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Messages - Jigglysaint

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ROM Hacking Discussion / Re: Zelda 1 overworld secret path
« on: April 19, 2020, 09:37:31 pm »
The data you are looking for is at 1EEA7 in the rom.  It starts with code that checks to see if you are on screen 1F, which is the screen with the secret passage.  After that it checks to see where on the screen you are.  If the game detects you are on the correct location, it will then branch to code that makes the affected area walkable as long as you are in that area on screen.

Personal Projects / Re: NES Goonies II Revised Design
« on: February 07, 2019, 09:28:36 pm »
All of this looks really cool.  A while back I tried making a full hack of the game that have made all new maps, and also have an ending "boss fight".  The problem came when I realized the only level editor is DOS only.

Since it's not likely I'll ever finish or release the hack, it would be great to see somebody else create a Goonies II hack that expands on the gameplay.  One of the things I did with my hack was add in the 2 extra goonie locator devices that the game never used.  Not an easy task because the code for the device map markers is optimized to not include the last 2 bits.  Those extra locators would have been used in the final part of the game, with an event similar to what one poster suggested.

It would also be cool if this hack was also compatible with Veetorp's randomizer.

That wouldn't really work since being able to throw pots is a crucial part of the power bracelet's usefulness.

I was thinking more along the lines of being able to get past pots without equipping the power bracelet, while still retaining the ability to pull on and lift pots.  The game makes a check to see if the object Link is pulling on can be lifted anyway, so it should be possible to intercept the pulling code and put in the same check too.

ROM Hacking Discussion / Re: Hacker's Block
« on: April 11, 2017, 12:49:48 pm »
While im happy that Dwedit DOS utility exists big time I can attest it was really slow and tedious to work and not fully featured. hopefully more advance editors will come out for Zelda 2 soon. I for one want to see your zelda 2 hack and i think a lot more people then you realize do too.

Maybe I should consider releasing a patch that adds in all the extra items, but not with any level design changes.  I should also get back to work on it too.

I would think the easiest solution is to just make exceptions for certain tiles.  Run a program exception for the four dungeon wall collision types and possibly one for sold objects($01 in collision data).  It wouldn't stop everything from being grabbable, but it might help with the sword poking thing.

Or better yet, just make the power bracelet also allow Link to smash pots with his sword, and really, nobody should be equipping the power bracelet when not needed since the Roc's Feather is clearly a better choice.

ROM Hacking Discussion / Re: Hacker's Block
« on: April 08, 2017, 02:44:48 pm »
Technically speaking, I've got 2 projects, though my desire to hack seems to come and go.  Aside from the problem that arises from being forced to use DOS editors because of a lack of utilities, I also run into the problem of not feeling inspired.  Oddly enough, coding in new things isn't too hard(though my coding skills are limited), but level design gets me.

Currently i have a Goonies 2 hack that has plans to add some end game content involving a certain mascot that you will need to punch over and over again, and also a Zelda 2 hack that does away with exp and towns and makes everything acquired via pickups, including all exp levels, spells, techs, and possibly even boss keys.  The problem with those 2 games is that there hasn't been any decent editors released since the late 90's.  Goonies 2 is manageable, but Zelda 2 is impossible unless somebody codes a level editor that works properly in windows 10.

The other thing that tends to demotivate me is that my previous releases, mainly Pimp Your Ride, and Nightmare's Illusion were pretty crappy all things considered.  I mean the new abilities in PYR were cool, but when it came down to redesigning the levels, I just kind of lost steam and released it as a hack with 2 complete levels, and enough changes to incorporate the new ASM abilities.  I didn't even check for bugs with NMI.  For somebody who has been in the rom hacking community for many years, I have very few things to my name, and even stuff like Gameboy Zelda hacking, in which I pioneered, others have come and totally eclipsed me in every way.  Not to mention other games I found data on but never got around to sharing.  The stuff I'm into just never seems to be what most people are looking for.  That can easily demotivate a person from keeping a project going.

News Submissions / Re: ROM Hacks: Conker's High Rule Tail
« on: March 08, 2017, 03:49:53 pm »
It appears as if I'm stuck.  The only level left is the tower, but I can't go underwater, and apparently there is a desert, but I don't know how to find it.

Edit:  Never mind.  No sooner did I post that message than I discovered the two things i needed to do to fix all my problems.  Let's just say that good things come to those who flush.

Now I'm stuck in the block puzzle room.

