Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,484,821
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-26-24 02:54 AM
Guest: Register | Login

0 users currently in ROM Hacking | 2 guests | 2 bots

Main - ROM Hacking - Zelda 3 Hacking - My Questions New thread | New reply


JoeylikesCake
Posted on 10-17-11 01:37 AM Link | Quote | ID: 148076

Newcomer
Level: 8

Posts: 3/9
EXP: 1829
Next: 358

Since: 09-29-11
From: Sorry, no can do...

Last post: 4555 days
Last view: 4516 days
Hi, I have one serious question and just something that I want your opinion on...

1) I have drawn my own custom trees. I want your opinion on the trunk design and the tree itself as well, here is tree A and tree B. Tell me your thoughts:





2) I have changed the palettes of the grass, but because of that it leaves the same shade of green around on some of the graphics in the overworld. To give a visual of the problem, here is an image of a before and after shot of what I want to do:





I have asked this same question on another forum site that got shut down, so now I want to ask here. I am really expecting MathOnNapkins to help answer this one for me, but if anyone has any clue on how to fix that I would like to know how too. But not just for the green grass but for all the other colors that does this.

That is it for now, though I will be using this thread to ask about Zelda 3 hacking. Also I pretty sure this has been asked before, but much help is appreciated.

puzzledude
Posted on 10-17-11 12:13 PM Link | Quote | ID: 148092


Porcupo
Level: 39

Posts: 135/302
EXP: 371157
Next: 33614

Since: 08-16-10

Last post: 2274 days
Last view: 2274 days
I had the same problem a while back. It is interesting but I solved it rather easy, I've changed the grass colour so that it matches the frame, because the frame got around everything, not just trees. But Spane mannaged to solve the problem in hex. I think he copy/pasted the entire file into Parallel Worlds hex string, bassically adding the half of the megabyte to his file. Also a non standard solution.

Also, when you solve the frame problem in hex, it will still be visible in Hyrule Magic, but it will not be visible once you run the game.


JoeylikesCake
Posted on 10-17-11 05:58 PM Link | Quote | ID: 148094

Newcomer
Level: 8

Posts: 4/9
EXP: 1829
Next: 358

Since: 09-29-11
From: Sorry, no can do...

Last post: 4555 days
Last view: 4516 days
I would love to go the hex route but I don't know how to. Is Spade still around or has he disappeared from the hacking commute?

Thanks for the help puzzledude.

puzzledude
Posted on 10-18-11 12:21 PM Link | Quote | ID: 148107


Porcupo
Level: 39

Posts: 136/302
EXP: 371157
Next: 33614

Since: 08-16-10

Last post: 2274 days
Last view: 2274 days
Spane is still here. He's working on Zelda3 Prophet of Chaos backstage. I've revieved his file before and after the mentioned problem and couldnt find the specific bytes which fixed the problem. This is because the first file was a standard 1024KB and the second one was 1537KB.

Spane
Posted on 10-19-11 02:40 PM (rev. 2 of 10-19-11 02:40 PM) Link | Quote | ID: 148120


Red Goomba
Level: 15

Posts: 4/37
EXP: 15402
Next: 982

Since: 06-30-11

Last post: 3426 days
Last view: 3212 days
Hey guy
Open your hex editor and search for A2 69 26.
This are the colour values of the green frame.
You need to change this values so that the green disappears around your tree.
As an example. By A2 64 60 it is a blue frame

Spane

JoeylikesCake
Posted on 10-19-11 09:06 PM Link | Quote | ID: 148128

Newcomer
Level: 8

Posts: 5/9
EXP: 1829
Next: 358

Since: 09-29-11
From: Sorry, no can do...

Last post: 4555 days
Last view: 4516 days
Hi Spade!

I found the address for it, finally. But I am a bit confused on how this thing works. What I mean is I try random values for each of those three bytes but I get random colors like black or grey etc. The address I am editing is offset 600A8 in the hex editor (HxD hex editor).

But yeah, thank you so much! I will add this in with my ALttP Hacking documents.

Spane
Posted on 10-19-11 09:22 PM (rev. 2 of 10-19-11 09:23 PM) Link | Quote | ID: 148129


Red Goomba
Level: 15

Posts: 5/37
EXP: 15402
Next: 982

Since: 06-30-11

Last post: 3426 days
Last view: 3212 days
I've exactly used the same green colour for the grass as it is used in parallel worlds. : D
I had to copy and paste only the three values ​​of the parallel worlds rom
How to find out yourself what you must enter for your own green grass colour I do not know Sorry bro. But as long i could help you (-:

puzzledude
Posted on 10-20-11 12:17 AM Link | Quote | ID: 148132


Porcupo
Level: 39

Posts: 137/302
EXP: 371157
Next: 33614

Since: 08-16-10

Last post: 2274 days
Last view: 2274 days
Nice going Spane for finding those 3 bytes. Now the solution should be clear. Joey, change the grass back to normal, then copy paste the file. Change the grass to what you want in the second file. Open both files in hex and select compare files. The program should then find the changed values, one being the light green other one being the second green. Those should be the hex values of the new green colour, that must be inserted into the "frame" address.

JoeylikesCake
Posted on 10-20-11 03:11 AM Link | Quote | ID: 148134

Newcomer
Level: 8

Posts: 6/9
EXP: 1829
Next: 358

Since: 09-29-11
From: Sorry, no can do...

Last post: 4555 days
Last view: 4516 days
Thanks guys, I have finally got the right color for the "frame".

Like I said before, I want to make this thread for asking Zelda 3 hacking related questions.
So far my second got answered but not my first. Whats up with that lol.

