Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,496,886
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-28-24 04:46 PM
Guest: Register | Login

Main - Posts by IJ.nom


IJ.nom
Posted on 01-29-12 10:13 PM, in Zelda 3: Inserting GFX back in to Hyrule Magic Link | Quote | ID: 149723

Newcomer
Level: 7

Posts: 1/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
So I just came across my Zelda 3 rom that I haven't worked on in over 3 years so I am a bit rusty when it comes to working with HM. If I remember correctly, I could copy overworld GFX out of HM, open them in Paintshop Pro to edit, then paste them back in to HM without any problems, even on a heavily edited rom. When I try it now, the edit GFX paste in fine but when I go to save, HM will crash, or it will appear as if it worked, but when I open the rom back up in HM random ovverworld areas not appear. I can navigate to them, but there is no 32x32 tile selector or map window. These areas still exist when playing the rom, except certain sprite and item selection GFX become corrupted. Anyone know a way that might fix this problem.

I don't know if this has anything t do with it but the copy of HM I have seems to be different than any other copy I have found online. The version I have is 916KB and was last modified in 2005. The version I got from romhacking.net is only 321KB and was last modified in 2003. Both say they are version 0.962 in the about screen. With the 321KB version when I paste the GFX back in they don't stick after closing the HM and opening it back up. Other edits stick though.

IJ.nom
Posted on 01-30-12 02:49 PM, in Zelda 3: Inserting GFX back in to Hyrule Magic (rev. 2 of 01-30-12 02:50 PM) Link | Quote | ID: 149733

Newcomer
Level: 7

Posts: 2/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
Worked like a charm. Thank you. I didn't realize it was possible to still use zcompress and yychr ater making edits in HM

IJ.nom
Posted on 02-01-12 10:45 PM, in [WIP] Untitled Zelda 3 Hack Link | Quote | ID: 149749

Newcomer
Level: 7

Posts: 3/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
Without giving away too much here are some screenshots:






When finished this hack will feature a completely new overworld, dungeons and storyline. Gameplay will pretty much be the same as ALTTP (sorry nothing ground breaking like Parallel Worlds) mostly because I don't have the technical knowledge or ability to work with ASM. No GFX overhaul either, just a mix and match of things I like from Parallel Worlds and other hacks.




IJ.nom
Posted on 02-02-12 07:17 PM, in [WIP] Untitled Zelda 3 Hack Link | Quote | ID: 149757

Newcomer
Level: 7

Posts: 4/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
For now the plan is to have 2 "light worlds" representing 2 different kingdoms or lands. Im not no fan of the current dark world color palette and GFX but I really don't want to completely redo them so having 2 light worlds seems like the best solution for now

IJ.nom
Posted on 02-05-12 07:19 PM, in [WIP] Untitled Zelda 3 Hack Link | Quote | ID: 149788

Newcomer
Level: 7

Posts: 5/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
More screenshots. I don't know why that rock in the third picture is there. It's the only glitch of this sort I've come across



IJ.nom
Posted on 02-19-12 11:47 PM, in Legend of Zelda - Prophet of Chaos (rev. 2 of 02-19-12 11:48 PM) Link | Quote | ID: 150121

Newcomer
Level: 7

Posts: 6/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
I am also looking for some way to move the forest mist overlay and add mist to some areas. If some one could make an ASM patch that could move mist just by adding the area to the patch it would make it very easy to accomplish much more in depth and complex hacks.

Here is ASM I have for the rain overlays. I don't know where they came from and I don't know if I ever tried them out. Maybe some one will be able to use this as a base for getting the forest overlays moved.

; variables
; 7EE00E - Rain Activator
; 7EE00D - Rain Deactivator (overridden if rain is activated before the deactivation occurs)
; 7EE00C - Activates the overlay animations and nonimmediate rain things
; 7EE00F - Activates thunder and indoor ambience (can be set at the same time as the Rain Activator)
; 7EE001 - Minutes in the time sequence script
; 7EE000 - Hours in the time sequence script
; 7EE00B - used to prevent my script from warping if rain is active, 0 allow rain disallow warp, 1 disallow rain allow warp

;this is my loader for turning the rain on and off
org $208100 ; executed on dungoen load (replaced an LDA $7EF3C5 which is read before we return)
Rain:
lda $7EE00E
bne .On
lda $7EE00D
bne .Off
bra Rain_End
Rain_On:
lda #$01
sta $7EE00F
sta $7EE00C
lda #$00
sta $7EE00E
bra Rain_End
Rain_Off:
lda #$00
sta $7EE00F
sta $7EE00C
sta $7EE00D
bra Rain_End
Rain_End:
lda #$00
sta $7EE00E
sta $7EE00D
lda $7EF3C5
rtl

org $208200 ; these are executed every frame
RainOnTime:
lda $7EE001
cmp #$1E
bne .End
lda $7EE000
cmp #$01
bne .End
lda $7EE00B
bne .End
lda #$01
sta $7EE00E
sta $7EE00F
RainOnTime_End:
rtl

