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Messages - puzzledude

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ROM Hacking Discussion / Re: Puzzledude's seminar on romhacking
« on: July 25, 2015, 05:07:02 pm »
i wish i could replace the OP with an autoplay of baby mario crying
Then you misunderstood. This was a general oppinion and with the "you" above I wasn't directly talking of myself, but more of all the future modders. So essentially this is a warning for others and a preface what to expect, deliberately drawn into (false) escalated pessimism, which can actually be viewed as sarcasm, but with lots of "truth" in it.

NOW, having said that... I'm still eagerly awaiting your IQ hack. I don't mind an extreme challenge if I suspect that's what I'm getting into in the first place. Also, I don't know what to expect from Gates of Time, but I would like to see that one emerge as well.
I will finish those projects eventually regardless.

ROM Hacking Discussion / Puzzledude's seminar on romhacking
« on: July 25, 2015, 03:07:50 pm »
Are you one of those retro fans who are actually capable of hacking and modifying games for old consoles, or do you want to become one? Why bother at all!

First of all, no matter how good your game is, someone will most certainly not like it.

If you make the game too difficult, someone will most certainly not like, but! if you make the game too easy or normally difficult someone will most certainly again not like it, claiming it is too easy.

You will even come across such paradoxes, that a fairly easy game will be regarded as too difficult by some and yet too easy by others. So to conclude: no matter the actual difficulty, you'll always get the difficulty of your game wrong.

If your designed levels are based on exploration, someone will certainly call your game boring due to so called Backtracking. If you then decide to change that onto the better, don't bother, your edited levels, which will remove the backtracking, will certainly be called too Linear, which is apparently again no good. So to conclude: no matter the actual exploration factor, you'll always get the level design wrong.

If you decide to change the gfx, someone will certainly not like it, since they will claim the old gfx was better and the new one is too radical, custom made and thus no good. If you however decide to keep the original gfx, your game will be called "vanilla". So to conclude: no matter what you do with the gfx, you'll always get it wrong.

If you decide to implement special new music engine called MSU-1, don't bother, someone will definitely like SPC better. If you however keep the SPC, they will certainly tell you, that you are out of date, not switching to MSU.

If you mannaged to actually finish the project, you will come across painful testing. You will test and test and test, but why do you bother, you will certainly miss a bug or two, and when a player will come across such a minor problem, he will call your game (which you painfully tested for bugs) bugged. So why bother: no matter how much debugging you'll make, someone will still call your game bugged.

No matter how much you will check the grammar of the texts in the game, you'll surely miss out something. So why bother: no matter how much you will try to find spelling mistakes, someone will most surely find some and call your game a spelling horror and then add: this is common in those "custom made fake games".

If you designed your game to be used with save states, someone will call this a poor design, if you designed your game to be used without save states, they will use them anyway, making your game too easy - again. So why do you bother?

No matter how much TXT info files you will write, someone will surely patch your game to the false original rom, claiming you did a poor job with your game, since it doesn't load.

No matter how much TXT info files you will write, someone will surely patch your game to the false original rom, claiming you did a poor job with your game, since the game crashes in the middle of the playing. If you tell them to obviously check the CRC before playing they will tell you, that they've never heard of such a thing. So why do you bother?

If you tell them, to patch to a non headered rom, someone will definitely patch to a headered rom and claim your game to be bugged or not working, not knowing what went wrong.

If someone by somesort of a miracle likes your game, they will surely abuse it, by putting it onto the cart and sell it for money, making you look like the bad guy, who promotes piracy, since you are making "hacked" games. Your txt warning of "fair use" and "personal use" and "no rom or cart distribution" would be like an ant yelling at the supernova.

No matter how "just" your intentions are, in the eyes of the authors who made the original game, you are a thief, who just abused their intellectual property. In their eyes you are a pest, who is responsible for illegal cart distribution, since you made it happen. You can also be regarded as the person, who gave their game a bad name, since your game can never match the original one. In their eyes you are thus producing illegal derivated work of a poor/false quality and trying to benefit of it. So why do you bother?

