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Messages - Fcoughlin

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Hi all,

So I decided today to work on a rom hack for Zelda Ii on NES, in which the dungeons are all placed in a row and only bosses are available (allowing you to just fight the bosses/decide on your experience). I had good success on emulator (FCEUX).

However, a few friends loaded their copies onto emulator, and the graphics in levels 4/5/7 were messed up notably as seen in this playthrough: Specifically, 4's background was very off, Gooma clearly had the wrong Sprite set loaded, as did most stuff in the Great Palace. Of course, it's annoying because I loaded it on my emulator, and it still works ok.

So my question: has anyone encountered this before (ideally with this game), and if so, do you have any suggestions on how to fix? I am half wondering if there is some uninitialized memory stuff going on, and hitting a pointer that in FCEUX works ok, but fails in the powerpak.

It could also (in the case of level 4) have to do with the fact that I tried to move it to West Hyrule (instead of Maze Island). Again, it was conveniently working on my emulator so who knows?

Either way, I figured I'd ask, hoping someone has seen something similar before. Thanks in advance for any help you may have!

ROM Hacking Discussion / Re: Super Mario 3 - Pipes to Death?
« on: March 30, 2015, 12:40:54 pm »
Thanks a ton Quick Curly (apologies for the delay- was a nasty weekend for me in terms of lack of free time)!  That definitely helps (it was my theory but I didn't have a chance to follow through on it to figure it out).

Thank you also for pointing out the link to the other site with that information, as well as the more detailed ROM map on page 9.  I think that'll probably help most of my project (though I'll have to think about it a bit, as my project has the potential for mixing worlds from different levels, so I may have to limit things to insure that I don't end up with 5-5 and 7-F1, for example, in the same world, as their bonus pipes may not be compatible).

I think all I need to find for now is a couple of other tables in memory, but hopefully I can figure that out pretty quickly.  I'm guessing similarly to these pipes, when you enter a pipe at the end of the airship, it points you to the appropriate koopa kid based on level.  And similarly, when you enter an airship not from the castle, there's a different table to hunt for in memory.  I'll be hunting for these today (assuming I can clear sufficient levels to test it!)

Thanks again for the help!  Massively appreciated.

ROM Hacking Discussion / Super Mario 3 - Pipes to Death?
« on: March 23, 2015, 09:15:19 am »
Hi all,

I was working a bit on a ROMhack for Super Mario 3.  I was going to start with the very simple "change memory addresses to move some levels around".  So I remapped 5-5 ( ) to 1-5 (among others).  Most of the other changes have worked OK, but for the pipe in 5-5 where you normally go into the room for the Tanooki suit, something is not properly loading:

To make this change, I went into the Pointers Table.  I specifically changed the Object Set, Enemy Data, and the Object Data addresses for the levels.  For most other levels it has worked, but that one room is trouble (it also showed up moving 7 - Fortress 1  which has the same room type:  It's possible I'm loading something incorrectly, but thus far this is one of the only places that is causing this.

Has anyone encountered this before?  If so, do you know what's causing it?  I've been trying to look into this, but with incredibly limited success thus far.

Thanks in advance!

ROM Hacking Discussion / Mega Man 5 - Questions
« on: March 19, 2015, 11:07:25 am »
Hi all,

So I just started looking into Mega Man 5 for some possible alterations.  I went through the ROM Map posted on the site, learned about Enemy/Object IDs, etc.  So one of the changes I wanted to play with was switching bosses around (so you walk into Star Man's boss room, for example, and you run into Stone Man... yes I realize there are Palette issues and other things, but I'm just trying some basics).  By simply changing the enemy info, I am successfully able to make Stone Man drop into the room.  However, Stone Man then gets stuck in a loop of doing his entry animation, and not actually starting the fight.  I'm guessing this is due to not being able to properly find a pointer to Stone Man's AI, or something similar.  Has anyone tried doing something like this, and if so, do you know what's causing this?

Thanks in advance!

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: February 14, 2015, 11:59:53 pm »
Just because my head was hurting today, does anyone know what controls where the stairs appear (X/Y) for the "take any road" squares?  Contemplating allowing those into the shuffle of caves, but of course discovered that without playing with them, you can get a couple of unintended side effects:

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: February 08, 2015, 06:15:27 am »
Thanks a ton! Just had someone in stream suggest something like this so I had to try :)

I think I will take your suggestion on palettes and try it here to make a harder version!  Someone else had suggested a different variant:  instead of all book/bracelet/ring/etc., instead randomly assign the sprites from within a pool. That way you still don't know what things are and have to grab them, but there's more visual variety.

(And I have to say, "shuffle dungeon rooms" makes dungeons 5-9 actual mazes again (with the possible exception of 6 as it has a pretty linear track). Full release coming pretty soon!

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: February 06, 2015, 03:13:00 pm »
Incredible timing, as I just discovered that myself.  Yes, it's down in the 0x4dc4 range, as part of the title screen graphics.

