11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
Quote from: ShadowOne333 on January 13, 2020, 02:47:52 PMWait so you got Patras to work on other dungeons that are not Level 9?How did you do so? Same for the Lanmolas.How are you implementing them into the game, exactly?
Quote from: lexluthermiester on January 13, 2020, 04:58:11 PMA utility made by RHDN's own Snarfblam called DungeonMaster.https://www.romhacking.net/utilities/605/The way that he has set it up is that it will let you know which groupings of enemies can be selected for each level. For example, I selected Ganon/Patra and then placed the Patra in the room where Auqamentus was in L1Q1. In doing so the correct tilesets and palettes are assigned. The same applies with minor enemys, including Lanmola's. Select the correct enemy set, then place them where you wish. The catch is, you can only place enemies from that sub-set group in the entire level. Any other enemy's will still appear and function, but their graphics will be glitched because only the graphics and palettes for that subset are loaded into memory. It's how the internals of LOZ1 works. So unless you are going to get into some serious ASM coding(which has been done) to change those behaviors, those predetermined behaviors will be the limiting factor.
Quote 1st Quest - Level 4: Changes the Manhandla in the level to Red Lanmolas, keeps the two-headed Gleeok at the end 1st Quest - Level 7: Changes the Aquamentus for a Patra with Oval attack cycle 2nd Quest - Level 2: Changes the two-headed Gleeok to Blue Lanmolas (You can still fight a two-headed Gleeok in Level 6) 2nd Quest - Level 8: Changes the 3 Dodongos to a Patra with Circle attack cycle
bank 7;org $EC3C // $1EC4C jsr $BFC0 nop // NOP the LDA $00E0 at $EC3C (A5 E0) nop // NOP the EOR #$01 (49 01) nop // NOP the STA $00E0 (85 E0)bank 5;org $BFC0 //$17FD0 inc $0656 // Increment value at $0656 lda.w $0656 // Load value from $0656 cmp.b #$02 // Is the item position $02? beq check_bow_arrow cmp.b #$09 // If $0656 < 9, reset to $00 bcc end lda.b #$00 bcs set_selection // Carry is known to be set, so this act as a "BRA" from 65816check_bow_arrow: lda.w $065A // Does the player have the bow? (0 if no) beq select_04 lda.w $0659 // Does the player have arrows? (0 if no) bne endselect_04: lda.b #$04set_selection: sta.w $0656end: //jmp $EC42 rts
Quote from: ShadowOne333 on January 14, 2020, 01:35:52 PMInteresting.I used Zelda Tech for the boss changes, so maybe that's why I ended up with things borked in that regard.
Quote from: ShadowOne333 on January 14, 2020, 01:35:52 PMCould I ask you for a favor?Could you perhaps try to recreate the changes I did for the bosses with Dungeon Master over a clean Zelda 1 (PRG0) ROM, and make an IPS out of it with just those changes, please?
Quote from: ShadowOne333 on January 14, 2020, 01:35:52 PMThe enemy changes are as follows:
Quote from: ShadowOne333 on January 14, 2020, 01:35:52 PMI might need a little help with some ASM I started doing for trying to Switch items with the Select button.
bank 7; org $EC3C // $1EC4C // switch to bank 5 lda.b #$05 jsr $FFAC // hijack PAD_SELECT pressed on the overworld jsr quick_select//==============================================================================bank 5; org $BFC0 //$17FD0quick_select: lda.b #$01 // PAD_RIGHT ldy.w $0656 // current item jsr $B7C8 // get next item (use 'jsr $B7A8' to also play sfx) rts
Quote from: Zimgief on January 17, 2020, 04:47:58 PMA french hacker made a hack that let you switch items with start button.Also you can freely move on the item menu (right-left, up-down).Also, the cursor moves silently now.Also he sped up exiting the item menu.https://www.youtube.com/watch?v=d4DM_3NklecDownload link in the description. In the video he explains how he did some of these things.