That's what you get because you have programing/level designing talent/non talent and simply like an old game. Maybe being smart is not a good thing at all.

Make your life complete and quit romhacking to save your self a lot of trouble. Don't bother.

ROM Hacking Discussion / Zelda3 Parallel Worlds and Remodel v1-2
« on: July 14, 2015, 01:53:41 pm »
The unofficial versions of the 2 most known A link to the past hacks have been done.

Download IPS PW v1-2

Download IPS PR v1-2

Original file to patch to
Alttp US, No header, with the CRC32= 777AAC2F

When you patch it with the IPS, the hacked rom must have the CRC32
= 2271E4F5 for PW
= 5C4914FD for PR

1.) title screen fix (also tested) (ASM written by Icari)
2.) shovel in menu closes the annoing empty gap (ASM written by Conn)
3.) inserted the chest with Shovel via hex into Zelda's cell (ideal, since you get the shovel early but after at least one item), 2+3 also basic test done, also tested to allow ocarina+shovel in menu
4.) digging treasures hack insterted (ASM written by Conn), but further adopt of treasure: default was 20 rupees, 5 rupees, 1 rupee, magic (magic was obsolete, because of the green magic autofill, 20 rupees was too much - could get rich too early; changed treasures to: 1 heart, 5 rupees, 1 bomb, 5 arrows) basic test of digging done.
5.) flute fix (ASM written by Conn) - implemented, but in practice no need, since area 2A, which has the flute dig, gets absorbed by big area 21 (so no area 2A), flute can not be in the ground.

All features have a basic test done. The entire games were not yet tested. If however they are tested someday, this should be released as an addendum to still keep the "old/official" versions intact.

Newcomer's Board / Re: Zelda The Legend of Link
« on: June 27, 2015, 08:00:05 am »
So I know I'm gonna sound like a total noob here, but after reading how awesome this hack is, I don't care. I've downloaded the legend of zelda prg0 rom, the Zelda, legend of link hack and the Lunar IPS patcher as suggested on the site, but I can't get the damn thing to work. I even downloaded the emulator that it says it def work with. Can someone PLEASE post a step by step on how to get his patch to work for this game? I'm a huge Zelda fan, as I'm sure many of you are, and this ROM sounds way to good to miss out on. Thank you in advance.
Drop the hack

into this ID calculator:

And you should see this:
Country: USA
SHA-1: A12D74C73A0481599A5D832361D168F4737BBCF6
System: NES-NTSC
Legend of Zelda, The (U) (PRG0) [!]

it must be the PRG0 version.

Now you have the correct original rom. If you patch this rom with the IPS provided, you will get the working hacked rom.

Personal Projects / Re: The Legend of Zelda: Lyra Islands (Hack)
« on: June 26, 2015, 06:13:53 am »
Nice that someone picked up this old hack, since it looks very promising. Lots of new gfx is in and as you mentioned has this interesting Wind waker theme in Alttp, which definitely is something refreshing and appealing.

Darklink you can build the entire game just in the Lightworld if this is your wish, since finishing both dark and light world can be a challenge to do for one person (and gfx/drawing wise) and skip from the intro dungeon directly to crystal collecting (to bring the gameplay to the likes of Links awakening). Just a suggestion.

SGP, you are learning. Yes, that's exactly what needs to be done, since now the IPS basically contains the entire rom data, so removing the header on both (original and hacked) roms is something to be done, as well as expanding the hack to 2MB (of course Hyrule Magic will resize it back after a while, so the expansion needs to be repeated).

Some resources for you Darklink, on your hacking journey:

That's how you make a dropbox link a direct download with no signing-in limitations (someone might not have a dropbox account), https goes to http (optional) and www goes to dl (mandatory):

ROM Hacking Discussion / Re: What is SNESren 2.04 ?
« on: June 10, 2015, 06:13:44 am »
Hello there,
I tried to find what was it about, but all google search just show me the actual hack's page.