Thanks for finding it!  Now this hidden feature can be added  >:D

Edit:  The feature may or may not involve this...

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: February 06, 2015, 10:30:59 am »
Thanks again guys, you totally rock.  I made sure to remove Gleeoks from those rooms.

Yet another question, this time palette related in the overworld.  I know that the last two bytes of Tables 1/2 for the overworld correspond to the outer and inner background palette.  Is there a similar flag somewhere for enemy palettes?  I was swapping enemies randomly around on the overworld, and most of them appeared to work fine, but then I got to room 0x11, and saw:

Based on walking around with the "level 4" sword (by putting 04 into the sword slot in RAM), I've currently deduced that this strange palette swap occurs in any room with a pushable block (rocks from the bracelet, or the grave stones).  So far, Blue Moblins seem to be the only enemies who are affected by the palette issue (likely because they're one of the only overworld enemies with black on them, as far as I can tell). 

Any thoughts on possible ways to fix this would be appreciated.  Worst case, I can put code in to simply prevent moblins in those rooms, but that's just boring :)

Edit:  Ignore this, found the Character Palette Table.  0x6F4F.  It appears that Blue Moblins (and Zolas) are the only enemies on the overworld map that use that palette, as do pushable blocks.  I'm guessing pushable block palette overrides the Moblin palette.  Well, at least the cause has been found.

Edit #2:  For a slightly unrelated project, I found the sprites for most of the items in memory.  However, I'm having the hardest time picking out the ladder, as well as the left/right versions of the sword/arrow/wand.  (Making a... nasty surprise for a friend...  >:D)  Does anyone know where those are?  I squinted and stared using YY-CHR, but just am having no luck here.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: February 01, 2015, 09:43:11 am »
For exiting a stairway, such as the stairs surrounded by a diamond set of blocks, is there a way to set where link spawns?  I was trying to play with shuffling rooms today, but ran into an issue where Link would in some rooms spawn inside the diamond. I'll investigate more tomorrow, but if anyone knows off the top of their heads, it may help a bit.

On a side note, is there also a flag that anyone knows of that determines if Gleeok can shoot fireballs?  Again, planning to look into it tomorrow, but if it's already known, then it will save some time.


ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 26, 2015, 05:35:25 pm »

The stairway data table, A bytes long, is not a pointer table. It is simply a list of underground rooms that connect one or two rooms together. The game engine simply loops through all values and if one of the rooms in the list has the room with the stairway in it, then it connects. Else, the game crashes. The key is to change specific values of the passage room itself, in attribute table 0 for left exit and attribute table 1 for right exit, bits 0-6. If the passage room only has the left exit (room with an item), the right exit value must be 22. I don't know why, but it seems any other value makes the game crash...

As far as I know, there is an (incomprehensible) exception in dungeon 3. The stairway list is empty (all FFs), but the game still does the correct thing. The raft (item code 0C) is in location 0F. However, location 0F has the value 69 for its left exit, which makes sense...

Thanks!  The explanation actually makes perfect sense.  Now I see how to make that work (and now how to be really evil and possibly shuffle door types around).  I wanted to make sure that there's always a path from each room to each other room if I do that, and the stairs were the missing piece (I may have figured it out had the Level 3 not had the issue you speak of).

Dr. Floppy:  I know you mentioned that there was the known "bug" with the overworld/underworld wherein if you enter/exit on the same exit, you spawn back at the start.  Off the top of your head, do you know the fix for that, or approximately where it's happening?  I may dig into that area in the next couple of days, but just trying to see if I can head off the questions of "why did this break?" I'll get.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 25, 2015, 08:13:26 pm »
I wish I could say that I was, but I'd be lying :(

Anyone know how the stairs work in levels?  I see that the "stairway list" (at 0x19430 + 0x10 for level 1 for instance) is a pointer to a 8x16 thing for the stairs (in the case of level 1, the two bytes are 7f ff).  Anyone know what page that would correspond to?  I'm contemplating messing with walls, and need stairs as a method to insure all rooms are reachable.

Sorry for the idiotic questions!

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 17, 2015, 08:56:18 pm »
Is it possible that the bits 6-7 of Table 6 don't have any effect on Whistle Secrets?

Answer appears to be yes.  I was able to change the assembly so that the whistle locations from second quest can be used in first quest (specifically, change $1EFB2 in an .nes file from F0 -> D0).  Upon doing so, it appears that all of those whistle locations are open, including those that still had bits 6-7 of Table 6 set. 

So it's possible to unlock the secrets.  Thanks again, Doctor!

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 17, 2015, 04:14:19 pm »
Wow you are good!

I had been planning to offer an option for which overworld to use at the time they apply the patch:
First quest
Second quest
Both quests

In short, I would probably just unlock everything, but always play in "first quest" mode; I don't ever envision anyone playing second quest on this hacked rom. So replacing the "if first quest and 01-0A" branch to the whistle should work for "second/both" options.

