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puzzledude
Posted on 09-09-12 02:35 PM, in Zelda 3 hacking: BG2 On top Link | Quote | ID: 152348


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I've just found the cause of the filled room. If BG2 is on top, the specific floor2 must be used. For instance, go to room 128 and change the floor2 to value 1. You'll notice that the room is flooded. Change it back to 14 and it's back to normal.

puzzledude
Posted on 09-09-12 11:00 PM, in Zelda 3 hacking: Dungeon room properties Link | Quote | ID: 152351


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Yes, it is. Basically the game cant handle more trnasition settings than in the original Alttp. Someone, however, wrote a room header expander, but the game is then incompatible with HM. Make some free room header first by clicking the upper arrow. Then edit the tags only, make transitions as few as possible. Every setting is of course editable in hex (one value one byte), you just cant expand it.

puzzledude
Posted on 09-12-12 01:57 PM, in Should make a book of all my questions of Z3 Link | Quote | ID: 152375


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Not only do you need a header, the file must have an exact size, namely 2001FF in hex or exactly 2MB plus the header. It also works on other sizes, but only above certain size and only if the ending is 01FF.

puzzledude
Posted on 09-15-12 11:18 PM, in Zelda 3 hacking: Dungeon room properties Link | Quote | ID: 152393


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http://www.romhacking.net/forum/index.php?topic=14327.0

This tool is dos based. You can edit all transitions in all rooms. It changes all the pointers and repoints the data to the end of the file.

puzzledude
Posted on 09-16-12 05:34 PM, in Zelda 3 starting location Link | Quote | ID: 152395


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In Hyrule Magic there is a submenu for Dungeons. Thats where the entrances are located. However, at the bottom you also have starting location options. These control the starting location of the entire game as well as srm save starts. After opening starting location 00, change the room and the scrolls if you want to change the location of Links sprite.

However, it is advised not to change that, since Link must start in a house, because the starting sequence starts him of in a bed. So it doesnt matter which room he starts from (default is room260), as long as the room has a house blockset.


puzzledude
Posted on 09-21-12 12:47 PM, in Should make a book of all my questions of Z3 Link | Quote | ID: 152420


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The file has no header if it starts with 78 9C 00 42

If it starts like that, you need to add the header, otherwise not.

In a hex editor go to the very beginning of the file and choose add bytes. You need to add 512 bytes (in dec) or 200 in hex. This are 32 rows of bytes, all with the value 00. If you've done this correctly, the file must be playable.

You can also use an utility that can remove or add a header.

tush (add or remove header)
http://www.romhacking.net/utilities/608/


Regarding the size. Go to the end of the file and add 200000 bytes (all 00). Then go to address 200200 and erase everything from this point on. Your filesize will be 2001FF or exactly 2 MB with header. This is what zcompress needs.

You can also use an utility that expands the rom, like lunar expand.

The ending 01FF means that zcompress will react on other sizes aswell like:
1501FF, 1601FF 1A01FF etc. But not under 1201FF. That's why it says that the file is to small.


puzzledude
Posted on 09-22-12 12:19 PM, in Should make a book of all my questions of Z3 Link | Quote | ID: 152428


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I forgot you have the Lyra Islands. This particular file was already graphicaly modified. However, Seph used Hyrule Magic in a combination with Paint shop pro for editing the gfx. Thus the file is no longer compatible with zcompress. It goes vice versa to. If it is compatible with zcompress, it no longer works with HM + Pshop (described in HM guide by Sephirot).

I rather work with zcompress, since you can edit all gfx, but with HM+PShop you can edit each gfx tile only and then paste it back to HM as a gif file (there is a problem here also, sometimes the palettes are incompatible and the pasting fails).

"Wrong game title or is in the wrong format" means that the gfx data is no longer at hex address 87000, or the pointers are no longer in their "old" places, so the program can not extract the data.

Try it with Parallel Worlds (where all the hex addresses have been modified). It will give you the same message. So there's no way of bringing the gfx of the Parallel Worlds into the bin file or change them in any way. But there are some rare people who have the bin file, since it was extracted from a "regular" file.


puzzledude
Posted on 09-23-12 01:13 PM, in General Zelda 3 Hacking Thread (rev. 2 of 09-23-12 01:15 PM) Link | Quote | ID: 152443


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Lunaria, you read my mind. It would be great to have such a thread. In my opinion epic games like SMW or Mario in general, Super Metroid, Zelda3 and Megaman deserve their own thread.

puzzledude
Posted on 09-24-12 07:05 PM, in General Zelda 3 Hacking Thread Link | Quote | ID: 152460


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Everyone who is interested in Zelda3 hacking... we just got a general thread. Let me start it by contributing the must have freeware programs, that are necessary for modifying Alttp.


Moding tools for Z3 (Puzzledude's collection)

Links (4 files)
http://acmlm.kafuka.org/uploader/get.php?id=4306

http://acmlm.kafuka.org/uploader/get.php?id=4307

http://acmlm.kafuka.org/uploader/get.php?id=4308

http://acmlm.kafuka.org/uploader/get.php?id=4309


Description

01 Hyrule Magic963. Primary program by Sephiroth3 for editing Alttp. Many are scared by it, because of its buggy nature. At the moment this is the only main program for editing this game.

