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DiscoPeach
Posted on 12-23-08 06:14 AM, in Gah, Hyrule Magic EXIT problems. Link | Quote | ID: 97406


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Well, I don't know too much about that. But I did experience the same problem as this guy and I solved it by correctly placing the exit over the door. In this particular case, Link's House uses three exit circles. You must place those three circles directly over the center of the door. That solves this particular problem. That's how I solved it at least.

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DiscoPeach
Posted on 12-24-08 05:27 AM, in Gah, Hyrule Magic EXIT problems. Link | Quote | ID: 97472


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Trust me, you didn't place them correctly. Send a print screen of the changes you made.

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DiscoPeach
Posted on 12-24-08 06:03 AM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97475


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Thanks, bro. For this particular place, the red item # is 80 (80 - Hole). However, when I type 80 I get some gibberish. So, I try typing 80 in hex, which is 128. When I type 128, I get gibberish as well. None of them give me the item 80 - Hole. Why is this?

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DiscoPeach
Posted on 12-26-08 07:00 PM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97599


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Thanks, bro! Now I can cycle through the items! Thank the Lord!

Oh, by the by. While we're on this subject, do you know why items appear where I don't place them when I save? For example, let's say I place a bee beneath a bush. When I save the rom, it appears where I place it. But when I exit the rom and return, the bee is somewhere else. It's very annoying. Does clearing all overworld items and sprites work to combat this?

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DiscoPeach
Posted on 12-27-08 11:01 PM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97691


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Happens most of the time. For example, I can move sprites around but not items. I dunno why. The problem is that: you move around items and when you save and open the rom again, the changes are back to default. I made a copy of the rom, so instead of moving things around, I'll just add new items. What I was also wondering to know is how many items, holes, sprites, etc are in the original rom. Being as you aren't able to add any extras, has anybody quantified how many of these things there are in the rom? (entrances, exits, holes, items, sprites, etc). It'd be nice to know.

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DiscoPeach
Posted on 12-27-08 11:31 PM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 97693


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Ok, I know I've been asking a buttload of questions on Hyrule Magic. However, I couldn't find this in any guide or faq.

Whenever I try to edit a room (adding doors), I'm in Layer 3 but I can't add a door wherever I want. I can't right click to add a door where I want to add the door (I know where I'm supposed to add the doors). The door appears wherever the room wants it to appear (yes, HM's AI is amazing - it does whatever it feels like; HM is like artificial intelligence in toddler level). Anyways, it's most likely my fault. So, what do I gotta do to place a door wherever I feel like?

Thanks in advance.

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DiscoPeach
Posted on 12-30-08 05:25 PM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 97858


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Nice! Thanks a lot for all of your help, MathOnNapkins.

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DiscoPeach
Posted on 12-30-08 05:30 PM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97859


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Welcome, Fellow Root!

I've asked a lot of questions so far concerning Hyrule Magic. If you were to share the same inquiries as myself, just look for the latest posts I've made so far. Also, that Orochimaru guide is the best one I've found so far, and trust me, I've been looking all over for more guides.

If you want to know how the game works, play it to perfection. You can't really change all that much unless you dominate its ASM (assembly language). There have been breakthroughs and common ALttP ASM knowledge is found in Orochimaru's Guide. These ASM tricks are actually neat and some of them I will incorporate into my hack most definitely.

So welcome once again to the world of ALttP hacking!

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DiscoPeach
Posted on 12-30-08 05:54 PM, in Different tiles in Light World & Dark World (ALttP Question) Link | Quote | ID: 97860


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As told in a different thread, my hack is a "sequel" to Link's Awakening, presuming that Link's Awakening was a sequel to A Link to the Past. Basically, my hack's "Dark World" is Koholint. You can access and leave Koholint via use of a new item called the Dream Scepter (the name of my hack). However, when editing the Dark World overworld, I noticed that the tiles were completely different. This has become a snag in my project. Koholint is not corrupted like the Dark World was in ALttP. How can I use the same tiles from the Light World in the Dark World without editing the grafix? Does anyone know a way around this predicament? Thanks in advance.

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DiscoPeach
Posted on 01-01-09 01:22 AM, in Entances/Exits/Holes problem in Hyrule Magic (rev. 2 of 01-01-09 01:32 AM) Link | Quote | ID: 97944


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Nice! Yes, I did know about the pulling a statue and cape trick, actually. Why, last night I was testing a room in which you have to use the Cane of Somaria a lot. Since the room has a lot of spikeblocks, I use the Magic Cape to move around. You can pull a statue and have "limitless magic for the cape", I know this. It's probably a bug in the original game. It's nice to abuse stuff like this. Like pixel jumping in Zelda 2 or hunching in a tight spot as big Mario and then standing up to glide out of the glitch. Ahhh... glitches. How I miss thee!

If you like to help people (with sprites in my case), my hack calls for changing some sprites I'm not gonna use into Link's Awakening sprites. I've been doing some changes so far but it's gonna take me awhile. If you can help me out with this you'd be a much gracious help! Just PM me if you can help me out. Thanks in advance!