Amazing that they made this so hard!

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 17, 2015, 11:31:28 am »
Hmm... I presume you've added the "Whistle Secret Enabled" screen ID's to the array at $1EF76?

Another general factoid I was just reminded of while playtesting- NEVER put Lanmolas (fast- to ultra-fast red/blue centipedes found in Level 9 of the original game) in rooms with cul-de-sacs*. The game will lock-up if and when the Lanmola enters the dead-end, as its movement protocols simply can't handle the situation. Same goes for lone "island" squares, like ones used as stepping stones across a pool of liquid. If the Lanmola is assigned to such a square at the outset, the game will freeze instantly.

* Defined as a transkinetic 16x16-pixel square surrounded by solid squares on three sides.

For the whistle array, I left those alone, as the default second quest secrets should be there already (I know 29 and 2b both are in that array by default, as is 58) Unless we have to do something to that array so it gets past 42 (the original lake?)

And for the lanmolas, found that one out the hard way too!  Going to have to put a cath in my code to precent them in bad rooms.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 17, 2015, 08:02:02 am »
Sorry yes I misspoke. I cleared those bits (set them to 0) and haven't yet seen the whistle work in hose locations. I'm going to try again this morning, see if I can get better luck by chance.

Edit:  To be more precise (now that I'm out of bed), I just recreated the process as follows:

1)  Opened an original ROM.  Went down to 18690.  Cleared the bits on a few whistle regions (see image, and yes I know one of those ones that I cleared (in red) was for power bracelet... I was testing for fun):

2)  Opened my ROM. Played through.  Grabbed the whistle (and for that matter, the power bracelet, for a different test I was doing).  Beat level 1.
3)  Tested, as seen in the Youtube video linked here (~2 min, because I go to three different locations).

Based on the table above, the locations where I tried to blow the whistle have all had the top two bits cleared (hence why they're in red).  However, when I blow the whistle there, as you see, I get the tornado, and then nothing.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 15, 2015, 12:03:15 am »
Thanks for the info on tiles!  That's actually incredibly useful!

I will have to try again, but I tried setting the flag so the secret is available in 72 (set the two highest bits of the appropriate spot in layer 6 to 0). I went to 72 and blew the whistle. The whirlwind came, and the tree did not change to the appropriate tile. I will have to check to see if there is a hard coded change for second quest for the tiles perhaps.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 14, 2015, 12:59:47 am »
Well on the one hand, I'm an idiot, in the fact that those screens are whistle secrets, not candle secrets, so sorry for the confusion there. :)

Unfortunately, a new thing came up:  even with the whistle, blowing the whistle on those screens in the first quest causes a whirlwind to appear, and not open a secret, even with the bits 7/6 set.  It makes sense, as without a flag set somewhere, you'd unlock something when you blow the whistle in level 2 in the first quest.  Does anyone know where said flag exists?  I'm going to take a deep look in the morning, but if anyone has a tip there, I'd be more than glad for the help.


ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 13, 2015, 06:00:10 pm »
Ah, good old fashioned Layer-6! $[18690-1870F]; the two high-bits control Overworld secret-activation:

00 = Both Quests
01 = 1st Quest Only
10 = 2nd Quest Only
11 = Neither Quest!

Also, as promised earlier:

Thanks again for all the help!  One last question came up today (at least I hope it's the last question, as my Randomizer is almost complete!)

I tried today to enable the second quest secrets and disable the first quest secrets. So I set the 2nd quest bits to 00 to be safe, and the first quest caves to 11. The first quest caves are hidden and most second quest caves seem ok. However, two burn able bushes (based on the map I have) aren't burning. I believe there is supposed to be a door repair guy at H3, and a 30 secret at F9. Both in the later 6 table have been set to 0c, as they were originally 8c. However, the bushes don't burn.

Has anyone else seen this?  If so, do you know why this isn't working?  As I said, it seems to work for most other caves; these two are just a pain in my rear end.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: January 09, 2015, 12:01:52 am »
As an fyi to those building their own maps:

The zelda memory appears to have two areas of memory for keeping track of secrets found:  one for levels 1-6, and another for 7-9. If you mix quests, this memory is shared. For example, if you clear out all items in the A dungeon (quest 2 level 2), then when you go to manji (quest 1 level 3), about half of the drops contained therein are gone (all but the east two columns).

Just throwing it out there in case someone decides to do something as crazy as me. Though I'm looking for a quick way around this. Maybe I will get lucky.

ROM Hacking Discussion / Re: Legend Of Zelda Romhack. Help!
« on: December 26, 2014, 11:18:04 pm »
I swear this is the last question until my next one... Is there a table published somewhere of enemy ids?  I found the table of what each group drops (aka kill a blue octorok as the first kill, you know it drops a bomb if it drops something, as defined at 0x13052 in a nes file). However, I haven't yet found the place in memory where the appropriate group is defined. Has anyone seen that table/flag?  I tried some ram watching with little success.


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