02 HxD hex editor. A must have hex editor for debugging the HM bugs and more.

03 Windhex. A hex editor with relative search.

04 Zcompress. A program by Fusoya for re/decompressing gfx.

05 YY-chr. A must have gfx editor. (Can be used with other games).

06 Hyrule Add ons. A program by Euclid for editing the enemy health and damage done to the player.

07 RHE-Room header expander. A program by XaserLE, that expands the possibility of transitions between rooms.

08 Lunar Programs by Fusoya.
Lunar ips = IPS patcher/maker
Lunar expand = expands the files up to 8MB
Lunar address = snes to PC and PC to snes address/pointer calculator

09 Snes Stuff. Expander, ips patcher, asm patcher and address calculator in one.

10 WiiqWerts tools
Bottle = a beta program for editing the HUD
Sprite inserter = for inserting custom sprites via asm
Overlord = in use with sprite inserter
xkas = asm inserter

11 Tush. A program that removes or adds the header to the file.

12 Checksum fixer. Additional program for fixing the checksum in a snes rom.

13 CRC calculator. Id calculator for verifying, if the file was correctly patched.


puzzledude
Posted on 09-25-12 12:54 AM, in Zelda3 Parallel Remodel Link | Quote | ID: 152462


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Thank you for this big review. To comment on certain ideas:

1. Lightable torches. These are a pain. They are not normal objects and are very limited (only small number can be inserted). You should know that Parallel Worlds is not a normal Zelda hack, since all the data has been moved to other hex locations. Sprites, torches, header, overworld data etc is very difficult if not impossible to edit in PW.


2. Naboorus hole and cane of Byrna. This problem actually comes from PW. You can not force the player to pick the Cane up. The combination to Lost woods is actually in the light world, just before the entrance to the Lost woods in that house. Ive put big arrows on the floor, but like Ive said, you can still miss the cane, making it almost impossible to finish Naboorus hole.


3. Regarding the Parallel Tower. It actually is only one tower, not two. The two were only a trick with the double first room. A super puzzle means one more extra climb, comming to the dead end. So, since there is one tower Ive decided for one climb.


4. Illusion doors seemed like a bug, so they were removed.


5. "Add a switch (or a sub boss event trigger) on the 7th Floor, accessible only from Home World, that creates a treasure chest on the ground floor."
This is not possible with Alttp engine. Trigger chest is only in the room where the trigger is. The chest must be picked up before exiting the room, or the trigger/chest resets.

Regarding the tower. You can enter it only in dark world or only in light world, but you have to do a mirror warping outside before each entering. Or in other words, if you enter in the light world, you must only exit in the light world. Ive siplified this: only one tower, only in dark world, all keys inside a dungeon (normal for Alttp engine).

6. "Beside the chest there would be a teleporter to the start of the 7th floor."
This is a floor paradox. You can warp only on one floor. You can transit only by one floor. You can not trasit from 1 to 7 without severly desturbing the floor counter. For instance 1F+warp = must remain on 1F. 1F + stairs is 2F. It can not be 1F+stairs/warp/hole is 3F/7F.

7. "Final thing I would add to both versions is maybe a more satisfying ending story."
Triforce monologue and all monologues above 370 can not be edited on the current file. Hex data is shifted if edited. Monologue 370 has two hex banks and has "abnormal" lenght.


puzzledude
Posted on 09-25-12 12:57 PM, in Zelda3 Parallel Remodel Link | Quote | ID: 152468


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That switch and its "door" (this is a big bombable wall, defined as a door) are actually in the same big room, that is made out of one half room on the left and 2 times one quarter on the right. However a quarter room may seem like a separate room from the emulator's perspective.

No matter if you use asm or reverse engineering, if you want your game to actually look like Alttp, you will always have restrictions. If you want to make something like Solaris Zelda, the reprogramming of the entire game is needed, which really isn't a snes rom file anymore.

puzzledude
Posted on 09-30-12 10:37 PM, in General Zelda 3 Hacking Thread Link | Quote | ID: 152559


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My collection of documents, that every Zelda3 moder should read.


http://acmlm.kafuka.org/uploader/get.php?id=4313


puzzledude
Posted on 10-01-12 12:33 PM, in General Zelda 3 Hacking Thread Link | Quote | ID: 152562


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Using HM forces you to know the actual code in HEX. Then you can see, what is being changed and debug the file using a hex editor. Black Magic editor by MoN is supposed to be better by automatically extending the file to 2MB first. Then each bank has enough space to be changed freely.

puzzledude
Posted on 10-06-12 06:34 PM, in Zelda3 Parallel Remodel Link | Quote | ID: 152601


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Bomb jumping is certainly not a normal/standard move. It feels more like a special thing, that can get problematic if the gap is to big, so Ive just decided to remove it (maybe also because you are loosing health in the process).

puzzledude
Posted on 10-07-12 11:06 PM, in Is my whole LIFE a torture! (rev. 2 of 10-07-12 11:14 PM) Link | Quote | ID: 152623


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Posted by KingCheezBurrito
Okay, so since a month or so, school has been going bad for me. I have SO much homework! It really turns me off! School is a TORTURE!!! School makes me feel like my whole life is stupid! I want school out of my life! Is my whole life ruined?

