Been messing around with LA DX a good bit lately (Mostly through LALE and YYCHR) and since the old Zeldahacking.net forum isn't around (
) I figured I'd start this thread to share and collect different tips on the inner workings of the game.
First off, I made a list of the tracks for ease of use with LALE:
Granted it's not the most detailed of lists, but it certainly beats blindly testing the tracks one by one!
Other neat things I've noticed are:
*There are 2 sets of graphics in the game - 1 for colored 1 for monotone
*The Colored Overworld is basically an overlay overtop the original version in a sense. If you don't care how the non-colored version of a map looks, you can, say, turn a Flower's collision in LALE to that of the walkable/cuttable grass tile, and in game that flower tile will have all the properties of the tall grass - including being able to be cut down!
* If you put too much text in a message in LALE, it will overlap another one (easy fix)
*If you put too little text in a message LALE that is originally super huge, the editor will crash.
*The "DX" graphics for the title screen are a bit scattered near the end of the ROM. They be removed without mess up the title screen as they are just overlayed on top of it.
*There appears to be 3 multiple versions of the Zora enemy throughout the enemy graphics, suggesting that one could potentially have 3 different "pop out of water to shoot projectiles" enemies in a hack.
Aaaand that's about all I can think of off the top of my head. The documents section of this site has a couple documents on various offsets on things, but other than that there isn't much info floating around (Unless the Zeldahacking.net forum had info that's now lost). If anyone else has any random tips or info on Link's Awakening DX or the editors for it I'd be grateful for the advice!