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MathOnNapkins
Posted on 07-06-09 03:16 AM, in *sigh* I just LOVE working with Hyrule Magic! Link | Quote | ID: 109996


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From: durff

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Headers are one of the main reasons I started development on Black Magic and before that, on a mod to Hyrule Magic. But sephiroth3 asked me to not continue development of Hyrule Magic, so I complied.

Headers are completely fixed in Black Magic. You should just wait until I've got all that finished.

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MathOnNapkins
Posted on 07-06-09 03:32 AM, in *sigh* I just LOVE working with Hyrule Magic! Link | Quote | ID: 109998


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From: durff

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You can set it up so that you get an e-mail when there's an update to a thread, just FYI.

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MathOnNapkins
Posted on 07-06-09 03:42 AM, in *sigh* I just LOVE working with Hyrule Magic! Link | Quote | ID: 110000


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From: durff

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You'd need to allocate 14 bytes for each header in the game. (320 rooms times 14 bytes, you do the math). You'd need to repoint that data to somewhere else in the ROM. And then design an editor capable of accessing the data in the new location. Which is what Black Magic does...

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MathOnNapkins
Posted on 07-06-09 04:02 AM, in *sigh* I just LOVE working with Hyrule Magic! Link | Quote | ID: 110002


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From: durff

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Black Magic changes every header.

To complicated matters, there is a "blockset" setting for entrances as well as rooms. In HM, the entrance blockset is on the lower part of the screen. The header-based blockset is on the upper part of the editor screen. The entrance blockset is the "main blockset" that determines things like what set of animated tiles to use (like water, and ice, etc). The header specific blockset determines further graphical tweaks but cannot override most of the main graphics determined by the entrance blockset. One thing complicating your situation is that the game uses Entrance 00 for when you start the game, and Entrance 01 for when you leave and then come back into the house. so you may have to edit a different entrance (00).

I do not currently edit entrance data directly in BM, but it will eventually be incorporated. I read it and write it but there's no editor interface for it.

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MathOnNapkins
Posted on 07-08-09 03:50 PM, in Zelda II ASM Hacks (rev. 2 of 07-08-09 03:51 PM) Link | Quote | ID: 110141


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From: durff

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If the enemies were like this in the original release of the game I probably would have put my fist through the cartridge.

(Oh and *ahem* nice work.)

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MathOnNapkins
Posted on 07-08-09 04:29 PM, in Zelda II ASM Hacks (rev. 2 of 07-08-09 04:32 PM) Link | Quote | ID: 110144


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From: durff

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Oh, and you were asking for ideas Trax, so how about this? Depending on how large the sprite routines are, you might be able to execute them from RAM. That is, if you have any space in RAM available at all. I'm not all that familiar with NES hacking but I thought that the NES has like... 2K of RAM, and the possibility for more RAM with certain mappers in the $6000 region, iirc. Of course, a mapper hack is no trivial undertaking, from what I've heard.

I can't imagine all the RAM in the game is used, anyway. That's the critical factor I guess.

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MathOnNapkins
Posted on 07-08-09 04:35 PM, in Any one know a good dissasembler (rev. 2 of 07-08-09 04:37 PM) Link | Quote | ID: 110147


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From: durff

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I wrote a SNES disassembler that isn't command line. I'm not sure of how well it would work with NES code, though... if at all. (I'd give it a 33% chance of working properly)

If you want to use a disassembler you should just take the time to learn how to use a command line. It will make future tasks you have to do easier. Believe it or not a lot of tools even these days are command line and not knowing how to use them will hurt you in the long run.

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MathOnNapkins
Posted on 07-15-09 10:40 PM, in Black Magic version 0.09 alpha release Link | Quote | ID: 110590


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From: durff

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Finally!

Black Magic is an editor for The Legend of Zelda: A Link to the Past, on the Super Nintendo Entertainment System. Its philosophy is to provide data expansion whenever realistically possible, circumventing the limits of the original game through expansion of the size of the ROM image. It seeks to provide ways to avoid arbitrary, hard to spot ROM corruption by making most data changes visible as text files. It seeks to provide intuitive ways to import and export different types of data between different ROM images.

This is the first major release of Black Magic, and while it is still missing quite a few features, it represents a large step forward from previous builds.

v0.09a changes:

1. Fixed sprite loading and item loading.
2. Changed overworld editing mode buttons to bitmapped checkboxes that stay down to indicate which mode is active.
3. Right click menus for the select objects and handling thereof (hflip, vflip, palette changes).
4. Sprites and Items numbers can now be changed. (Enter two consecutive hex digits to see a change)
5. Graphics exporting has been corrected.
6. Overworld Map navigation by holding Ctrl and clicking near the edge of the map to go to other areas.
7. Everything I've ever coded for Black Magic b/c this is the first readme file I've done for it.

v0.09a stuff that is known to not work

1. Don't bother messing with the overworld exits (the white markers), changes to those won't save in the ROM or the assembler files (hooks.asm and owData.asm).
2. The tile drawing mode only supports tiles that are already found on the map. Be patient, I'll have support for arbitrary tiles in the next release.

v0.10a planned changes:

1. 8x8 tile palette and hflip / vflip / palette controls for draw tile mode.
2. Investigate switching Text and Dungeon editing changes to use assembler rather than raw binary writing.
3. Graphics Importing
4. Minimap Navigation for Overworld
5. Custom Object editor
6. Additional stock objects - whatever's feasible, but entrances primarily

If it all sounds good, give it a look and download.

Download



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MathOnNapkins
Posted on 07-16-09 06:09 PM, in Black Magic version 0.09 alpha release Link | Quote | ID: 110681


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From: durff

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It's supposed to show the current 32x32 tile, but yeah, if the tool window is nearby it will pick up some of that. Never seen parts of the desktop get into it though... In any case, I never really understood why this happens, but I haven't bothered to try to fix it yet. I wouldn't think that the device context for the map window would contain graphical data from windows that hover above it.

