Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,483,019
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-25-24 07:25 PM
Guest: Register | Login

0 users currently in ROM Hacking | 5 guests | 1 bot

Main - ROM Hacking - *sigh* I just LOVE working with Hyrule Magic! New thread | New reply

Pages: 1 2

MathOnNapkins
Posted on 07-06-09 04:02 AM Link | Quote | ID: 110002


Super Koopa
Level: 62

Posts: 687/842
EXP: 1935409
Next: 49277

Since: 02-19-07
From: durff

Last post: 4487 days
Last view: 4011 days
Black Magic changes every header.

To complicated matters, there is a "blockset" setting for entrances as well as rooms. In HM, the entrance blockset is on the lower part of the screen. The header-based blockset is on the upper part of the editor screen. The entrance blockset is the "main blockset" that determines things like what set of animated tiles to use (like water, and ice, etc). The header specific blockset determines further graphical tweaks but cannot override most of the main graphics determined by the entrance blockset. One thing complicating your situation is that the game uses Entrance 00 for when you start the game, and Entrance 01 for when you leave and then come back into the house. so you may have to edit a different entrance (00).

I do not currently edit entrance data directly in BM, but it will eventually be incorporated. I read it and write it but there's no editor interface for it.

____________________
Zelda Hacking Forum
hobbies: delectatio morosa

DiscoPeach
Posted on 07-06-09 04:44 AM (rev. 4 of 07-06-09 05:13 PM) Link | Quote | ID: 110004


Octoballoon
Level: 31

Posts: 137/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Posted by MathOnNapkins
Black Magic changes every header.


Sweet...

Posted by MathOnNapkins
One thing complicating your situation is that the game uses Entrance 00 for when you start the game, and Entrance 01 for when you leave and then come back into the house. so you may have to edit a different entrance (00).


Well, when you edit entrance 00 in HM, it changes the same way in entrance 01 and vice-versa. So basically, you have to go in and out. Unless I can just ASM the blockset for that particular entrance which is the only one pissing me off. Is there any way to do that? For that room in the instance of the beginning?

Posted by MathOnNapkins
I do not currently edit entrance data directly in BM, but it will eventually be incorporated. I read it and write it but there's no editor interface for it.


Well, it's fine. Either way, every dungeon has a blockset. Just model the dungeon depending on that entrance. Or vice-versa. If you have the swamp dungeon, then have it branch out from the swamp entrance. So it's ok for the moment if you haven't incorporated it yet in Black Magic.

EDIT:

FUCK!!!! I'm even trying to live with the fact that HM places Hole and Stairs locations where it wants. I'm getting a problem that's even asked in Orochimaru's Perfect Guide (Question 2 (about fucked up scrolling)) and I changed the values and I've been experimenting with everything, yet I still get the same problem. When you reach the right wall of the room you can see the left part of the room. When you try to go to the left part of the room from the right part of the room, the screen doesn't scroll - you merely appear on the right side of the room, yet the collision behaves like Link is actually in the left part of the room.

Man, I really want to make my hack! I'm even changing the rooms HM insists on Link entering. And still no progress! What do I do? How have people even managed to make dungeons with this without any problems? No insult to sephiroth3, I mean hell, he went through the trouble of making Hyrule Magic. But man! I'm losing my mind!

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

SePH
Posted on 07-06-09 08:57 AM (rev. 2 of 07-06-09 08:58 AM) Link | Quote | ID: 110013


Rat
Level: 22

Posts: 14/81
EXP: 56423
Next: 1927

Since: 12-01-07

Last post: 3079 days
Last view: 3060 days
For your header error, I'm not sure (since I'm at work) but that new version of HM added something like an option to use the same room header as others. In dungeons say you edit an house, you may want to right click and select to use the same room header as a room that has the same similar properties (palettes,blocktype, spriteset etc..). IM pretty sure it uses less space that way and you get more headers for your other rooms..

Editing Zelda 3 is pretty much removing content to add new stuff, you can't really have more then there was, maybe in the future anything will get expendable but as of right now, either you relocate your dungeon data somewhere else in the rom or you try to use the headers only when you really need them.

Dungeons can be a bitch sometimes, they don't behave like you want them to, but it's okay, theres always a workaround. Euclid went through the hard parts of doing them in Parallel Worlds so I was left with the overworlds. He also once told me not to screw too much around some rooms, like Link's room for one... And I didn't made Hyrule Magic, sephiroth3 did, I only made that Hyrule Magic guide (Which is more or like a combination of old boards data) and Parallel Worlds with Euclid.