But yeah, thanks for the help puzzledude and Spane. See you next question

Spane
Posted on 10-27-11 04:14 PM Link | Quote | ID: 148270


Red Goomba
Level: 15

Posts: 6/37
EXP: 15402
Next: 982

Since: 06-30-11

Last post: 3426 days
Last view: 3212 days
Hey guys I have a problem.
How do i chance the block type of the dungeon tiles?
I've tried it but when i chance the value as an example from 2 to 1 and save it doesn't work. I have a really great idea and would be glad if I could get it right.
Has anyone an idea how it works?

puzzledude
Posted on 10-27-11 06:53 PM Link | Quote | ID: 148273


Porcupo
Level: 39

Posts: 140/302
EXP: 371157
Next: 33614

Since: 08-16-10

Last post: 2274 days
Last view: 2274 days
The blockset of the dungeon is defined only at the entrance. For instance your dungeon has 1 entrance (0A). In Hyrule Magic you must select this specific entrance and set the blockset to the value you want (for instance cave is 13, for cave dungeon). This entrance is then fixed to this value, and the blockset will scroll all over the dungeon when you move through it.

If you open another entrance and go to the room that the 0A entrance leads, it will display wrong, but it will actually be correct. To see the actual blockset, always load the entrance of the dungeon and move only in this dungeon. If you want to go to other dungeon, load its entrance and dont move into it from the current dungeon.

You also can not change the blocset of the random room (only the room that you can be entered from the entrance).

You can not open one entrance, move to the other room, that can be lead to from second entrance, and edit the second entrance. Always close the room and open the second entrance separately. So the edits can only be made on one entrance at a time. After moving around, the starting location will always refer to the opened entrance,
and not to the room that you see, after randomly moving through the room-net.



Ive done some testing on the demo you sent me, and I could for instance change the 0A entrance to the cave dungeon (blockset 13). After saving and reopening, it was still a cave blockset.

Spane
Posted on 10-27-11 07:48 PM Link | Quote | ID: 148274


Red Goomba
Level: 15

Posts: 7/37
EXP: 15402
Next: 982

Since: 06-30-11

Last post: 3426 days
Last view: 3212 days
You have misunderstood my question.
I like to change the red marked but if I change it and save it jumps back to the old one.

JoeylikesCake
Posted on 10-27-11 08:41 PM Link | Quote | ID: 148277

Newcomer
Level: 8

Posts: 7/9
EXP: 1829
Next: 358

Since: 09-29-11
From: Sorry, no can do...

Last post: 4555 days
Last view: 4516 days
I say it's hyrule magic being buggy, but that is just my guess... Though you could use a hex editor to edit it?
I'm just making stuff up on the top of my head cause I have no clue what to tell you....


puzzledude
Posted on 10-27-11 09:18 PM Link | Quote | ID: 148278


Porcupo
Level: 39

Posts: 141/302
EXP: 371157
Next: 33614

Since: 08-16-10

Last post: 2274 days
Last view: 2274 days
Ah yes, I was talking about the wall blocksets. Regarding your problem. For some unknown reason I couldnt edit the indoor block type for the individual tiles. It can be done outside, however. But I must tell you that editing the type for individual tiles is not a good thing to do, since it will affect more tiles than you think.

For instance editing the grass gfx tile from 0 to 1 will disallow the player to walk on grass, since it will become solid. Also, the program knows how to store the block type only at the tiles number, which will affect other gfx tiles on the same value. For instance in Gates of Darkness there is a "hollow" bird statue = wrong tile type. Its 0, should be 1. Ive changed it to 1, but then all the ice became solid as well (it should not be solid), because it has the same value on a different tileset. But it is interesting that I could only change these types in the overworld.

JoeylikesCake
Posted on 10-28-11 04:51 PM (rev. 2 of 10-28-11 05:11 PM) Link | Quote | ID: 148286

Newcomer
Level: 8

Posts: 8/9
EXP: 1829
Next: 358

Since: 09-29-11
From: Sorry, no can do...

Last post: 4555 days
Last view: 4516 days
I got a question about door shutters. Is there a way to have 1 way shutters? Like, you go through the door and the shutters shut behind you, but they never open again.

EDIT: Ok, dumb question. I figured out what was wrong with the shutters. I loaded a file that had beaten the dungeon...

DiscoPeach
Posted on 11-06-11 07:08 PM Link | Quote | ID: 148392


Octoballoon
Level: 31

Posts: 175/175
EXP: 177140
Next: 8223

Since: 04-15-08
From: Puerto Rico

Last post: 4554 days
Last view: 4534 days
I prefer the first tree (A); the skinnier trunk is a bit cartoony. The first one looks much better than the second one. As for your graphix problems, I think I recall someone else having that same problem in the board. I know that SePh made some custom palm trees for a hack he was working on. Maybe he can help you out.

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

puzzledude
Posted on 11-11-11 08:17 PM (rev. 3 of 11-11-11 08:23 PM) Link | Quote | ID: 148427


Porcupo
Level: 39

Posts: 143/302
EXP: 371157
Next: 33614

Since: 08-16-10

Last post: 2274 days
Last view: 2274 days
Does anyone know how to edit the indoors of the famous Zelda Parallel Worlds hack? I can access the gfx and the overworlds, but not the indoors. Im asking this because I had some requests of removing backtracking of the indoors, as well as making them easier (adding some hearts).

There is a huge amount of players that have quit the game in the guardhouse!! simply because they found it to difficult with no sword, which is a shame because the game is really unique, but for a lot of players much to hard.

Main - ROM Hacking - Zelda 3 Hacking - My Questions New thread | New reply

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

Page rendered in 0.027 seconds. (339KB of memory used)
MySQL - queries: 117, rows: 154/154, time: 0.018 seconds.