Here's the code in the WM_MOUSEMOVE handler that updates that little window.



HWND zoomWnd = GetDlgItem(game->toolDlg, IDC_MAPTILES);
HDC srcDC = GetDC(game->pictWin); // the main map window
HDC destDC = GetDC(zoomWnd);

// ---------------------------------------

// magnifies the current map32 tile by 4x and sends it to a view window
StretchBlt(destDC,
0, 0,
128, 128,
srcDC,
x32 , y32,
32, 32,
SRCCOPY);

ReleaseDC(game->pictWin, srcDC);
ReleaseDC(zoomWnd, destDC);



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MathOnNapkins
Posted on 07-26-09 07:31 PM, in New Feature Link | Quote | ID: 111243


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From: durff

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I've seen a feature like this on Jul but I can't for the life of me figure out where it's supposed to show up. Also.... I only have the option of a normal one.

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MathOnNapkins
Posted on 07-26-09 07:36 PM, in New Feature Link | Quote | ID: 111245


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From: durff

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Well that explains it.... thanks.

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MathOnNapkins
Posted on 07-27-09 05:03 PM, in MY SISTER IS A *bleeep*ING BASTARD! Annoying family members Link | Quote | ID: 111330


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From: durff

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Not really. That must run in your family or something.

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MathOnNapkins
Posted on 07-27-09 09:08 PM, in The Pokédex in the upcoming GS remakes -- kickass? Link | Quote | ID: 111375


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From: durff

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You need a fifth answer to your poll.

And here it is

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MathOnNapkins
Posted on 07-27-09 09:30 PM, in The Pokédex in the upcoming GS remakes -- kickass? Link | Quote | ID: 111379


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From: durff

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Posted by Kawa
...now that I've finally seen that scene, I fail to see what's so funny about it. I think Cosby broke my sense of humor.

Hope it's temporary


It's an extreme exaggeration of the kind of humor that Billy Cosby does that pokes fun at him.

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MathOnNapkins
Posted on 07-27-09 09:46 PM, in The Pokédex in the upcoming GS remakes -- kickass? (rev. 2 of 07-27-09 10:07 PM) Link | Quote | ID: 111382


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From: durff

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That scene plays in my head every time I hear someone say "pokémon"...

But then again, I also don't give a crap about pokémon, that may have something to do with it.

edit: 700 posts. As much as I lurk, this does not compute.

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MathOnNapkins
Posted on 07-29-09 09:02 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 111625


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From: durff

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This thread has gotten a huge number of pages... I think it would be good to start a new one.

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MathOnNapkins
Posted on 08-05-09 12:11 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 112080


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Posted by Treeki
Movement works solely based on tiles. You can completely redraw the map and Mario can still move around fine. How's that for simplicity?

(Why didn't Nintendo do that for other games as well..)


Most tile based Nintendo games did do that, as far as I'm aware. Or do you mean there is a set of tile attributes that are independent of the graphical display?

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MathOnNapkins
Posted on 08-05-09 08:17 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 112107


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From: durff

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What's so insane about it?

Don't get me wrong, though. If a format impedes editability, I'm all for changing it.

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MathOnNapkins
Posted on 08-07-09 07:57 PM, in Legend Of Zelda - Shards Of Might BETA (rev. 2 of 08-07-09 07:59 PM) Link | Quote | ID: 112734


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From: durff

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Wow you finally got Omega to release it?

edit: nevermind I spoke too soon.

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MathOnNapkins
Posted on 08-11-09 11:53 PM, in Zelda 3 Hack questions Link | Quote | ID: 113197


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From: durff

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atarian: have you checked out SePH's perfect guide to Hyrule Magic? It's available in the documents sections at www.romhacking.net. That will be a lot of help in learning how to use Hyrule Magic.

Next, as the author of Black Magic, I must say I will caution you against using Black Magic to develop a hack at this time. It still has a lot of bugs in it and isn't even full featured yet. The next release will probably be more or less complete for Overworld editing purposes, but not for dungeon editing. Moreover, roms hacked with Black Magic are no longer compatible with Hyrule Magic due to significant changes that Black Magic does to the rom's code and data formats. If you have questions about Black Magic and suggestions for new features I recommend you PM me about them or e-mail me.

On to actual questions:

Posted by atarian

I see how you put holes in the outside world and trying to understand how I know where you pop out when you fall down them Is there a better guide on how to use these editors than the read me files given in the zip file?



Holes have two requirements. You need the proper tile type there (blackness) that you can fall into, plus a hole marker. The number on the hole marker indicates the dungeon "entrance" that Link will go into. Without a hole marker, you'll end up in the Chris Houlihan room, as it's the default entrance.

Posted by atarian

How do I modify the overworld (like if I want to clear and build from scratch)



In HM I'm not sure how you clear out the maps. In Black Magic I'll have a feature for that eventually, as I've been thinking about it.

Posted by atarian

Also I want to create a 3rd 4th 6th worlds ...



Possible but would require quite a bit more technical knowledge to pull off than just using an editor. I've been thinking about how to make Black Magic do that but I've not come up with anything yet. Let's just say that the game is kind of hardwired to have two worlds for right now. There are ways of getting around that but I'm not sure what I want to do yet.

Posted by atarian

How do i know where my rooms link up ( like if i put a stairway in links house going to a 2F how do i know what room that will be )



That's not exactly easy to know if you use Hyrule Magic. Generally speaking it has to do with the ordering of your objects and the room numbers in the dungeon room's header (The "More" dialog button accesses the header). SePH's guide probably has information how to do that in HM. I plan to make it easier in BM.

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