// Flip heart rows in the File Select Screen:bank 2;// Move upper row of hearts next to the Death counterorg $A268 // $0A278// Move lower row of hearts next to the Player's name db $21,$12,$08,$00,$00,$00,$00,$00,$00,$00,$00,$FF//Found the routines, now I just gotta figure out how to invert the heart printing//A4C6: B9 54 A2 LDA $A254,Y @ $A258 = #$24 // 0xA4D6//A254: 21 09 11 24 24 24 24 24 24 24 24 2F 00 00 00 00 00 00 00 00 // PPU Transfer for Name and Upper (starting) hearts (0xA264)//A268: 21 32 08 00 00 00 00 00 00 00 00 FF // PPU Transfer for lower Hearts (0xA278)// ^ Changing this to 21 12 08 positions the bottom hearts where desired.// 66F9 -> 6E79//A520: B9 74 A2 LDA $A274,Y @ $A278 = #$24 // 0xA530//A274: 21 89 03 24 24 01 21 E9 03 24 24 01 22 49 03 24 24 01 FF // PPU Transfers for Death counter(s) (0xA284)
Quote from: DannyPlaysSomeGames on February 04, 2020, 08:16:12 PMSo anyways, I wanted to share an idea (that will probably not get added).I was messing around with the idea of splitting up the Triforce into pieces and labeling order to tell you which dungeons you have left, as a neat touch and a quick check for players.Though with the default order that the pieces are put in, the numbers were cramped, so I tried to make some variations to see which one looked better:(I also messed around with the text below, being more consistent and labeling it as the triforce of wisdom, though the combination of letters always left me with a double space, so I messed around with that too.)Up left is the original triforce piece layout.Up right is the pieces vertically ordered.Down left is the pieces (somewhat) horizontally ordered.Down right is an odd fusion between horizontal and vertical.Obviously, this was me playing around with an idea. I heard somewhere that all (if not, most) graphics space had been used up, though all the new tiles fit in a solid line (two tiles would end up getting replaced, but then you need two extra for two of the inner pieces in order to match with the outline, so...)Obviously this is just me messing around with ideas that I wanted to share on here, even if it's probably not getting implemented, I just wanted to share a cool concept on this thing because I liked it (I've considered adding these into my Z1 hack, though the issue is that the automap takes up so much of the tileset space, which is annoying), but at the end of the day, it's ShadowOne333's project, and this might seem like total trash to him and that's fair.
Quote from: 51mmz0rz on February 14, 2020, 01:57:41 AMI'm not sure if it's normal, or maybe something weird I did (this is actually my first playthrough), but the old women in the southwest near the lost woods says "." (single period) when you pay her 30 rupees. Might be missing text but again I'm not really sure. Anyway great work so far!
Quote from: ShadowOne333 on February 14, 2020, 11:55:32 AM@Trax, if you are reading this, do you happen to perhaps have a clue as to why my cracked tiles show up the entrances of all the caves for both quests, despite what quest you are in?Although, if you are in the 1st Quest and try bombing a 2nd Quest tile, it won't affect it, only 1st Quest cracked tiles can be bombed. But the cracked tiles still apepar regardless of what quest you are in.
Quote from: Trax on February 16, 2020, 01:58:17 AMWhat Lex said about the cracks in the wall is on point. Visually speaking, the tile itself is the same no matter if a secret is present or not. Bombable wall tiles have code E6. When the game loads the tiles, it goes through a routine to check if the tile should be replaced by something else. But that's for when the secret has been revealed vs not revealed yet. Now for the crack to show up only on its relevant quest (1st, 2nd or both), I think that would need some extra code.
Quote from: 51mmz0rz on February 17, 2020, 12:04:41 AMI tried to patch the ROM using the GitHub source, but when I do, the output ROM has some issues. Select doesn't pause, it swaps items, and the start menu is garbled. I think I'm using the right ROM because the previous IPS patch from DropBox seemed to work fine. Anyone else having issues or am I doing something wrong?
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