____________________
http://parallelsequel.wordpress.com/

DiscoPeach
Posted on 07-06-09 05:12 PM Link | Quote | ID: 110026


Octoballoon
Level: 31

Posts: 138/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Posted by SePH
For your header error, I'm not sure (since I'm at work) but that new version of HM added something like an option to use the same room header as others. In dungeons say you edit an house, you may want to right click and select to use the same room header as a room that has the same similar properties (palettes,blocktype, spriteset etc..). IM pretty sure it uses less space that way and you get more headers for your other rooms.


Well, so far I haven't seen that option. I don't know since I'm using it right now and maybe I'm just not finding it. But I'll try and see if I can find it.

Posted by SePH
Editing Zelda 3 is pretty much removing content to add new stuff, you can't really have more then there was, maybe in the future anything will get expendable but as of right now, either you relocate your dungeon data somewhere else in the rom or you try to use the headers only when you really need them.


Yes, that I am very keen on. The first thing I did was remove all sprites and items from the Overworld before editing it, just so I can have room for my own. Also, many blocks and torches in most dungeon rooms as well. All to try and eliminate as many bugs as possible when hacking.

Posted by SePH
Dungeons can be a bitch sometimes, they don't behave like you want them to, but it's okay, theres always a workaround. Euclid went through the hard parts of doing them in Parallel Worlds so I was left with the overworlds. He also once told me not to screw too much around some rooms, like Link's room for one... And I didn't made Hyrule Magic, sephiroth3 did, I only made that Hyrule Magic guide (Which is more or like a combination of old boards data) and Parallel Worlds with Euclid.


I always said that Parallel Worlds is practically a masterpiece of hacking. Congratulations to both Euclid and yourself. If Euclid was the one who worked on the dungeons then he must have the patience of a fucking saint. As for your work on the overworld and the graphics you are a fucking master. In your Perfect Guide I saw screenshots of a work in progress you must've scratched when working on Parallel Worlds (I'm talking about Lyra Islands). Amazing graphics. I love your beach blockset, verily love it. Amazing. It helped me get more excited about my hack (Link's Awakening sequel).

Oh, I guess I thought you made Hyrule Magic, being as since the guide was made by you, but credited to an Orochimaru, I assumed you changed your name again. Sorry.

Thanks for all your help! I just woke up so I'll try and see if I can change some more things to solve this dilemma of mine!

Oh! By the by! I don't know if you'd consider this, but I'd really love to use that beach blockset I saw in that Lyra Islands screenshot. I'd really love to use it for my Toronbo Shores in my hack. I'm gonna turn Zora's Domain into Toronbo Shores. Very important due to the nature of my hack. I'm turning the Dark World into Koholint Island. If I can't, it's ok . But if you let me than I'd be ecstatic!

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

SePH
Posted on 07-06-09 09:18 PM (rev. 2 of 07-06-09 09:28 PM) Link | Quote | ID: 110044


Rat
Level: 22

Posts: 15/81
EXP: 56423
Next: 1927

Since: 12-01-07

Last post: 3079 days
Last view: 3060 days
Posted by DiscoPeach
Oh! By the by! I don't know if you'd consider this, but I'd really love to use that beach blockset I saw in that Lyra Islands screenshot. I'd really love to use it for my Toronbo Shores in my hack. I'm gonna turn Zora's Domain into Toronbo Shores. Very important due to the nature of my hack. I'm turning the Dark World into Koholint Island. If I can't, it's ok . But if you let me than I'd be ecstatic!
I believe you'd be the second person to ask for these tiles, the first one being NEONswift when he got back into romhacking back then... He kept practicing with the graphics and improved them over time, it's a shame he's not much into zelda 3 hacking anymore cause his work was sure quite impressive.. graphically and asm wise (that name in areas in parallel worlds came from him).

So yeah no worries, feel free to use them, they serve me no purpose anymore.


Edit: and about that room header problem, when you right click on the dungeons, select to ''discard room header''. It'll then ask you a room number, that's when you write the room you want it to use the same properties.



That way you will free headers, duplicate rooms to retain the same sprites/gfx set but you can of course change the layout.

____________________
http://parallelsequel.wordpress.com/

DiscoPeach
Posted on 07-06-09 10:13 PM (rev. 2 of 07-06-09 11:02 PM) Link | Quote | ID: 110046


Octoballoon
Level: 31

Posts: 139/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Posted by SePH
So yeah no worries, feel free to use them, they serve me no purpose anymore.


Fuck yes!! Where can I get them? Is it possible for you to send them to me like you did with NEONswift? Or what do I gotta do to obtain them?

Posted by SePH


That way you will free headers, duplicate rooms to retain the same sprites/gfx set but you can of course change the layout.


