11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: njosro on September 09, 2018, 09:51:04 AMShadowOne, you can indeed reinstate the lost dialog with the sideview editor.The only limitation, however, is that you need to change one of the other "enemies" in that scene to take over the role of the lost dialog trigger. Enemies in towns are everything from bats to people to signs. I haven't figured out a way to make the editor append enemies to scenes without causing errors. I've tried other editors to see what they've done, but none have been able to do it without errors! So what we're going to do here is change the random townsfolk generator in this scene. (Who cares if random people don't spawn right away when you enter from the left).So here's what I've done, and you can do the same:1. Load up the sideview editor and go to scene 7 of town set A in west hyrule.2. Click the "Edit Enemies" radiobutton at the bottom of the editor.3. Click the enemy that generates random townsfolk, and move it to the crosses.4. Change it to be an invisible dialog starter by clicking on the icon next to the sleeping blob option.5. Save!Each "enemy" that you see listed in the editor, from the sleeping bat to the random townsfolk, are dialog triggers. The current town id dictates what each one will say.#00 - sleeping bat#01 - sleeping blob#02 - first invisible dialog. The enemy that had this id was removed from the Saria town graveyard in the US release. It triggers dialog number 31 (1F in hex). If you want to get fancy, you can change which dialog it points to by right-clicking it, but I don't think you'll need to do that.And I see you already reinstated the original text Here's how it is when I test it out.
Quote from: Trax on September 10, 2018, 03:42:19 AMThe "22222" dialog is actually ".....", and it's what the sleeping Ache in Nabooru says three times before telling you about a Heart Container at the fourth attempt.
Quote from: ShadowOne333 on September 12, 2018, 05:37:05 PMYeah I did think about that when making the line.I am unsure yet if I should continue with Loto or Erdrick.I'll see what I end up doing, given how this will be played in US releases perhaps I'll go for Erdrick instead, but we'll see.
Quote from: Prince Valmont on September 12, 2018, 05:40:04 PMSince even newer DQ games refer to the hero as Erdrick, I would vote for that too.
Quote from: Chicken Knife on September 12, 2018, 11:54:18 PMNever liked Erdrick, or the forced sounding medieval language we got in general. Doesn't jive with the spirit of DQ for me.
Quote from: ShadowOne333 on September 10, 2018, 11:16:27 AMAH!So I was on the right track!I simply couldn't make much sense of the editor as to why it didn't let me input a new message window, now I see that it was because I had to rework an existing one into the new one. Thanks for this!I will implement it asap
Quote from: ShadowOne333 on September 10, 2018, 11:16:27 AMBtw, how does it work that I don't need to change the First/Second Dialog that the Invisible Dialog starter does?I just checked it and it does load the proper text, but without changing anything related to that?Just wondering how it works
Quote from: Shade Aurion on October 20, 2018, 03:55:37 PM...keeping this front page might see this project to completion.
Quote from: Trax on October 24, 2018, 08:42:58 PMYou can stop holding your breath, guys, I took a look at Shadow of Night, and I saw how it is done. Clever hack, but not the most efficient. The game simply toggles between various CHR banks with the animated tiles that change every bank. The original Zelda II ROM has 14 CHR banks. The last one is just empty, so you can say it's free to use. Expanded to 16 banks, the 3 extra banks are used to store the different tiles to be animated on the Overworld. The code that does the swap is very simple.
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