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Romhacking => Newcomer's Board => Topic started by: Hynes Racing on February 06, 2022, 02:53:13 PM

Title: Adventures of link changes
Post by: Hynes Racing on February 06, 2022, 02:53:13 PM
Hi everyone. Still relatively new to this and was working on a AOL hack but I started the base game using the hack aol redux. They made the magic coats less then the original game and I was looking to make it more then the original for some spells for a hard version.

I've been using a few utilities to work the game so any explanation on how to change this for a newcomer would be great since I'm not that good at this
Title: Re: Adventures of link changes
Post by: FAST6191 on February 06, 2022, 03:37:36 PM
Some might compare the hack to the original to see what was changed, though there might be a lot of changes.

Finding mana costs, especially for a game like this (RPGs you might get a nice table for), can be on the trickier side compared to the graphics and text most people start out by editing.

If you must though then start by finding the mana using a cheat search ( https://web.archive.org/web/20080309104350/http://etk.scener.org/?op=tutorial )
From here you will want something called a debugger. For the NES I think we are still suggesting FCEUX
https://fceux.com/web/home.html https://fceux.com/web/help/Debugger.html
You will want to use something called a breakpoint (way of getting the emulation/execution to halt and tell you what just happened in the code). With the shiny address you found for the mana in your cheat search you do a break on write (BPW) to that location. When your spell is case it will say something just wrote to it and here as the last however many instructions before then. In your case you might get lucky when you compare the hacked game to the base game and the difference becomes obvious, if not then you get to follow the code back up (or down in the event it happens afterwards, or you hoped it would check the mana level to see if you had enough first and set a break on read instead) to figure out where it gets the number to subtract from your mana pool.
This is actually a type of programming, and a fairly hard one, called assembly programming which varies between systems and type of processor. Fortunately the NES is well documented. https://wiki.nesdev.org/w/index.php?title=Nesdev_Wiki and https://www.romhacking.net/?page=documents&category=&platform=1&game=&author=&perpage=20&level=&title=&desc=&docsearch=Go being good starting points.
I don't know if this game has a disassembly (most people seem to want to skip this game when contemplating Zelda) but you might find someone has gone and analysed the code already, though worth knowing how to do it yourself.
Title: Re: Adventures of link changes
Post by: Hynes Racing on February 07, 2022, 12:30:16 PM
Thanks for all the info. That's a lot more then I thought. When I get some time I'll give it a shot although I'm not that confident  :laugh:
I appreciate the detailed step by step info. I should be able to figure it out if I plug away at it
Title: Re: Adventures of link changes
Post by: FAST6191 on February 07, 2022, 10:15:04 PM
There is the forest for the trees thing if you want to go that way, and the editor you were using allows it. Figure out how to have less refills and/or more enemies that might make use of it.
Title: Re: Adventures of link changes
Post by: Hynes Racing on February 08, 2022, 04:14:11 PM
Quote from: FAST6191 on February 07, 2022, 10:15:04 PM
There is the forest for the trees thing if you want to go that way, and the editor you were using allows it. Figure out how to have less refills and/or more enemies that might make use of it.
Yes I could do that but one reason I want to limit use or reduce use is to promote a mechanic in the game without allowing the player to abuse it.
I'd still like the game difficult enough to need other spells to remain low magic use as the hack already allows.  This is the only way I could think to make it more fair and avoid a go around method for some game design