Nice! Let me see if that works for me! Thanks!

EDIT:

Ok, that's all nice and peachy, but I want to completely reset all dungeon room headers so that I can create space. If I change it to another header, it doesn't let me. It says: not enough room for room header.

Also, using the arrows to eliminate information in the room header doesn't seem to help much. It frees up more space, but I still can't do the changes I want.

Maybe I don't understand exactly what I have to do. Do you mean that I have to change all the rooms that I want to use? For example, if I want to edit room X, I change it to room Y (if room Y is what I want to imitate)? But if room Z is linked or affected by room Y, then I'd have to change room Z to room W in order for it to not interfere with my changes?

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

SePH
Posted on 07-07-09 10:32 AM (rev. 2 of 07-07-09 10:41 AM) Link | Quote | ID: 110079


Rat
Level: 22

Posts: 16/81
EXP: 56423
Next: 1927

Since: 12-01-07

Last post: 3079 days
Last view: 3060 days
Well I figure I could send you a copy of that game (which is nowhere near playable) but that would require an email or so.

Not enough room for room header means that you need to empty a few dungeons rooms so they are empty, then save. If the error still pops up that might mean your rooms have too much objects in them. When I started working on Parallel Worlds 2.0 that error would come up everytime or so, so Euclid made it so that the new dungeons would have been split across four roms then later reassembled. I don't know how it's done through, it's been a while since I talked to THE MAN.

Say you made a room.. now you wanna make a second room similar to it (has the same palette, blockset, spriteset etc..)... the best way to link them is using that ''discard room header'' option. but first you gotta get rid of the ''not enough room for room header'' problem, once that doesn't show up anymore, it should save correctly.

____________________
http://parallelsequel.wordpress.com/

DiscoPeach
Posted on 07-07-09 06:18 PM (rev. 2 of 07-07-09 06:53 PM) Link | Quote | ID: 110085


Octoballoon
Level: 31

Posts: 140/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Sure! I'll PM you my email!

Hmmmm... I see where you're going. Okay, let me just see if I understand you now, so as to not linger in this situation:

Since you think that the rooms have too many objects in them, should I also remove all objects from rooms I want to change in order to free them up? And then link them with "discard room header"? Say I want to change rooms X and Y. I empty them completely and then I discard both their room headers and change each to the other one? X to Y and Y to X?

I'm not having that "not enough room for room header" with some rooms now, yet I'm still not able to save changes. Do you think I can merely (in the mean time) change all the rooms to a generic room without any headers? That way I can free up all that space and be able to do what I want. Is this a good way to go?

Also, I understand what you mean by Euclid splitting the rooms across different roms and then reassemble them. So that I don't forget ideas, while some rooms don't want to link together, I edited a rom just for that purpose - to make rooms in the meantime, so that I can merely remake them in the main rom. That way I don't "lose" my progress .

Thanks for all your help so far, SePH! Now I gotta add you in the credits along with MathOnNapkins and Omega45889 ! I wouldn't've been able to do 90% of all the shit I've done without MathOnNapkins' help. He's a fucking genius, man.

EDIT:

Okay, apparently, changing all the rooms' header to a single room's header, say room15, not only does their room header not change, but the only thing that those rooms use from room15 is it's blockset and palette. Room15 has no room header - no tags, no special conditions, no holes or anything. Yet, when I change other rooms' header to this one, they retain their original headers. The only thing they copy from room15 is its blockset in the Starting Room section of the window. Argh!

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

DiscoPeach
Posted on 07-08-09 08:12 PM (rev. 3 of 07-09-09 08:27 AM) Link | Quote | ID: 110167


Octoballoon
Level: 31

Posts: 141/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Okay, I tried discarding the room headers and changing it to rooms that are caves without any headers whatsoever (like room 8). I changed 200 or so dungeon rooms to have the same header as this room (because I'm trying to eliminate the room headers of all the rooms so as to start from scratch; that way freeing up as much room header space as possible (or so I think)). I saved everytime I changed a room this way. The changes seemed to have lasted while I kept changing them. However, when I close the rom, and reopen it, the changes revert. I don't get it... When I discard the rom headers do I have to use different rooms each time? Or is Hyrule Magic really that bitchy when it comes to room headers? Cuz I believe I'm doing everything right (at least I hope so) to try and change them. I know I will most likely have to bite my thumb and wait for MathOnNapkins' holy grail of Zelda3 hacking, Black Magic, to edit my dungeons, but I would like to at least get somethings done beforehand so I don't find myself doing nothing while I wait.

It's very frustrating, to say the least.

