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MathOnNapkins
Posted on 12-09-08 07:24 PM, in Hyrule Magic trouble. Link | Quote | ID: 96285


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Since: 02-19-07
From: durff

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That certainly does look like a problem. why don't you take a picture of the hyrule magic version of that room? (It looks like a single room) as well as any of the other relevant settings the "more" dialog boxes. Not sure off the top of my head what would cause that, but that's the case with most Hyrule Magic problems.

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MathOnNapkins
Posted on 12-09-08 09:04 PM, in Zelda 3 Hack: Dream Scepter Link | Quote | ID: 96293


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From: durff

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I came up with a fix for it but I still need to finalize it. I kind of got distracted working on the Fade effect so I never finished the bomb fix yet.

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MathOnNapkins
Posted on 12-09-08 09:25 PM, in Zelda 3 Hack: Dream Scepter Link | Quote | ID: 96298


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From: durff

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Well this seems like a decent enough idea for a Zelda hack after reading the synopsis. One thing you might consider is that in LA (and Phantom Hourglass) the nightmares only seem to have power over the sleeping mind. Perhaps it would make sense for Link to be asleep when the nightmares take control of his mind (sleep fighting?) I dunno. Just a thought. Also, perhaps with the idea of dream worlds could come "mental barriers", things you must destroy in your own mind in order to proceed in the game? Anyway, good luck.

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MathOnNapkins
Posted on 12-10-08 12:08 AM, in 80's Cartoon Theme Songs Link | Quote | ID: 96318


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From: durff

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I'm familiar with My Little Pony all right, in spite of not having a sister (at the time). Even at 4 years old I knew I would have to cut off my penis if I was going to watch it. (And yes I still have my penis.)

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MathOnNapkins
Posted on 12-16-08 09:51 PM, in Problem importing world map grafix in Hyrule Magic Link | Quote | ID: 96970


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From: durff

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yes, v0.962 is the latest version. You might actually try getting an *older* version of MS Paint. Like paulguy, I suspect it's a header issue (there's different versions of "bitmapinfoheader" and perhaps Hyrule Magic only recognizes an older version.)

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MathOnNapkins
Posted on 12-16-08 11:18 PM, in Problem importing world map grafix in Hyrule Magic (rev. 2 of 12-16-08 11:22 PM) Link | Quote | ID: 96982


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From: durff

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Well I figure Hyrule Magic was finished in 2001, so like, XP had just come out. See if you can track down a windows 2000 or windows 98 version of MSPaint. It might work, you never know.

btw: I've heard very good things about Irfanview. I'd say that's also an avenue worth pursuing.

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MathOnNapkins
Posted on 12-17-08 12:12 AM, in Problem importing world map grafix in Hyrule Magic Link | Quote | ID: 96986


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From: durff

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The point was that the lower version of paint would use a lower version of bitmapinfoheader (this is the header that describes the image format)

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MathOnNapkins
Posted on 12-18-08 10:48 PM, in Gah, Hyrule Magic EXIT problems. Link | Quote | ID: 97106


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From: durff

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Post a screenshot of the door settings. Those are actually found in the dungeon portion of the editor. Open up entrance 104 and one of the buttons called "more" will display the "entrance" settings. As I recall, there may be something hardcoded about the entrance with Link's house, but I cannot recall exactly.

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MathOnNapkins
Posted on 12-23-08 08:52 AM, in Entances/Exits/Holes problem in Hyrule Magic (rev. 3 of 12-23-08 09:18 AM) Link | Quote | ID: 97413


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From: durff

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"The hole ceases to exist."

When you make a hole (the black markers), you need to place it on the proper tile type, i.e. something you can fall into. Use the other OW tiles for examples. Skull woods probably suffices. The other option is to place a bush or rock with a "hole" red item marker over it to indicate that the hole tiles will show up. But in that case you need both the black and the red marker for everything to work properly. You may also need to set destination entrance to use one of the first 256 rooms... I'm not positive on that, I'm going from memory.

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MathOnNapkins
Posted on 12-24-08 09:34 PM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97516


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From: durff

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Um.... probably just a badly programmed input handler. To get back to the real items use the 'm' and 'n' keys on the keyboard and use those to properly go through all the items. There's only about 25 or so item types.

