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Main - ROM Hacking - Help on OoA overworld map editing. (READ NOW T_T) New thread | New reply


Arbe
Posted on 02-24-08 08:43 PM (rev. 2 of 02-24-08 09:19 PM) Link | Quote | ID: 78833

go away
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Before I go on, I must stress, you need the European version of this rom if you want to be any help.

As I'm sure some of you know, I've been vaguely working on a map editor for Oracle of Ages (not seasons just yet, one step at a time ). However, I've stumbled across a couple problems.

Right. Thanks to Jigglysaint, I know a lot more about, well, everything in Oracle of Ages. However, I don't have all the time in the world, so I thought I'd ask the community to maybe give me a hand here.

See, I've been having troubles with editing maps. Some maps, they work fine, brilliantly in fact, this one came out how i wanted it too:



I was testing out what a couple of different values were, that's why there's a waterfall right there. Anyway, that map is just a quick hack of the map that's one screen up from where you start the game. The offset for that map is 0x79DD8 - 0x79E28. Feel free to play around with that if you don't feel like helping. But the screen that bugged me, was the one below this one, where you start the game.



Now sure, that might look okay. But the thing is, it turned out nothing like I expected. If you look at the tiles across the bottom, they don't appear to be very well organised. That's because I was testing this map, and found that when I changed one value from 3A (or something) to 11, it changed several tiles. Now I'm sure if I wasn't busy looking at other areas of the rom, this wouldn't be that big a puzzle. But I am. So if any of you guys feel like taking a look around, the offset for that screen is 0x7A205 - 0x7A249. I'm not sure if there's any more information about the screen a couple of bytes before that (i.e. tilesets, weather), so if anyone has the time investigate that too.

So yeah. That's my proposal. Any help at all, and I'll shove you in the credits somewhere. If you can't do anything, link a friend to this thread. Thanks. 8D



Edit: at least post something if you played around with it. Don't just play with it and not report back D: screenshots preferred.

troopa pride
Posted on 02-25-08 04:42 AM (rev. 2 of 02-25-08 01:05 PM) Link | Quote | ID: 78850


Koopa
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rflkgkldhrlskdhjkhrat4m;ugsrlmeGAHHHHHHHHETGUIGTFOJOU;MN7RU0EN[D5UHKL;;FJ;jk;gr


(K, I'm done)


Woooot a map editor.I'm so EXCITED to edit my favorite Zelda game of all time ^_______^

I do not know what can solve the problem, but I wish you good luck ^____^

(Try not to get banned again.)

Jigglysaint
Posted on 02-25-08 06:52 AM Link | Quote | ID: 78858


Red Paragoomba
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It's hard to explain. I think what's happening is that the byte you changed was an ID byte that defines a group of tiles. See, how it works is that each set of 16 tiles are defined using two control bytes. For each control byte, you read right to left(so the bit at the end right is read first). A 1 will mean that the next byte after the control bytes will be repeated everytime the control bytes encounter a 1. For example, if the two control bytes were FF FF, and the third byte was FC, then the game will place 16 tiles of deep water on the screen. If the bytes are arranged differently, like FE EF FC 1B 1B, then the row will look like this: 1BFCFCFCFCFCFCFC FCFCFCFCFCFCFCFC1B

Notice that for the first control byte, FE, the bit marked with a 0, which comes at the end, is read first?

To sum it all up, the byte you changed was the ID byte right after the control bytes, which means that for the 16 tiles, any instances of 1 in the control bytes will be replaced with that value. The rest will be read normally. Don't forget the control bytes are read right to left(as single bytes, not as a word).

Arbe
Posted on 02-26-08 07:23 PM Link | Quote | ID: 78950

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Thanks a lot, sorted out that problem now. If anyone wants to post funny pictures of OoA map edits do it in this thread any how.

Main - ROM Hacking - Help on OoA overworld map editing. (READ NOW T_T) New thread | New reply

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