For example : it says Super Mario World (U) [!].smc - SNESren 2.04, I tried with this rom version but, not working. The thing that I don't know what SNESren 2.04 is may be the problem.

So, what is SNESren 2.04?

Thank you a lot for your help.

Edit : I patched a lot of game already, so I basically know the move :p
That's just the name of the database, that the rom originates from, like GoodSnes or NoIntro. This, however, should not be your concern. You just need to look at the CRC32 ID number. And look on the left if it is header or no header rom. SMW roms are usually all headered and this one also requires a Headered US original SMW rom with the standard CRC32= B19ED489.

So just drop your original rom into this Hash program

and check the IDs. If they match, the patching Will work, if they don't match, the patching Will not work. If you have the U (which is US) version of the original rom, it is usually a header problem. You can add/remove headers with this program

That's the most updated hex map which currently exists. It was done by Math On Napkins, and you'll find it in the Zelda_3_ROM file.

Newcomer's Board / Re: Editing Link To The Past Graphics?
« on: May 22, 2015, 01:09:54 pm »
Welcome to the world of Alttp editing, which is (I'm sorry to say) very unfriendly to the "casual user".

Zcompress is dos based, which basically means you can not double-click it. You need to fetch the actual comand line file. In windows this is at C:\Windows\System32\cmd.exe

The best is to have this in 1 folder (copy pasted cmd.exe, zcompress.exe, Alttp.smc).

The next thing you'll need is a hex editor (the one I use is HxD hex editor= freeware, google that). Now open the original Alttp.smc in the hex editor. If it has 200 bytes with the value 00 at the very beginning, than this is what you need (header). If it doesn't select add bytes, and type 200 in hex, which is 512 in dec). Then go to the end of rom and add again, this time 100000 bytes in hex or 1MB).

Now you rom is prepared for zcompress (must have a header and be 2MB, instead of the default 1MB).

Now doubleclick the cmd, and type in these commands:
for decompressing gfx into a bin file
zcompress 0 Alttp.smc gfx.bin

for recompressing after the edit of the bin file
zcompress 87200 Alttp.smc gfx.bin

To edit the gfx.bin file, you will need another program called YY-CHR (use the old one, which is not in chinese). Open the bin file in it and edit the gfx dot wise (pixel art actually). To see the palettes correctly load the ZST save state produced by the ZSNES emulator (when you save state), as soon as the sprite or object you want to edit is on screen (can also be any save state, but the Pals will be slightly different).

I tried two different sites, both having the same ROM, I used Lunar IPS, and tried it on both the ZSNES and snes9x, both to no avail. It keeps showing the yellow text when the ROM tries to load, then goes to black after saying bad rom.
You patched to the wrong original rom. You probably have the one without the header, or a wrong version of the rom (EU or JAP instead of US).

Load your original rom in this program:

You should see this

Code: [Select]
Platform           Super NES                               
ROM format         Super Magicom                           
External Header    Yes                                     
File Size          524800 (80200)                         
ROM Size           524288 (80000)                         
ROM CRC32          B19ED489                               
ROM SHA-1          6B47BB75D16514B6A476AA0C73A683A2A4C18765
No-Intro entry     Super Mario World (USA)                 
Checksum valid     Yes 

File MD5      DBE1F3C8F3A0B2DB52B7D59417891117       
File SHA-1    553CF42F35ACF63028A369608742BB5B913C103F
File CRC32    A31BEAD4                               
ROM MD5       CDD3C8C37322978CA8669B34BC89C804       
ROM SHA-1     6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32     B19ED489                               

Basically your ROM CRC-32 must be B19ED489, and the File CRC-32 must be A31BEAD4, and the external header must be Yes.