News Submissions / Re: ROM Hacks: Conker's High Rule Tail
« on: March 05, 2017, 12:19:05 pm »
Can't seem to get the msu files working correctly.  I'm using Higan, and when I try to overwright the manifest, i can't even select SNES games anymore.

ROM Hacking Discussion / Re: Zelda Oracle of Ages Hacking
« on: January 07, 2017, 08:35:20 pm »
Sadly, I retired from Oracles hacking a while ago.  I also don't seem to have the patience to finish hacks either.  I was thinking about starting one for The Goonies 2, but getting started is the hard part.

Maybe I should take a look at this discord sometime in the future.

Personal Projects / Re: My Zelda 2 Editors
« on: December 06, 2016, 01:17:09 pm »
Basically it's the same issue for any game that has an object based system.  You are limited to what you have in the room unless you mess with the pointers and adjust manually the length of each room.  The most important thing is that the side view can be edited.  Hopefully in the future there will be editing of which room has which items active or deactivated.

ROM Hacking Discussion / Re: Link's Awakening DX Hacking Notes/Tips
« on: November 17, 2016, 12:42:21 pm »
For the Roc's Feather routine, I have 0hx21DD bookmarked and I think that controls the height of the jump.  I bet if you look around you might find what you are looking for.  Also at 0hx1298 you find the equipment check.  It checks your currently equipped item and will branch to its effects if true.  Only problem is that the ASM for equipment is scattered all about the rom.  Pretty much most of the items with projectiles will have a sprite index it calls, but also adds in their own trajectory modifiers.  The sprite list starts at 0hX80000 and are 3 byte pointers.

ROM Hacking Discussion / Re: Goof Troop (Snes) hacking possibilities
« on: October 27, 2016, 09:16:43 pm »
I looked though the rom years back.  I don't really remember stuff in terms of offsets, but I do know that how the levels work is that layer 1 and 2 are treated as separate blocks of data, each with their own pointer.  I think I also found the exits data too, but again, I don't remember any offsets.  Maybe I will take a look and see if anything jogs my memory.

Edit:  I found some notes I made.  Apparently level data starts at 0x48000 in an unheadered rom(so if yours has a header, add 0x200).  It looks like the format is one byte for each block.  As for warp data, I have 0x!f400, but I forget if it's the start of the data or one of the rooms near the beginning of the game.  I also forget the format but I imagine it must have a location on screen and the warp index the warp points to.  Usually the format in room based games have a value for what room the warp appears in, it's position on screen(in this case might have a length and width value), and the warp index it points to.

That is all i have, and all that I've looked into.  There is potential, and it's a shame that nobody has looked into this game much.

Personal Projects / Re: My Zelda 2 Editors
« on: October 24, 2016, 09:30:49 pm »
I forgot how I did it exactly, since it was a while ago, but basically I made it so that anything after the normal cut off also counts for the pickup.  i also added graphics of items to each bank so I could allow any item to show up anywhere.  The only problem is as a result, I needed to use the exp tiles as extra space, so I decided to do away with the exp table altogether(or will at some point).
There is more I want to do, such as add working boss keys(they would alter the terrain since it's saved in the sram allowing for on the fly editing, change some spells since reflect is now part of the skillset as well as the down and upward thrust.  Also need to fill that list out with 5 more techs.  I could do a peril beam, or a -2 HC beam, though most likely nothing to do with sprite interaction.  I also want to have bosses give up items other than keys, and have multiple bosses in palaces give different items.

Personal Projects / Re: My Zelda 2 Editors
« on: October 21, 2016, 05:25:20 pm »
Will the editor allow for viewing and placing collectable objects past the normal amount?  I created a hack that expanded the collectables to include spells, techs(like downstab), items that replace level ups, as well as place heart and magic containers in palaces.

I wanted to finish the hack but the only side view editor is for DOS, and running it on DOXbox is slow as molasses.

Personal Projects / Re: Zelda II Editor - Sword II - Work in Progress
« on: September 26, 2016, 12:17:43 pm »
Just realized I have a Zelda hack that I haven't worked on for ages, and none of the editors that are currently available work on my new machine.  The hacking community needs a new editor for sure.

As for my hack, what I did was I expanded the collectable items.  I mean each of the 3 stats a collectable instead of exp based, all 8 spells, the two sword skills, and changed the reflect status to be item based(so making the Mirror Shield a findable object is now possible).  To make way for the new item graphics, I had to can the exp system and moved things around.  Also it means that heart and magic contains can be found in palaces without competing for other sprite space.  The other thing I wanted to do was add boss keys that would open up passageways when collected(it would work simply by checking room flags and activating code upon screen entry), and I also was thinking of making the cross item also allow you to see invisible pits.

