tree end)
- bottom row 8x8 tile 367 (hollow tree center)
Under The Bridge Area - Map16 Tile 1696 comprised of 8x8 tile 484

Sadly the ASM addresses of what areas are affected by which of the unique tiles above I don't have to hand. Will do when I get home or maybe MoN can post them if he has them.

The way it would all be put together to teleport to Zora's Domain would be like the following:

1. Link walks onto a Map16 tile comprised of 8x8 tile 173
2. The game checks the current area Link is in and checks that it is 0F
3. Teleports link to Exit 0182 located in the Zora's Domain area 81
---------------------------------

I hope the above makes sense. I wrote it over lunch and dont have the time to proof read. The easiest way to see how it works Megaman-Omega would be to take a look at the original rom.

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MathOnNapkins
Posted on 06-11-07 04:29 PM Link | Quote | ID: 44538


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So it depends upon the tile number? ... hah, man those designers are a pain in the ass.

Also explains why you can go under the bridge when it has no apparent entrance to speak of. Maybe you're better suited to deal with this NEONswift, my expertise is in the dungeons, and while I have been doing a bit of overworld hacking recently it's not quite at the level I'm sensing from you.

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NEONswift
Posted on 06-11-07 05:03 PM Link | Quote | ID: 44542


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Posted by MathOnNapkins
So it depends upon the tile number? ... hah, man those designers are a pain in the ass.

Also explains why you can go under the bridge when it has no apparent entrance to speak of. Maybe you're better suited to deal with this NEONswift, my expertise is in the dungeons, and while I have been doing a bit of overworld hacking recently it's not quite at the level I'm sensing from you.
The Map16 tiles i mentioned are only the tiles used by Nintendo but I discovered that you can create teleport blocks using any Map16 tile as long as it contains the appropriate 8pixel tile.

Seph/Orochumaru ended up using this information in Parralell worlds so he could relocate those areas.

Another interesting fact is that you can move those overworld exits to any location which would allow you to have teleports to any overworld screen of your choice.

It seems nearly everything in Zelda3 (except for the Map16 overlay tiles) relies on the 8pixel tiles. For example specific tiles in the graphics sets are what makes overworld doors function. A while back I had a cave entrance that was almost an overworld area wide, just to test it out.

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MathOnNapkins
Posted on 06-11-07 05:29 PM Link | Quote | ID: 44547


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Hrm.... well I've encountered behaviors that depended upon the 32x32 tile type (or it might have been the 16x16 tile type). In any case, it was a 16 bit number similar to say, 0x4714, and the tile types for 8x8s certainly don't go that high. That's what I thought you meant. The 8x8 tile types determine a great deal of the behavior in dungeons too, though from what I can tell it's not *exactly* the same as the overworld. There's even tile handlers for chests on the overworld, which are obviously not used... nor could they be without a lot of extra work.

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NEONswift
Posted on 06-11-07 05:48 PM Link | Quote | ID: 44551


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Posted by MathOnNapkins
Hrm.... well I've encountered behaviors that depended upon the 32x32 tile type (or it might have been the 16x16 tile type). In any case, it was a 16 bit number similar to say, 0x4714, and the tile types for 8x8s certainly don't go that high. That's what I thought you meant. The 8x8 tile types determine a great deal of the behavior in dungeons too, though from what I can tell it's not *exactly* the same as the overworld. There's even tile handlers for chests on the overworld, which are obviously not used... nor could they be without a lot of extra work.
Sorry my bad... I meant to say Overworld. Events like Agahnim's tower opening are probably down to the Map32 tiles?!

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MathOnNapkins
Posted on 06-11-07 06:12 PM Link | Quote | ID: 44559


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Yes, that's right. Though that animation in particular is activated via a sprite whereas the others are not. I was specifically referring to the tiles that are used for "doors" when you run into them. The game checks for a specific 32x32 tile type and replaces it with an open door (the wooden doors, I haven't really looked at Hyrule Castle's doors.)

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NEONswift
Posted on 06-11-07 06:58 PM Link | Quote | ID: 44572


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Posted by MathOnNapkins
Yes, that's right. Though that animation in particular is activated via a sprite whereas the others are not. I was specifically referring to the tiles that are used for "doors" when you run into them. The game checks for a specific 32x32 tile type and replaces it with an open door (the wooden doors, I haven't really looked at Hyrule Castle's doors.)
It was my understanding that the doorway overlays were down to the 16x16 tiles not the 32x32 tiles, both of which are stored as 16bit values in the rom.

Im pretty sure that is the case as ages ago with Dodongo's Gold I added some palm tree gfx using a selection of different 32x32 tiles but each tree opened like a house door accidentally due to creating the palm trees out of a former front door from Kakariko Village. None of the Map32 tiles were formerly part of houses.

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MathOnNapkins
Posted on 06-11-07 07:42 PM Link | Quote | ID: 44577


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uh.... yeah I was wrong. It checks the $7E2000 array which in dungeons is 8x8 tiles but on the overworld is map16 tiles. I think map32 is just used for initially drawing the overworld's appearance. All overlays use map16.

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Megaman-Omega
Posted on 06-11-07 11:37 PM Link | Quote | ID: 44610


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There now I've got it working!

The main problem was I used a completly different tile for the shallow water to make it all animated.

But thanks I didn't think the 8x8 tiles held so much data I thought all that appled was the "Block Data" in the bottom of the window in Hyrule Magic to change everything. But yeah now after looking through I'll be able to change and move these things around much better than before.

Thanks a lot guys.

NEONswift
Posted on 06-12-07 12:17 AM (rev. 2 of 06-12-07 12:18 AM) Link | Quote | ID: 44620


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Posted by Megaman-Omega
There now I've got it working!

The main problem was I used a completly different tile for the shallow water to make it all animated.

But thanks I didn't think the 8x8 tiles held so much data I thought all that appled was the "Block Data" in the bottom of the window in Hyrule Magic to change everything. But yeah now after looking through I'll be able to change and move these things around much better than before.

Thanks a lot guys.
Cheers.

These addresses might help if you want to change what area the teleports are actually located...

***********************************************************
0x75E31
- The area for 8x8 367 & 261 (Entrance to Master Sword Area - Exit: 0180)
- requires 16x16 block to be setup like this:

- 261 | 261
- 367 | 367

0x75E33
- 8x8 tile 484 (Entrance to Bridge Area - Exit: 0181)

0x75E35
- The area for 8x8px warp tile 173 (Entrance to Zora's Domain - Exit: 0182)
***********************************************************

Easy enough to edit just change Zora's Domain's entrance from 0F to say 00 (The Lost Woods) then place the appropriate tile in that area and you can teleport to Zora's Domain from there.

Whats also good is that you can have all 3 teleports in one location. Zora's Domain, Under the Bridge and the Master Sword area.

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Main - ROM Hacking - I have a small problem with Zelda 3 New thread | Thread closed

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