If you patch this rom, you will get a working hacked rom (can be run on both emulators).

If your original rom has no header, you can add it using this program:

In this case (if you have a headerless rom, which has 512KB instead of 513KB), make sure your ROM CRC is B19ED489, then add the header using Tush, and then patch.

Newcomer's Board / Re: Zelda - ALttP - SNES - Worldmap -
« on: April 16, 2015, 09:06:24 am »
What you see in that overworld screen shot are actually various palettes instead of one palette.

Because of multiple layers SNES can display a lot of colours (but this is theory). Maybe I've written the upper post in the wrong way: you see, SNES in theory can display a "full-on" screen with 256 or more colours.

But if you take a look at this screenshot in YYchr.

As you can see, you can choose from 16x2 squares on the right (ignore the rest) to draw, while half are mirrors, so 16 different possibilities. These are not really colours, but rather 16 different values, which will become colours once the global pal is loaded. But different pals can be loaded. These pals are usually togeher in HM. So all these colours are possible, but not at once.

For instance the bomb, that you place on the ground, is blue and has blue and grey and other colours. This bomb can never be red on this global pal. So it can never use blue and red at once. So you have 256 colours, but divided into global banks of 16 (values, not colours) "at-once" - for the item, currently being edited (can be a sprite or a tile-set).

I sift through the AllGFX with my YY-CHR but i can't find the tiles.
Everything is there, it is just difficult to find. You also need the 4PBB (16 bit), but some gfx will need 2PBB GB decoding to display correctly.
You can also find gfx in the allgfx.bin using the HM, since HM displays the entire gfx-set. The set is easier to find than one piece only.

Newcomer's Board / Re: Zelda - ALttP - SNES - Worldmap -
« on: April 16, 2015, 02:57:49 am »
Hello all,
I'm trying to import my edited worldmap tiles but i have got color issues:

My steps to fail so far

1. I used HM (v0.962) to export the image of the tiles.
2. imported the color pal into my paintingprogram and edited the image. it comes with 56 unique colors ^^
3. i don't know what to do. see 4.
4. import the image with HM is not possible it needs a 16 colors image.

Is there a known way to import the image with its full color pal into the ROM?
No, there's not. You can not import an image with 56 colours (this is far too much for SNES). The only program compatible with this method is Paint shop pro, if I remember correctly. If you edit the exported image in this program, it should be possible to import it back using HM (16 colours only).

But there's another better method. You can export all gfx (not just one tile-set) into the bin file using zcompress. Then you can edit any tile-set with YY-CHR program, which automatically uses only 16 colours.

Newcomer's Board / Re: Need help for patching IPS
« on: April 10, 2015, 05:31:49 pm »
The game is easy to patch. It requires a standard SMW rom, US, with the header and 513KB.

You can use this hash calculator:

Drag and drop the rom in it and you should see this
Code: [Select]
Platform           Super NES                               
ROM format         Super Magicom                           
External Header    Yes                                     
File Size          524800 (80200)                         
ROM Size           524288 (80000)                         
ROM CRC32          B19ED489                               
ROM SHA-1          6B47BB75D16514B6A476AA0C73A683A2A4C18765
No-Intro entry     Super Mario World (USA)                 
Checksum valid     Yes                                     

File MD5      DBE1F3C8F3A0B2DB52B7D59417891117       
File SHA-1    553CF42F35ACF63028A369608742BB5B913C103F
File CRC32    A31BEAD4                               
ROM MD5       CDD3C8C37322978CA8669B34BC89C804       
ROM SHA-1     6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32     B19ED489                               

So the importaint parts are
ROM CRC32 = B19ED489
File CRC32 = A31BEAD4
External Header = Yes

Now you know, you have the correct original rom. Use LunarIPS and apply IPS patch VLDC_2014.ips to SMW.smc rom.
You will get a 4MB file with the ROM CRC32= 6C4C1F76

That's it. This file works normally in all emulators (snes9x, Zsnes etc). You can of course test it if it work in other systems like sd2snes etc.