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MathOnNapkins
Posted on 12-24-08 09:47 PM, in Best Christmas Gift for a Guy (NSFW) Link | Quote | ID: 97517


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From: durff

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I don't see the point of these things. My hand doesn't cost anything and is just as effective as a cooter or fake cooter.

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MathOnNapkins
Posted on 12-27-08 02:17 AM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97628


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From: durff

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I've heard of this problem before, not entirely sure why it happens. Does it happen all the time or just some of the time. I think at one point I figured out why it happened but I've forgotten since then. Most likely just a bug in the editor.

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MathOnNapkins
Posted on 12-27-08 11:55 PM, in Entances/Exits/Holes problem in Hyrule Magic Link | Quote | ID: 97695


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From: durff

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There's a command somewhere in HM that tells you how many items , sprites, etc are in use. I think it's under the edit menu. It's either that or "rom properties"

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MathOnNapkins
Posted on 12-27-08 11:59 PM, in Dungeon Door problems in Hyrule Magic Link | Quote | ID: 97697


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From: durff

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You gotta use the numpad keys to change the position and location of the door. Btw doors don't necessarily need to be on Layer 3. Layers work like this:

Layer 1: draws all its objects by default to BG2 (the main BG).
Layer 2: draws all its objects by default to BG1 (the "second floor" BG, conventionally)
Layer 3: draws all its objects by default to BG2 (the main BG).

Some objects draw tiles to both BG1 and BG2 and thus ignore the layer settings and could be on either layer with equal effects. The critical thing is that layer 1 is applied first, then layer 2, then layer 3. Layer 3 primarily exists to place doors to undo damage done by multi BG objects placed on layer 2 (that would erase a door).

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MathOnNapkins
Posted on 12-28-08 12:07 AM, in Zelda 3 Header Issues Link | Quote | ID: 97698


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From: durff

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Grab the hex editor XVI32. Open up your rom with it and use the "insert string" option. Type 00 in the box and select "hex". Tell it to insert the string 200 (200 in hex) times. Since a header is just 0x200 bytes, and leaving it all zeroes is fine, you have effectively added a header. The contents of the header doesn't matter for emulation, it's just an artifact of the era of SNES game copiers.

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MathOnNapkins
Posted on 12-28-08 12:15 AM, in Best Christmas Gift for a Guy (NSFW) Link | Quote | ID: 97700


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From: durff

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Btw, how are you gonna call him bass? Are you two lazy to add the two pipes?

"||bass"

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MathOnNapkins
Posted on 12-28-08 08:48 AM, in Zelda 3 Header Issues Link | Quote | ID: 97733


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From: durff

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Hyrule Magic doesn't care whether your rom has a header or not, it will edit either form of the rom. Are you sure there's not something else at work here? If you want, send me an ips (of the unheadered rom) and I may be able to diagnose it.

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MathOnNapkins
Posted on 12-30-08 10:35 PM, in Dividing by Zero Link | Quote | ID: 97873


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From: durff

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*massive facepalm*

when we speak of "infinite times zero is still zero" we mean limits of sequences and such times zero will still approach zero. Infinity is not the kind of number you can just toss around and multiply and add with. It's not a member of the real numbers. There is the definition of the "extended real numbers" which basically is the normal Reals and throws in positive and negative infinity on either end. But this definition is only used to make certain range expressions nicer.

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MathOnNapkins
Posted on 01-01-09 04:24 AM, in Different tiles in Light World & Dark World (ALttP Question) Link | Quote | ID: 97952


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That's just one of those hardcoded things in the game. What it boils down to is there are 4 main OW tilesets, the lightworld and darkworld normal sets, and the lightworld and dark world mountain sets (areas 0x3 through 0x08 and their DW counterparts). This could be disabled very easily and I was thinking of having my editor allow this. That would require you to pick a main tileset explicitly for all areas though. Also note that none of those areas connect via scrolling. They all connect via warping or caves so if we go with my way you'll need to use a fade (like when entering the forest) to hide that the tileset is changing

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MathOnNapkins
Posted on 01-02-09 11:28 AM, in Zelda 3 ASM question Link | Quote | ID: 98040


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From: durff

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Yes you could do all that. Just about anything is possible with enough time and effort when it comes to ASM hacking. The particular thing you want to do, I'm not sure how easy it would be. As I recall, the code that handles giving the player items is a total spaghetti mess of code.

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Main - Posts by MathOnNapkins

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