11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
Quote from: ShadowOne333 on November 13, 2019, 10:25:12 AMYeah unfortunately using Link's palette means that the rupee will also change color depending on what tunic/ring he has.The same thing happens to the Sword and the Arrow/Bow as well, they change colors depending on what ring Link has.Given that, I went ahead and made some mockups for the Rupees:Original (Orange & Blue, used for Orange/Blue enemies as well): With Link's palette: With Moblin/Zora's palette:I'm still on the idea that leaving it as plain orange without flashing is the best way to go about it, but I'm open for suggestions.
Quote from: The3Dude on November 13, 2019, 03:58:12 PMShadow, in regards to changing how the hearts line up in the file select screen. I did line them up in the modern style for my Trial of Courage hack. The thing is though, the death counter is on top of your file name, not on the bottom.and this right?I'd have to find where I did that in code though, I haven't hacked Z1 since June-ish.
// Flip heart rows in HUD:org $A507 // $06517 db $20,$D6,$08 // Originally 20 B6 08org $A512 // $06522 db $20,$B6,$08 // Originally 20 D6 08
// Flip heart rows in the File Select Screen://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 lower (starting) hearts (0xA264)//A268: 21 32 08 00 00 00 00 00 00 00 00 FF // PPU Transfer for upper Hearts (0xA278)//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: The3Dude on November 13, 2019, 04:17:10 PMOh! Sorry I put the wrong image, I meant this.Also, my ASM knowledge is extremely limited .
1E73D: E0 16 CPX #$16 ; Number of Rupees (66D)1E73F: F0 0C BEQ $1E74D
Quote from: Trax on November 13, 2019, 09:18:41 PMWell, I tackled the flashing problem. Against all odds. The color switch is 8 frames, and applies to a few objects, like small hearts, Triforce pieces, etc. I looked for all occurences of RAM $15, which is a frame counter. So, starting at 1E735, there's code that determines which items should be flashing. So replace this code with NOPs (EA) :Code Select Expand1E73D: E0 16 CPX #$16 ; Number of Rupees (66D)1E73F: F0 0C BEQ $1E74DThat's it, no more flashing rupee. At 6B5C, there's a table with palette codes for various things. Change value at 6B72 to make the rupee another color if you want.
Quote from: ShadowOne333 on November 13, 2019, 10:25:12 AMWith Link's palette:
Quote from: Trax on November 14, 2019, 11:48:01 PMYou have two avenues for new RAM usage. Either you use CPU RAM, but the trade-off is that you need to save the value in VRAM (cartridge RAM) when saving and reload it in CPU RAM when loading a game. You also have to consider the 3 save slots. Or you use VRAM directly, and it gets saved automatically.Also, one place that is often overlooked is the CPU stack. High values in the 100-1FF range are rarely used because the stack never goes that high.
INC $0656 ; Increment value at $0656 LDA $0656 ; Load value from $0656 CMP #$02 ; Is the item position $02? BEQ check_bow_arrow CMP #$09 ; If $0656 < 9, reset to $00 BCC end LDA #$00 BCS set_selection ; Carry is known to be set, so this act as a "BRA" from 65816check_bow_arrow: LDA $065A ; Does the player have the bow? (0 if no) BEQ select_04 LDA $0659 ; Does the player have arrows? (0 if no) BNE endselect_04: LDA #$04set_selection: STA $0656end: RTS
Quote from: lexluthermiester on November 14, 2019, 10:23:46 PMPersonally, I think this looks great! The red could be a 10 or 20 rupee value item.
Quote from: DannyPlaysSomeGames on November 16, 2019, 12:12:34 PMI was going to say that the problem is that the rupee wouldn't be the same color because it would keep changing color due to tunics.But then that thought gave me an idea: what if the ring/tunic you wore affected the value of the 1 rupee? Like maybe when Link starts off normal, he encounters green rupees (that match his tunic) worth 1 and blue rupees worth 5. Afterwards, when he gets the blue ring, all the rupees he encounters are blue (the ones that match his palette and the ones that are regularly blue), so he always gets 5 rupees. Finally, when he gets the red ring, he can get regular blue rupees and red rupees, worth 20. Not only would this solve the situation of the rupee's color being inconsistent, but it's also a very convenient upgrade that helps grinding, considering that arrows are planned to have a separate counter now, and would need to be frequently bought from shops. That's just my suggestion though.
Quote from: ShadowOne333 on October 10, 2019, 12:04:03 PMChange the duplicate bosses in Level 4 and 7 (Gleeok and Aquamentus) to Lanmola and Patra respectively.
Quote from: erpster2 on December 06, 2019, 04:17:34 AMchanging the boss for level 7 to Patra is fine (use the circular & "unpredictable" version of Patra to up the challenge, hee-hee - I mean the one where a group of small patras expand and contract unpredictably) but I like the "weaker" Gleeok boss in Level 4
Quote from: ShadowOne333 on December 06, 2019, 03:24:41 PMWent ahead and made an optional patch for the bosses.I called it "RearrangedBosses.ips", and this is what it changes:1st Quest - Level 4: Changes the Manhandla in the level to Red Lanmolas, keeps the two-headed Gleeok at the end1st Quest - Level 7: Changes the Aquamentus for a Patra with Oval attack cycle2nd 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 cycleI decided to have all of the head-variants for the Gleeoks present in both Quests, so you can fight the two, three and four head variants of it in both quests. Manhandla is the only boss that doesn't appear in 2nd Quest.
Quote from: Trax on December 08, 2019, 12:42:21 AMIt could be interesting to have a stronger and more aggresive Aquamentus, kinda like a "revenge", or as an alternate version, like the Orange/Blue Gohma.
Quote from: DannyPlaysSomeGames on December 07, 2019, 11:42:35 AMActually, that reminds me, isn't there an unused Gleeok with one head? Either way, the boss patch seems like a pretty great idea. I was wondering what happened to this thread a while back but good to hear you're still working on it.Also, I was curious if that rupee idea I posted was anything worthwhile.
Quote from: EthansDreamLand on December 09, 2019, 10:22:06 PMI appreciate the patch, but I feel like there's a glitch with it. I was playing the redux game with the patch, but when I got to Dungeon 9, the room filled with Wizzrobes that leads to the room containing the Silver Arrows leads to a room that contains two Blue Lanmolas with no entrance to the Silver Arrows room, which leads to a glitched room that only leads outside the dungeon, making the game unbeatable. Can you please fix this?
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