The only thing I can do is downloading pre-patched rom hacks.
If you learn how to patch correctly (and that's not that difficult), you can play all hacks published on this site and SMW central. But you do realize, why no one can give you a rom, or upload it. Such a site would probably have to be closed soon after. Patches are mandatory for legal purposes.

By the way:
In this hack it seems like all levels are "unlocked" by default (authors choice), so you can play them in any order.

Newcomer's Board / Re: Having issues with SMW patching...
« on: April 03, 2015, 12:07:23 pm »
About 50% of the hacks I try to play just get "bad rom" /etc errors in Snes9x and ZSNES

It seems I just take a random chance that day when I try and if it doesn't work I'm S.O.L.

I've tried 4 different Super Mario World roms, ( [!] (U) [[[[ignore these bracket, the squared ones are underline ]]]] , (USA) , etc etc)
I've tried two versions of each emulator (including the most recent versions of both) and different versions of IPSwin and LunarIPS

Am I just doing something wrong?

But these 3 games are easy to patch (I patched them all, and they work). They need a standard headered original US SMW rom to patch to, with the standard CRC-32, which is: B19ED489 (that is without the header).

So open your original SMW rom in this CRC calculator

And you should see this
Code: [Select]
Platform           Super NES                               
ROM format         Super Magicom                           
External Header    Yes                                     
File Size          524800 (80200)                         
ROM Size           524288 (80000)                         
ROM CRC32          B19ED489                               
ROM SHA-1          6B47BB75D16514B6A476AA0C73A683A2A4C18765
No-Intro entry     Super Mario World (USA)                 
Checksum valid     Yes                                     

File MD5      DBE1F3C8F3A0B2DB52B7D59417891117       
File SHA-1    553CF42F35ACF63028A369608742BB5B913C103F
File CRC32    A31BEAD4                               
ROM MD5       CDD3C8C37322978CA8669B34BC89C804       
ROM SHA-1     6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32     B19ED489                               
If you do not have the same info as above:
(mainly: File CRC32=A31BEAD4 and ROM CRC32=B19ED489, External header= Yes)!
do not bother patching. The result will be a bugged rom.                       

Now you know, that you have a correct original rom. Once you patch to it with the Lunar IPS, you will get a working rom. The authors of all the 3 roms above even fixed the checksums.

So the emulator versions and types as well as IPS tools have little importance. The patched rom usually doesn't work due to the false patching process, which is a result of IPS files, which allows false patching.

Patch makers: use UPS instead of IPS patches, UPS has a checksum verification and will disallow any false patching.

If your rom does not have a header, you can use this tool:
TUSH header verifier/remover/adder

News Submissions / Re: ROM Hacks: Zelda3 PuzzleDudes Quest
« on: April 01, 2015, 06:25:13 am »
I don't understand what compelled you to make these crazy little "mazes" everywhere.
Who knows. This decision is very old. It is probably a result of a default grid, that you edit on and a maze is the fastest to make in such a grid. I would do it differently today, but this project was finished long ago. So it would be like necro-editing, which definitely won't happen.

Wish I could just teleport to the dungeons.
Your wish just might come true in the dark world.

I also hope you will endure the light overworld, since a lot of players agree, that the dark world dungeons are their favourite part of the game. And there are no overworld mazes there.

News Submissions / Re: ROM Hacks: Zelda3 PuzzleDudes Quest
« on: March 31, 2015, 03:42:18 am »
As for the other modes you plan on introducing...
If you are interested in the god mode or byrna hack. They were also submited to this site.

I'm a bad enough dude to rescue the President... Er.. Princess.
Nice... and the upper hacks were designed in case someone is not a bad enough dude to beat very difficult Alttp hacks, specially Parallel Worlds.

