Dialog looks a lot more polished!
There are a few remaining things for dialog that need to be addressed.
Spoiler: "YOU ARE A HERO FOR SAVING MY CHILD. PLEASE, COME INSIDE."
Uses 7 lines and doesn't fit, glitching the bottom of the text box. Try "PLEASE, FOLLOW ME." instead."I DON'T HAVE MORE TO TELL YOU. GO, AND TAKE CARE."
"TEACH" instead of "TELL""LET ME BE! THE HOUSE MASTER IS AT A FOREST NORTH OF THE RIVER."
"IN" instead of "AT"
I would've mentioned these previously, but didn't notice it.
This enemy placement can be done with an editor. I can do it real quick, and provide the exact bytes to change. Also, to add text to the final sign in Old Kasuto, we'll probably just have to expand the enemy data for that screen, so we don't have to replace a Moa. I'll report back the progress on those.
As for the unused windows, I'll look into it! Actually, all the stuff mentioned in that link is really interesting. I've seen the gfx for the spikes while tile editing, but it always confused me. I had no idea they were spikes, ha ha. Not sure if they can be inserted easily with an editor, they might need some changes to the tile mappings. I'll let you know what I find. Edit:
Basilisk. At 0x89DF, replace 70 D8 with 7D 98. This will move the Basilisk to the left, preventing it from doing that weird screen wrap upon entry. (the cave north of Nabooru)
Moa. At 0x8A2F, replace 60 06 with 40 06. This will move the Moa up, preventing a forced hit on Link. (Path of Fire entrance, by the graveyard)Edit:
Repointed the enemy data for the last scene in Old Kasuto. Added an object for the sign, so now it has text.
At 0xC5DB, replace F0 70 with 90 73.
At 0xCC40, paste: 13 78 06 76 21 5A 06 68 46 5A 46 68 86 5A 86 68 C6 78 C6
76 21 is the new sign object, and all the original Moas are untouched.
February 28, 2019, 08:47:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To add the windows to Palace 4 and 6, you'd simply need to repoint the data for any room you want to have them. I went ahead and added some windows to two rooms in Palace 4, and more in Palace 6. Not many, though, since not every room needs windows. Here is an image from Palace 4 and 6 to see how they look: (visit Palace 6 to see the rest)
Paste the following code at these addresses: (these are pointers for level data)
0x12022 = 41 A5
0x12052 = 41 A5
0x12060 = 8D A7
0x12066 = 6B A7
0x1207A = 65 A5
0x12088 = 41 A5
Next, at 0x12539, paste this code:
18 60 80 13 45 00 44 00 89 05 4A 00 44 00 07 F1 B0 71 F0 50 48 00 44 00 24 60 00 10 45 00 44 00 D4 0E DC 00 43 00 44 00 63 02 D1 0E 03 F1 B0 71 F0 50 84 05 D1 00 60 01 43 00 44 00 1E 60 0E 10 E1 00 D0 08 60 01 43 00 49 00 63 02 D1 0E D6 08 60 01 43 00 49 00 63 02 D1 0E
Finally, at 0x1276A, paste this code:
11 60 80 12 BF 70 44 00 49 00 B4 70 8D 05 99 0F 05 22 60 00 10 48 00 67 09 80 C2 44 00 67 09 80 C2 44 00 67 09 80 C2 B3 A3 41 00 67 09 80 C2 44 00 15 B9 2A 60 0E 10 D2 08 46 00 D4 0E D6 80 B2 F7 41 00 B1 71 43 00 45 09 60 71 D2 0E 87 05 D3 0C D2 02 10 2F 20 71 D2 04 D2 06 1C 23
These chunks of code are data for rooms in Palace 4 and 6. The level design is exactly the same as the original, but now they have windows! If you want to add more to other rooms, simply change the pointers for level data, and add the new layout to the end of the data in free space.I recommend using njosro's editor to do this.
His editor has a built in feature to repoint level data, so you can easily add windows to your heart's content! The ones I added seems like a good amount, but if you'd rather place them elsewhere, or in different rooms, at least you know it's easy to do.
March 01, 2019, 02:27:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is something else that could improve the animation of the lava on the world map. I noticed the lava was using the same animation as the water, and that just looked weird. So I made this "boiling/fire" animation, which is much better suited for lava.
Here is an GIF showing it in action:
And here are the tiles you need to make this animation. You only have to draw 4 tiles, then place them in the right order for each frame.
Next step is to change the tile mapping for the lava.
At 0x7DB, replace 6E 6E 6E 6E with: A7 A8 A9 AA
Finally, do you remember the fix for the glitchy world map tiles when you saved and returned to the title screen? We have to do that for this, as well. In the previous picture, the tiles circled in red should be empty. This is in the first bank used for the title screen. I placed the lava in those positions because these are unused and safe to edit.