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Main - ROM Hacking - Dungeon Locations in Legend of Zelda NES | New thread | New reply |
Nintendude88 |
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Shyguy Level: 22 Posts: 77/85 EXP: 57850 Next: 500 Since: 04-27-09 From: MD/VA Last post: 4494 days Last view: 3245 days |
Hi all,
I'm having a problem changing the dungeon locations when Link uses the Recorder to warp to the entrance of the nine dungeons randomly. See, I changed the locations using Zelda Tech, now I need to know how I can match the warping to the correct screen where each dungeon is. ____________________ My Yoyogames.com Page http://www.yoyogames.com/members/PKGamer88 My Youtube Page http://www.youtube.com/user/PKGamer88 |
Trelior |
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Level: 99 Posts: 1701/2602 EXP: 9730260 Next: 269740 Since: 07-12-09 Last post: 4469 days Last view: 4456 days |
Have you tried looking at documentation on the game, or is stuff like the flute undocumented yet?
The only thing I can think to tell you is to watch the RAM addresses in the hex editor when you warp, then find the ROM addresses for the outputs and change them. |
Nintendude88 |
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Shyguy Level: 22 Posts: 78/85 EXP: 57850 Next: 500 Since: 04-27-09 From: MD/VA Last post: 4494 days Last view: 3245 days |
Posted by Trelior I have looked at documentations on this game and check the ROM map on Data Crystal. I didn't see anything. Unless, there are some more documentations on this game that I haven't check or don't know about. ____________________ My Yoyogames.com Page http://www.yoyogames.com/members/PKGamer88 My Youtube Page http://www.youtube.com/user/PKGamer88 |
Trax |
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Yellow Stalfos Level: 71 Posts: 1046/1145 EXP: 3028876 Next: 138238 Since: 07-06-07 From: Québec Last post: 3599 days Last view: 2851 days |
Then go on with your search, until you find it. Seems simple enough... |
NetSplit |
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Level: 32 Posts: 155/178 EXP: 187611 Next: 18831 Since: 02-26-07 Last post: 2189 days Last view: 2114 days |
This one's been a problem for people for a long time, so I went ahead and figured it out just now.
In a headered ROM, the warp locations are stored at $6020. There are 8 of them, ordered by dungeon number. These locations are all one less than the place they drop you off in-game, likely because of the rightward scroll that occurs to bring that screen onscreen. If you want it to warp you to screen #$3C, you use #$3B. If you want it to warp you to screen #$00, you use #$FF. And so on. The y locations of where it drops you off are at $6129. Again, there are 8 of them. I point this out because there is code immediately following this 8-byte table that starts with the opcode #$AD, which looks suspiciously like the values in the table. Don't change that byte. This table is just like the table for warp locations, except that the values are the actual y values. I recommend only fiddling with the first half of each byte, which specifies which row you'll be dropped off in, leaving the second half as D. Also, in general, this is the one document you need when hacking this game. Hope that all helps! |
Nintendude88 |
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Shyguy Level: 22 Posts: 79/85 EXP: 57850 Next: 500 Since: 04-27-09 From: MD/VA Last post: 4494 days Last view: 3245 days |
Thanks for the help NetSplit, I really appreciate what you have done. ____________________ My Yoyogames.com Page http://www.yoyogames.com/members/PKGamer88 My Youtube Page http://www.youtube.com/user/PKGamer88 |
Main - ROM Hacking - Dungeon Locations in Legend of Zelda NES | New thread | New reply |
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