Newcomer's Board / Re: trying to convert xdelta file into ips file
« on: March 31, 2015, 02:29:08 am »
I do not use roms, i use original carts only, the retron 5 applies the patch file to the cart inserted into the system.
And what do you think is on the original cart... but a rom.

Converting Xdelta patch into an IPS patch directly makes no sence. The IPS is a "recording" of all the changes between the original and the modified rom file. So obviously you will need both rom files to produce an IPS (so if you want to have an IPS, you are required to use rom files).

News Submissions / Re: ROM Hacks: Zelda3 PuzzleDudes Quest
« on: March 27, 2015, 04:15:07 pm »
As for the other modes you plan on introducing, is the one for the original Parallel Worlds? Or the Remodel?
Those minor hacks, such as God mode, can be patched to any Alttp hack. But obviously PW needs it the most. You can patch it to Remodel as well if you wish. I just need to sort some things out before releasing.

News Submissions / Re: ROM Hacks: Zelda3 PuzzleDudes Quest
« on: March 27, 2015, 02:59:12 pm »
Tush said the patched ROM didn't have a header.
That's a mistake by Tush then. The patched (original release) rom obviously has a header.

I had even started to wonder if it was something you threw in there as a clever way to make other people's patches incompatible.
The patches are incompatible because of the shift of data (as a result of the header). Usually all patches and addresses are given on a non-headered rom (since this is the actual address).

So anyway, I expanded a clean ROM to 2MB, patched it, deleted the first 200 bytes (which I thought was the result of some sort of error) and then made a new patch to see if what I had suspected was true. It was! The new patch was 389 kb just like the new one you just posted.
Nice work, but... your patch is still not the same as mine (you can hex-compare both patches to be sure if they are the same or not). You need to patch first (no need to expand a clean rom, since this action is NOPed out after patching). Once you have the patched rom (ie a hack), you need to remove the header and expand it to 2MB. You now need to make an IPS using the original Alttp with 1MB and a hack with 2MB (IPS will be small due to the hack having the second MB filled mostly with 00 bytes). Then you should get my IPS above. So the patching will then take care for auto-expansion.

If you expand the original to 2MB and have a hack with 2MB, and then make an IPS, users will also need to expand before patching. PS Try to patch SMW The legend continues by Fusoya to test this method (expand+patch).

So, Puzz... Will there ever be any more updates to PD's Quest or is this game completely finished?
No, I finished this game in 2011. I will not touch something that's been finished 4 years ago. And any change might cause bugs (so a lot of testing would be needed if anything is changed).

The only issues I'm having with it now are that on this playthrough I cannot for the life of me remember where the Book of Mudora was placed. Don't give me any hints though. hehe Gotta figure it out on my own.
Not a hint: in original Alttp the Book was in the village. You just needed to knock it of the shelf with the Pegasus shoes. But the Book is now missing from the shelf.....And Sahasrahla is lost....

You just need to think ouside of the frame (basically explore anything that you can reach with current items).

If you get further stuck and simply can not continue (some puzzles can be "diabolicly" difficult for someone who hasn't at least also finished Goddess of Wisdom), there is Let's Play of the entire game on You tube somewhere.

News Submissions / Re: ROM Hacks: Zelda3 PuzzleDudes Quest
« on: March 27, 2015, 06:24:46 am »
I play all roms on my iPad using SNES9x-EX, and rarely have any problems, but this hack just doesn't work.  The title screen is a bit bugged, and the Enter Your Name screen is just totally fubar-ed.  I patched to the right ROM - also tested on my computer in ZSNES and it worked fine.

...anything I can try doing to make it work?

By the way I loved your other hacks and am looking forward to playing something new.  Great job with Parallel Remodel.  Maybe I'll try the original but I've been avoiding it for fear of the difficulty lol.

Strange that it wouldn't work on your phone. I usually play it on a real SNES via the Powerpak with no issues. There are a few Zelda 3 hacks with the menu bugged, to get around that I usually open an unpatched ROM in ZSNES, name my character and then copy the save that ZSNES made (.srm) onto my Powerpak. You could try that.