EDIT:

Okay, I managed to get the room headers to say the same as Room 8 (success!). However, this doesn't allow me to be able to change the room headers to what I want them. It frees a fuckload of space, but Hyrule Magic continues to deny me the ability to permanently choose whatever room headers I wish to give the rooms. It appears that you simply cannot give the rooms the room headers you wish to give them. Period. This is amazing - I can't believe this. Heh. MathOnNapkins, I am officially waiting for your blessing to the hacking community. I tried all I can. I guess I'll just have to design the dungeons and test them in my imagination. I'll just have to edit the Overworld in the mean time. Bummer. I really wanted to make this first dungeon to make some progress.

EDIT:
Success!!! I was finally able to permanently change some room headers! I'm making the first "dungeon" as we speak. Thanks to all your suggestions, SePH and MathOnNapkins. I did what both of you said and so far I have been able to progress nicely! I hope to finish at least the "first dungeon" so that I may get some constructive criticism. I'm still tinkering around with Hyrule Magic. I know it'll take me a long time to get comfortable with it. Hopefully by then Black Magic will be out and then I'll have to get used to that . 'Til then, on with hacking!

Once again, thanks to MathOnNapkins and SePH!

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

DiscoPeach
Posted on 07-13-09 05:22 AM Link | Quote | ID: 110374


Octoballoon
Level: 31

Posts: 148/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Ok, thanks to MathOnNapkins and SePH, I've been able to put my project into overdrive (thanks are in the edit in the end of the previous post). And I'm even more psyched that MathOnNapkins is on the verge of releasing his first version of Black Magic. Now, on with the inquiry.

Editing some of the monologue, I was able to do so successfully with some of the messages. However, other messages became tangled with some other messages. Does each message have its own set space in memory, or do messages have a character limit, or is it all linear (for example, if I reduce a message as well, will it still get jumbled up with another message like when I increment the number of characters)?

Thanks in advance!

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

Xenesis
Posted on 07-13-09 05:20 PM Link | Quote | ID: 110386


Level: 46

Posts: 252/416
EXP: 672081
Next: 39693

Since: 02-20-07

Last post: 4384 days
Last view: 3092 days
If you increase the size of the text in a piece of dialogue, depending on how closely stored they are in the ROM (sometimes you might have a few bytes wiggle room, other times you'll have none). While not Z3 specific, what sounds to be the case is that you've expanded your text long enough that it's no longer finding a "stop" character at the end of your strings and is continuing to load bytes, which happens to be the next string until it hits a stop.

Unless HM is doing some weird screwery, reducing the message lengths should not cause problems but expanding it means you may have to repoint the text.

DiscoPeach
Posted on 07-14-09 04:03 AM Link | Quote | ID: 110440


Octoballoon
Level: 31

Posts: 149/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Well, I think it might be caused with HM being a bit screwy. At first I was getting some problems, then when I changed another message, they seemed to work again. I have no idea if I used more or less characters than the original message, as I've only been changing some of the telepathic messages and some signs. So it maybe in part to HM being a bit screwy, but at least I got the messages working fine now. Thanks a lot!

A new thing that is happening to me now is that, now HM doesn't save my sprites correctly. I know I have enough room for sprites and secret items because I removed a lot of them from many rooms. But I see the sprites in the editor, and when I test run the rom to test out my dungeon, the sprites don't appear in game. When I check HM's dungeon editor the do appear there. I don't know if it's a problem with the layers or whatnot, but the sprites are supposed to be seen, at least. They're on the normal floor in normal rooms. I'm gonna see if I can find my way out of this one, but it is making me scratch my head a bit.

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0

DiscoPeach
Posted on 07-15-09 07:28 AM Link | Quote | ID: 110552


Octoballoon
Level: 31

Posts: 152/175
EXP: 177135
Next: 8228

Since: 04-15-08
From: Puerto Rico

Last post: 4553 days
Last view: 4534 days
Okay, I don't think that it's not that Hyrule Magic isn't aving my sprites correctly. Now I just don't know what the problem is. As I play through my hack, sometimes the sprites appear, and sometimes they don't - midplay. For example, I have soldiers in a room. Sometimes, if I go to a different room and come back, all the sprites are gone - and don't return. Sometimes I play through my hack and the sprites are there. If I exit the emulator and return, sometimes they're not. And there are even sprites that don't want to appear altogether! It's very perplexing, to say the least. Any ideas?

Thanks!

____________________
MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0
Pages: 1 2


Main - ROM Hacking - *sigh* I just LOVE working with Hyrule Magic! New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.026 seconds. (340KB of memory used)
MySQL - queries: 92, rows: 125/125, time: 0.018 seconds.