11 March 2016 - Forum Rules
Started by njosro, February 05, 2018, 10:20:28 PM
Quote from: njosro on May 09, 2018, 08:44:15 AMOh! I've seen those github pages before. A very intelligent programmer, CFrantz, did a bunch of advanced zelda 2 tinkering and posted his stuff there.To convert your asm into byte code just use this online tool. No download required:http://www.e-tradition.net/bytes/6502/assembler.htmlCopy the object code that it generates.For example,LDA #$05STA $768becomes:A9 05 8D 68 07And paste it at the right location in the hex editor.Don't use the FCEUX's debugger tool for large modifications. I was talking about small changes for that, like maybe 3 instructions here and there.
Quote from: Trax on May 29, 2018, 02:18:02 AMWith new ASM, you could have as many hidden things as you want. The hard part is that the original programming is hard-coded to have the 6th palace's Area appear specifically 2 tiles under Link's current position. The simplest way would be to recycle the 6th palace Area to make it point to the Great Palace. Very straightforward.
Byte 0.xxx xxxx - Y positionx... .... - External to this world (immediately return to Overworld upon entrance)Byte 1 (offset 3F bytes from Byte 0)..xx xxxx - X positionxx.. .... - On exit, appear at the location of area index minus this value (0-3)Rauru, Ruto, North Saria and Mido have bit 6 setIf Area Index minus Exit Offset = 0, music stops when entering areaIf Area Index minus Exit Offset < 0, Link ends up in the lower-left corner of the OWByte 2 (offset 7E bytes from Byte 0)..xx xxxx - Map numberxx.. .... - Horizontal position to enter within map 0 = enter from the left 1 = enter at x=256 or from the right for 2 screens maps 2 = enter at x=512 or from the right for 3 screens maps 3 = enter from the right for 4 screens mapsByte 3 (offset BD bytes from Byte 0).... ..xx - Region number...x xx.. - World number..x. .... - Forced enter from the right edge of screen.x.. .... - Pass throughx... .... - Fall in hole
QuoteI relocated palace 6 and the Great Palace to where palace 6 was and hidden it.
Quote from: njosro on June 01, 2018, 04:57:47 PMHi ultimaweapon, maybe I can help since this seems doable through the editor This is what I understood from that:1. You moved the area warp of palace 62. You moved the area warp of the great palace to where palace 6 used to be3. You set the Y coordinate of the great palace's area warp to 0If that's what you did, then here's what's wrong:As trax said, the game just "draws" a palace tile when you play the flue and it moves the area warp of palace 6, NOT the great palace. So you probably saw the drawn image of a palace but it's just that: an image tile.Here's what I suggest:1. Undo everything you did with the moves and such.2. In the editor, in area editing mode, click any area to select it, then right-click it. (Yeah, it's a bug that you gotta left click first)3. From the drop down menu, click "Seek Index..."4. Type 53 (that's the index of palace 6's area warp), then click OK. (in hex it's 35 like trax said, but 53 in decimal)5. You'll see the view go all the way up north since palace 6 has a Y value of 0. You can't click it since it's out of bounds, but you can change its properties. Change the scene and world to the appropriate values that you want. (Probably scene 0 in Great Palace)6. SAVE!It will work. (I've done this before.) BUT you will need to fix the graphics of the great palace when you enter. Maybe trax can help you with that...?I hope this information is what you're looking for!
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