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Main - ROM Hacking - Zelda Title New thread | New reply


Chaobomr
Posted on 05-20-13 07:36 PM Link | Quote | ID: 153953


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Can anyone give me any pointers on how to change the text of the background story in the Legend of Zelda?

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Xeruss
Posted on 05-20-13 09:32 PM Link | Quote | ID: 153956


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Text in the game can be edited using a hex editor with .TBL support and the table information you can find here.

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snarfblam
Posted on 05-20-13 11:42 PM Link | Quote | ID: 153959


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If you're looking to edit the story text, you'll probably want to be able to change the color of the text too (so you don't have random letters in green or red). This data is stored separately. IIRC, it's stored as a complete 64-byte attribute table.

Let me know if you need a hand, but I know it's documented somewhere.

Chaobomr
Posted on 05-21-13 07:02 PM (rev. 2 of 05-22-13 07:44 PM) Link | Quote | ID: 153971


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Posted by Xeruss
Text in the game can be edited using a hex editor with .TBL support and the table information you can find here.


I already have a tbl file, looking at the data made no sense. The quote marks were missing. There were also a lot of spaces. I'm thinking there's some compression going on

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Chaobomr
Posted on 05-22-13 07:43 PM (rev. 2 of 05-22-13 09:30 PM) Link | Quote | ID: 153974


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Posted by snarfblam
Let me know if you need a hand, but I know it's documented somewhere.


I could use some help there, thanks

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snarfblam
Posted on 05-23-13 02:22 AM (rev. 3 of 05-23-13 02:24 AM) Link | Quote | ID: 153976


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Posted by Chaobomr
I'm thinking there's some compression going on


Definitely no compression. It occurs to me now that the normal text table isn't going to cut it. The story text is stored in a tile map that also includes graphics, namely the plantyness around the story. E2 and E3 are the horizontal bits, E4 and E5 are the vertical bits, and E6 is used for the corners. F8 is used for the quotes, and goes on the line ABOVE the text the quotes surround. And all those extra spaces are used to layout the text. If you added something like this to the table file...

E2 = [
E3 = ]
E4 = ~
E5 = =
E6 = %
F8 = _


...and dumped the text and wrapped every 32 characters and used a monospace font, you would end up with something like this

%~= THE LEGEND OF ZELDA =~=%
[ ]
] MANY YEARS AGO PRINCE [
[ _ _ ]
] DARKNESS GANNON STOLE [


As for the colors, I don't know how much you know about ROM hacking, but I'll try.

The colors of the text are stored in a 64-byte block found at $1A82B in the ROM (it is raw attribute data). If you open the rom in FCEUX, open the hex editor, pull up the ROM (under the "View" menu), and go to $1A82B, you can start playing around with the values. After changing the values, reset the ROM and you'll see the changes take effect.

Changing the text to all white would be easy (changing certain bytes to 00). If you want to do your own custom "highlighting", well, even thought I understand attribute data perfectly well in theory, trying to manipulate it by hand gives me one hell of a headache.

Chaobomr
Posted on 05-23-13 06:00 AM (rev. 5 of 05-23-13 08:00 PM) Link | Quote | ID: 153978


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Thanks for the help
Posted by snarfblam
The colors of the text are stored in a 64-byte block found at $1A82B in the ROM (it is raw attribute data). If you open the rom in FCEUX, open the hex editor, pull up the ROM (under the "View" menu), and go to $1A82B, you can start playing around with the values. After changing the values, reset the ROM and you'll see the changes take effect.

Changing the text to all white would be easy (changing certain bytes to 00). If you want to do your own custom "highlighting", well, even thought I understand attribute data perfectly well in theory, trying to manipulate it by hand gives me one hell of a headache.


I looked into a rom map that I acquired from datacrystal and it said that the ROM offset was at $1A81b.

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snarfblam
Posted on 05-24-13 12:11 AM Link | Quote | ID: 153987


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Posted by Data Crystal

Offsets are from the beginning of the ROM. To get the offset from the beginning of an iNES (.nes) file, add 10 (16 decimal).


That ROM map does not include the iNES header. Accounting for the header, $1A81B + $10 = $1A82B

Chaobomr
Posted on 05-24-13 04:09 AM Link | Quote | ID: 153988


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So, I should add $10?

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snarfblam
Posted on 05-25-13 12:48 AM Link | Quote | ID: 153994


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Posted by snarfblam
Posted by Data Crystal

Offsets are from the beginning of the ROM. To get the offset from the beginning of an iNES (.nes) file, add 10 (16 decimal).




Chaobomr
Posted on 05-28-13 06:17 PM Link | Quote | ID: 154014


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Looks like the hacking tutorials are back. It seems hastily written

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Main - ROM Hacking - Zelda Title New thread | New reply

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