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Tell me what combo you'd like to change I can try to find it in hex then tell u what to edit.
Hey Retro if you need any help with your hack I would love to help!
Dude I'm the best with palettes! Just get fceux 2.2.3 go to ppu viewer, then edit them by searching up their palettes in the emulator.
cool, i like the idea of finishing out a NES Zelda "trilogy
Legend of Zelda
Adventures of Link
Return of Ganon
would be cool if it could have both styles from 1 & 2 (overworld and dungeons like 1 AND sidescrolling caves/areas and towns like 2)
(IDs #$00-0F)What are the different kinds of intractability? (and what value defines each one?)
How would one study the rom to edit?
Some possible ways of finding it:Yeah, I've been using the FCEUX PPU viewer and hex editor to change palettes.
- Check a wiki or something (like DataCrystal). LoZ is a pretty popular game so this information may have been found already.
- Use a file corrupter: You can use the PPU viewer in FCEUX to see which tile number represents the 8x8 portion of a sprite. Corrupt the ROM to change occurances of that byte to something else and narrow down which byte is the byte you're looking for.
- Do a back-trace and examine the assembly to see where it's getting the data from. LoZ uses the $02xx page in memory to store its OAM, so watch [interesting] writes to that range to see where it's getting the values from.
Somewhere in the ROM is some kind of data structure that indicates which 8x8 tiles are used to construct the full sprite (as well as the coordinates to draw them relative to the sprite position).Isn't this called T(ile)S(quaroid)A(ssembler)? I guess I'll have to do some research on this. I've been looking around the DataCrystal Zelda page, and it seems like the following addresses could contain it?
Do you mean 8x8 pixel tiles? Or "map tiles" (floor, sand, statue, block, etc)I meant 8x8 pixel tiles (I can't recall the exact term for them, assuming there is one).