Please tell me how I can end this madness!

Posted by KingCheezBurrito
The reason I hate school is because it is full of immature wierdos. Another reason I hate it is because of all the busy work. It is SO hard! Is school easy? It is if you are a Kindergartener!!!



If you want to survive in the real life, scholl is a mandatory thing, but you probably don't realize it yet. Take my word for it, you must finish it no matter what it takes. It is as simple as paying a bill. You need money to pay a bill, and a job to get money, and education to get a job, and scholl to get education.

However, a lot of things learned in school are abstract (like half the math are abstract functions, that really dont help you in any way). But there are also some usefull things (how would I talk to you now without english lessons).

There are actually two problems in scholl: learning/homework/classes and relations/bully problem.
Both become more intense in high scholl. With some effort every person is capable of learning any subject for an E or a D grade. I never had an F as a final grade, ever. Otherwise its summer school, which is the actual torture.

Regarding the relations. Different people mean different styles. Someone is going to hate you, someone not. I personally only used verbal or other defensive methods (like poking) rather than the real thing, just to make my point. If the thing escalated, I would alert the teachers to "stop that dumbass bully from being a dick to everyone for his own delight".

College was somehow better for me, since you are somewhat on your own to do the studying.

Anyways, fight your way through scholl, and do some romhacking in your free time to ease your wounds.


puzzledude
Posted on 10-10-12 10:49 PM, in Zelda3 Parallel Remodel Link | Quote | ID: 152639


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Ateraformer started a walkthrough of this game on You Tube.

Check it out.

http://www.youtube.com/watch?v=4ltfLk4aDaQ&feature=plcp

puzzledude
Posted on 12-01-12 10:36 PM, in Derpy Link Sprite 1.1, need fix glitch Link | Quote | ID: 152965


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You want to publish a rom?! I thought you know by now, that this Must not be done, because of the legal purposes. Also if you have a rom (patched or not) you can easily create a NEW IPS.


Lunar IPS has two functions, patch the ips or make the ips (in this case you choose which Alttp rom will you use, and then let everyone know which rom it is: US, EU, header or no header).


quote
"I am talking about remove patched rom to get ips patch!"

From a romhacker's point of view this statement is not exactly smart. You can not "remove the patch", you can not bring "ips out from a (patched) rom".

What you need are 2 roms! Original Alttp (any clean rom) and your rom (makes no difference if it was patched before or created directly).

IPS simply defines all the changes between two files (in your case: the Derpy Link (patched) file and (for instance) Alttp US, if you choose the most common clean Zelda3 rom.

The result is the IPS file which is Not the same as the authors (he might have used a diffent original rom), but that doesnt really matter, the result of the patching will be the same.


puzzledude
Posted on 12-04-12 08:34 PM, in Derpy Link Sprite 1.1, need fix glitch Link | Quote | ID: 153007


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Once the rom is patched, you can NOT reverse this process in any way. You can Not get the ips, you can Not get the old rom back. If you patched to the wrong original rom, you will get a corrupt rom (deletion is neccessary).

Like we all said before, you must make a New ips.

You should also know, that any work in modifing the rom file itself will always be with No ips files. So the author doesnt have to have the IPS at all. The IPS is made only before publishing.

You can make the new ips file in seconds, by having any of the original roms and the modified rom.


puzzledude
Posted on 12-05-12 08:53 PM, in Derpy Link Sprite 1.1, need fix glitch Link | Quote | ID: 153017


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The Derpy file is patchable to US rom with header only. The file is almost the same as the Alttp. Data from 76000 to 86000 was changed. And data from E0000 to E8000 was changed (monologues only). Data error because of the monologue edit was at E8000, like I said in my first post.

Ive changed this value to 01 FF, camera shake fix. There are some more palette problems (aromor3 makes Link purple), which suggest that the main sprite was intended to look like a pony, but the sprite gfx wasnt changed.

The new Ips is patchable to US header crc DD42510E and the other one to US no header crc 777AAC2F.

Patched file has crc C5EE2671. Patched file has no header. Dont try to emulate the file, if it doesnt have this crc. Note: only some monologues and palettes are changed in this game.



Derpy screen fix Patch to US-header
http://acmlm.kafuka.org/uploader/get.php?id=4349


Derpy screen fix Patch to US-No-header
http://acmlm.kafuka.org/uploader/get.php?id=4350


puzzledude
Posted on 12-06-12 05:42 PM, in Derpy Link Sprite 1.1, need fix glitch Link | Quote | ID: 153021


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The ips you posted does not contain Derpy gfx. In the file you posted only some monologues and some palettes are changed.
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Main - Posts by puzzledude

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