This may be unrealted, but when opening a patched ROM up in a hex editor I noticed there were an extra 200 hex bytes (I hope I'm using the right terms here) at the beginning that I believe shouldn't be there. As far as I know it's not a header or anything. I could be confused though. I hope Puzzledude sees this and fills me in on that area of the ROM. Could just be a Hyrule Magic bug, I know the menu bug is.

I was a rookie at the time and did not know how to fix certain things. But it is easy to fix the menu. The problem is the file-size (ortodox 1.027kB). This is just a little over the 1MB (1.024= or exactly FFFFF in hex with no header).

After you patch the rom, you need to open it in hex. First erase the initial 200 bytes (header) to work easier, then go to the end of the rom and insert 100000 bytes with the value 00. Then go to exactly 200000 and erase everything above. The file-size will then end with 1FFFFF or exactly 2MB, should be 2.048kB in explorer.

I can also post such an IPS (as unofficial release).

The ZSNES emulator is the only one, who can display the title and naming screen correctly if the file-size is not »even«. All other emulators will display it wrong.
But there is a way around it. Once you are in the glitched naming screen, press A + start to have the name G.

The rom is otherwise also quite affected, but through testing I could fix all major glitches, some small ones still remain (like some false warps in the Triforce shrine etc).

I'm bringing out the »God mode« and the »Byrna mode« small hacks for Parallel Worlds and Goddess of Wisdom to encourage players to at least »see« both games and enjoy some casual playing rather then to suffer.

Those 200 bytes at the beginning of the rom actually are the header. It is not necessary to remove it. This data has no effect on the game. It only shifts all the data by 200. This means if you decide to keep the header, your file must then end at 2001FF (header+2MB), so that the core is 1FFFFF big (2MB).

March 27, 2015, 08:53:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
There you go:

Patch this IPS to Original Alttp, US version with No header. The CRC-32 of the original should be 777AAC2F and after you patch, the CRC-32 should be CC2500AA and the file will auto expand to 2MB. Most of the additional megabyte are 00 bytes (empty) though. Both (the original and patched) files are now headerless.

You can use this great hash calculator by Snarfblam to verify the CRC:

ROM Hacking Discussion / Re: Need help for Z3 hack stuff
« on: March 20, 2015, 04:18:13 pm »
1) Not sure about this one. Makes me wonder if the Master Sword would be available as soon as you rescue Zelda (since the pendant phase has been skipped). If that is the case, I suggest placing an obstacle in front of the entrance to where the Master Sword is that requires something like the Titan's Mitt, for example. You may just have to test a few things.
Master Sword is "available" all the time. This is a sprite, that reacts on 3 pendants. If you have them, you can lift it, if you don't have them, you can not lift it. So if you have no pendants in the game (only crystals), the sword can never be lifted.

ASM solves it all however. Trace the game with Geiger at the sword lifting and trace the code. Change the RAM address which loads pandants (ie 7EF374), to the one, which checks for crystals (ie 7EF37A). Now change the compare to (old should be 07= ie having all pendants, since this is bit vise, so 111 binary is 07 in hex). Put the compare to 7F (ie all crystals, since binary 1111111 is 7F in hex). Now you can pull the sword if you have all 7 crystals. (This is however a theory, the actual code was not yet written).

You can also close the Meadow and make a special 7 crystal barrier (code written by Conn). If you enter a specific entrance (which you pick), you will have a timer. When it runs out, you will be teleported to the entrance (like warping with the mirror), unless you have 7 crystals, or any other object. A perfect 7 crystal barrier without the complex Ganon entrance. This is what I use in all my "in the works" projects.

I believe Hyrule Magic can edit the text as well, but I've heard that it can be troublesome so I just use Kruptar.
Yes it can, obviously, but Kruptar is better.

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