PS Ah yes... I've heard of that hack around the net. How goes its progress? It looks promising.

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DiscoPeach
Posted on 01-01-09 01:28 AM, in Different tiles in Light World & Dark World (ALttP Question) Link | Quote | ID: 97946


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Exactly my point. But I don't want all the grafix to be like the GB. For instance, I'm using some grafix from LA without a doubt. For instance, the egg, the phone booths (I'm replacing the fortune teller with Grandpa Ulrira), the seashell mansion, some dungeon statues, the palm trees, seashells, etc. However, I like the ALttP trees, and the other stuff. That stays. Besides, since you're traveling back and forth between realms, there's gotta be some connection.

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DiscoPeach
Posted on 01-01-09 04:38 AM, in Different tiles in Light World & Dark World (ALttP Question) Link | Quote | ID: 97953


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Nice. What if you have the areas in a 4x4 grid like Hyrule Castle and Kakariko Village? Then you wouldn't need the fade for that area.

Sounds impressive by the way in your editor. Does that expand how many tilesets you can use if you make just one universal tileset, or does the amount of tiles stay the same? Also, is that an optional setting in your editor?

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DiscoPeach
Posted on 01-01-09 04:40 AM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 97954


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Got a new problem with dungeon doors:

I've finished editing a room in Layout 1 (two vertical rooms). However, when you try to leave the left room into the right room, instead of exiting the door, Link jumps down as if it's a cliff instead of a doorway. And, though there's floor where he lands, he vanishes as if he were falling down a pit. I mean, I'm suffering a real serious case of what the fuck.

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DiscoPeach
Posted on 01-01-09 08:50 AM, in Entances/Exits/Holes problem in Hyrule Magic (rev. 2 of 01-01-09 08:53 AM) Link | Quote | ID: 97971


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Sounds great! Thanks for the reachout! Any Q's & A's I'll be sure to send your way! Thanks! Seeing as the communication between you and your crew is a tad slow, that must free you up a bit at least for sprite alteration, no? At least I'd hope so .

EDIT Ah yes, I've seen this video a lot in youtube. Very inspiring. The creation of new monsters complete with AI is very impressive. I wonder how they got such a mastery of the Zelda 3 rom to hack its ASM to pure bliss. Amazing to say the least!

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DiscoPeach
Posted on 01-01-09 08:21 PM, in Zelda 3 ASM question Link | Quote | ID: 97985


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I know that some things can be changes around via the use of assembly. I wonder, just how much can be changed? For example, can you edit which items are given to you by the Bug Collecting kid in Kakariko Village, or which item Sahasrahla gives to you upon completing the first dungeon. Or the item sold to you by the Bottle salesman? Etc etc etc. I read that some of them can be changed but sometimes the item Link holds overhead isn't the item you receive. Is there a way to manipulate these events so that, not only do you receive or buy the item you want, but you also see the respective item as held overhead?

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DiscoPeach
Posted on 01-02-09 10:09 PM, in Zelda 3 ASM question Link | Quote | ID: 98085


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Well, maybe that part of code is tied to the sprite in question. For example, the code is written directly on the sprite that does that. For example, the Sahasrahla sprite has different dialogue texts and gives you the Pegasus Boots when you return with the first medallion. The same with the Bug-Collecting Kid and the bum under the bridge. Would that information be possible searching for those item id's in a hex editor? I believe much experimentation is in order.

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DiscoPeach
Posted on 01-04-09 05:06 AM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 98193


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Thanks for the suggestion. But using that item in background 2 doesn't solve my problem. Also, the door I'm using is the same in the original room in the game. I didn't change it. The only thing I did was edit the room itself and the header. The room didn't have any pits, so I put pits that hurt the player. Could this be the problem? Either way the header doesn't let me make the pits become a hole to another room anyways. It says not enough room in the header.

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DiscoPeach
Posted on 01-04-09 08:24 AM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 98213


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Thanks, dude.

Ok, the Door used is 054 and the room is entrance 12. I didn't use that specific tile in that place of the room (the 0C6).

Oh, sorry for the misunderstanding. Vanishing in the sense of just that. When Link falls down a pit and becomes a sparkle.

I don't know what I'm doing wrong but since you've had no problems so far maybe you can help me. Any other ideas, bro?

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DiscoPeach
Posted on 01-05-09 12:17 AM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 98266


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Thanks, dude. Attention is help enough. I'll try and see if I just make the room a type 7 and instead of a door, simply have an open "path" from the left chamber to the right. Fuck it . Thanks for the help anyway, bro.

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DiscoPeach
Posted on 01-22-09 04:10 AM, in Brawl Stage Studio Link | Quote | ID: 99212


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My pants have just become gooey... just the detail alone of being able to decide where people are spawned is amazing... I must have this. Between owning people with Peach and getting trophies & stickers, I spend most of the time creating levels. I got like 20-odd levels made. All righteous and full of blood from the ownage. Imagine removing the only potential boundaries when creating custom levels. Whoever's making this program - über props.

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