org $208300 ; these are executed every frame
RainOffTime:
lda $7EE001
cmp #$1E
bne .End
lda $7EE000
cmp #$03
bne .End
lda #$01
sta $7EE00D
RainOffTime_End:
rtl

org $20C000 ; moved this function to expanded space to change it, don't think i needed to though :(
LDA $8A
CMP #$70
BEQ BRANCH_EVIL_SWAMP
LDA $7EE00F
Beq BRANCH_SKIPMOVEMENT
BRANCH_EVIL_SWAMP:
LDA $7EF2F0 ; If misery mire has been opened already, we’re done
AND #$20
BNE BRANCH_SKIPMOVEMENT
LDA $1A ; Check the frame counter.
CMP #$03 ; On the third frame do a flash of lightning.
BEQ BRANCH_LIGHTNING
CMP #$05
BEQ BRANCH_NORMAL_LIGHT
CMP #$24 ; On the #$24-th frame cue the thunder.
BEQ BRANCH_THUNDER
CMP #$2C ; On the #$2C-th frame bring the light back to normal.
BEQ BRANCH_NORMAL_LIGHT
CMP #$58 ; On the #$58-th frame cue the lightning
BEQ BRANCH_LIGHTNING
CMP #$5A ; On the #$5A-th frame
BNE BRANCH_MOVEOVERLAY
BRANCH_NORMAL_LIGHT:
LDA #$72 ; Keep the screen semi-dark.
BRA BRANCH_SETBRIGHTNESS
BRANCH_THUNDER:
LDX #$36
STX $012E ; Play the thunder sound when outdoors.
BRANCH_LIGHTNING:
LDA #$32 ; Make the screen flash with lightning.
BRANCH_SETBRIGHTNESS:
STA $9A
BRANCH_MOVEOVERLAY:
LDA $1A ; if the first two bits are set, do nothing
AND #$03
BNE BRANCH_SKIPMOVEMENT
LDA $0494 ; otherwise start moving some rain
INC
AND #$03
STA $0494
TAX
LDA $E1
CLC
ADC $02A46D, X
; $01246D IN ROM
STA $E1
LDA $E7
CLC
ADC $02A471, X
; $012471
STA $E7
BRANCH_SKIPMOVEMENT:
RTL

org $02A4CD ; rain animating overlays, thunder lightning, darkness (can do immediate)
jsl $20C000
bra $59
org $02AC12 ; load overlays OW to OW
lda $7EE00C
nop #2
beq $03
org $02AFFC ; load overlays dungeon to OW
lda $7EE00C
nop #06
beq $03
org $02838C ; indoor ambience (can do immediate)
lda $7EE00F
nop #02
beq $1e
org $02845D ; music routine
lda $7EE00C
nop #02
beq $02
org $0284EA ; outdoor ambience
lda $7EE00C
nop #2
beq $02
org $02C463 ; overworld music routine, modified to use the 'Beginning' music if 7EE00C is not equal to zero (Rain activated)
PHB
PHK
PLB
REP #$10
LDA #$02
STA $00
LDX #$0000
LDA $7EE00C
BNE $25
LDY #$00C0
LDA $7EF3C5
CMP #$03
BCS $1D
LDY #$0080
LDA $7EF359
CMP #$02
BCS $12
LDA #$05
STA $00
LDY #$0040
LDA $7EF3C5
CMP #$02
BCS $03
LDY #$0000
LDA $C303,Y
STA $7F5B00,X
INY
INX
CPX #$0040
BNE $F2
LDY #$0000
LDA $C403,Y
STA $7F5B00,X
INX
INY
CPY #$0060
BNE $F2
LDA $00
STA $7F5B80
SEP #$10
PLB
RTL
org $02C303 ; Overworld beginning music for each OW Screen changes the music to use heavy rain outside of lost woods, and light rain inside
db $25,$25,$13,$13,$13,$13,$13,$13
db $25,$25,$13,$13,$13,$13,$13,$13
db $13,$13,$13,$13,$13,$13,$13,$13
db $13,$13,$13,$13,$13,$13,$13,$13
db $13,$13,$13,$13,$13,$13,$13,$13
db $13,$13,$13,$13,$13,$13,$13,$13
db $13,$13,$13,$13,$13,$13,$13,$13
db $13,$13,$13,$13,$13,$13,$13,$13

; executed on dungoen load
org $028356 ; replaced an LDA $7EF3C5 which is read before we return
jsl $208100

IJ.nom
Posted on 02-23-12 03:16 AM, in [WIP] Untitled Zelda 3 Hack (rev. 3 of 02-23-12 05:39 PM) Link | Quote | ID: 150248

Newcomer
Level: 7

Posts: 7/7
EXP: 1238
Next: 210

Since: 01-29-12

Last post: 4448 days
Last view: 4447 days
Cemetery. I'm willing to work with some one if they know ASM and can get the forest mist to this area.



Main - Posts by IJ.nom

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

Page rendered in 0.330 seconds. (329KB of memory used)
MySQL - queries: 63, rows: 82/82, time: 0.324 seconds.