Unfortunatly since the only side view editor that seemed to have worked was Dwedit's editor, was DOS based, I can't run it on my Windows 10 machine.

I ask this because apparently @gamerdudesteel can't/won't move the heartpieces on his Oracle of Secrets hack. I already asked him (through PM) if he tried ASM hacking to move them.

I bet the same format is used in Ages/Seasons as it is in Link's Awakening.  Funny enough, I never looked, and
I was one of the pioneer hackers for all three zelda GBC games.  It actually makes sense for the game to tally containers this way since it requires no other flags except those that have already been used in the game.

I don't get why so many people are opposed to the idea of playing as Marin. What's the big deal?

I see what you did there.

Glad my info is helpful.  Right now I am trying to figure out why stepping on grass crashes the game.  Before it was getting the sword that crashed the game, and earlier still was a problem with warps that turned out to be using 2 seperate instances of dungeon maps that was some sort of attempt to do something fancy.

It's been a long time since I hacked this game.

Okay I already had it bookmarked.  0hx5EA2 is the offset where all the boss flags start.  From the looks of it it deals with more than just the 8 Nightmare bosses.  If any of those defined rooms have the boss flag set, then the game will assume you've picked up the heart the next time you save and quit and return.

Update: I'm gonna release the original LA with hero mode soon.  Originally it was going to be released with this project, but I guess it could be its own thing.  So I was doing some testing with it, since I have a bit of free time this weekend, and found an issue that I didn't notice before.  Boss heart containers don't save like a normal item would.  They act as an enemy sprite, so they always respawn.  I looked at the code for it, but couldn't find a solution.  (yet)

So for now, I'm gonna leave boss heart containers in, but increase enemy damage from 2x to 4x damage.

After I finish another play through of it, I will release it.  (the original LA w/ hero mode)

Edit:  Okay I figured it out.  At D9D2, the code for the heart container starts.  Now the fun part.  If you look at the code, there are several opcodes beginning with 21.  Now the screen flags in ram start at D800 for the overworld, D900 for Dungeons 1 to 6, and DA00 for Dungeons 7 and 8.  No entry for Color Dungeon since it has no heart container.  The first one, 21 06 D9, is set so that boss flag($20) at room 06 will let you start with one extra heart container whenever you save and continue the game.  What follows are similar opcodes with similar addresses that each represent a boss room.  Basically, if you want to make the heart container not respawn, you need to ensure the room with the boss matches the rooms defined in the code.  If you are eliminating heart containers altogether, I would just abridge the code to the part where it opens the doors.  Also, you might want to look at the heart piece code as well since I believe it works on the same principle.

Edit 2:  Okay scratch that, I was looking at things wrong.  The only values I see are for 2EDA, which is the room in Eagle's Tower that has the door that opens after beating the boss, and 66 DA which is the same but for Angler's Tunnel.  Of course those are exceptions since those values are set specially since those bosses are in side view areas.  Also, 5B DB is the ram location of how many hearts you have.  Perhaps the easiest solution is to just not let the game add hearts to your counter at all.

It shouldn't be too difficult to find the heart container ASM and change it.  When most bosses and minibosses are spawned, a bit is set that locks the player in the playing field.  That is why you can hide in shutter doors in a regular room, but are forced in during a boss.  It's also why Smasher and Dodongo Snakes allow you to escape before defeating that boss.  They don't have the bit set since both have non-shutter exits.  Anyway, the heart container unsets this bit, sets the boss flag in the current room, and cues the dungeon clear music.  A possible solution could be to find the spot in the heart container spawn and disable it from actually adding a heart container  That could be as easy as finding where the start of the data is, finding the part that unsets the boundry bit, and then abridging the code to skip the part where the item is drawn and added into your inventory.  The other option, and this might be more tricky, is to find where the boss ASM is and find a common routine that is used for all bosses, and add code in that unsets the boundry and sets the boss flag.

Now that I think of it, I think that is exactly how it works.  Either the game checks to see if the boss flag has been checked in the room flag data, or it checks the dungeon clear flags.  The reason is because in my hack, I have set memory values for the first boss to be defeated so a door can open, but when I die and continue, I notice I have an extra heart.  This means that somewhere in the rom is a list of hearts and heart pieces that check certain room values and give you those hearts based on what is set.

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