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Post by agustinakira Wed 26 Oct 2016 - 15:29

It's a simple question.
I'm making a hackgame and I need it to start in the First part with all the items and sprites instead of the beginning.
How do i make it?

agustinakira
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Post by SunGodPortal Wed 26 Oct 2016 - 17:26

This should have some or all of what you are looking for.

Start SRAM Modifier

Though, I'm not sure what you mean by "all sprites". Could you clarify that one?
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Post by Puzzledude Wed 26 Oct 2016 - 18:23

agustinakira wrote:It's a simple question.
I'm making a hackgame and I need it to start in the First part with all the items and sprites instead of the beginning.
How do i make it?
From my hex document:

Code:
IDEAL CUSTOM START

Features:
1.) start in bed normally with dark room effect and uncle leaving
(optimal/original start)
2.) but when you jump out of bed, you already have a sword and shield
(can be adopted which level of both: level-1 to level-4)
default is: both level-1
3.) you can choose the event freely (rain, collect pendant, collect crystals)
default is: collect crystals
4.) you can add SRM starting hacks (ie custom items) freely to this start
(see next global section)

These are all the changes for the ideal custom start (4 global changes):
A)-at 65C5A: A0 00 00 --> 20 B1 FF

B)-at 67FB1: write new code:
A9 05 00 9F C7 03 70 A9 01 01 9F 59 03 70 A0 00 00 60 59 03 70 A0 00 00 60
                        \   /
sword and shield level <----


C)-at 2DF12: 9E D0 0D 9C E4 02 --> 22 A0 EC 04 EA EA

D)-at 26CA0: write new code:
9E D0 0D 9C E4 02 A9 03 8F C5 F3 7E A9 00 8F CC F3 7E 22 41 FC 00 6B
                     |
                     event:
                     00= rain, can not swing sword yet
                     01= rain, can swing sword
                     02= collect pendants, no rain (Agahnim-1 not defeated, Zelda saved)
                     03= collect crystals, no rain (Agahnim-1 defeated)


---------------------------------------------------------
---------------------------------------------------------



STARTING SRM HACKING
IE: BE ABLE TO START THE GAME WITH ANY INVENTORY ITEMS, ADOPTED HEALTH, MAGIC ETC

NOTE: THESE VALUES ARE FOR A ONE TIME START= IE ONE TIME GAME START,
AFTERWARDS THE THING GOES TO RAM AND THEN TO SRAM


1.) 274C6= BOW
00= no bow (default),
01= bow with no arrows,
02= bow with arrows, but only if defined in 49.)
03= bow with silver arrows

2.) 274C7= boomerang
00= no boomerang (default)
01= blue boomerang
02= red boomerang

3.) 274C8= hookshot
00= no hookshot (default)
01= start with hookshot

4.) 274C9= bombs
current amount of bombs which Link holds
00= 00 bombs (default)
0A= 10 bombs
0F= 15 bombs
10= 16 bombs
14= 20 bombs
1E= 30 bombs
32= 50 bombs
50= 80 bombs
63= 99 bombs

5.) 274CA= mushroom/powder
00= nothing (default)
01= mushroom
02= powder
------------------------------------------

second line of inventory:
6.) 274CB= fire rod
00= no
01= yes

7.) 274CC= ice rod
00= no
01= yes

8.) 274CD= bombos (fire) medallion
00= no
01= yes

9.) 274CE= ether (ice) medallion
00= no
01= yes

10.) 274CF= quake (earth) medallion
00= no
01= yes
------------------------------------------

third line of inventory:
11.) 274D0= lamp
00= no
01= yes

12.) 274D1= hammer
00= no
01= yes

13.) 274D2= shovel/flute/ocarina
00= nothing
01= shovel
02= flute, but no bird
03= flute and can call bird

14.) 274D3= net
00= no
01= yes

15.) 274D4= book of Mudora
00= no
01= yes
------------------------------------------


4th line in the inventory:
16.) 274D5= Bottle global byte
00= no bottles yet
01= bottles acquired

this will work only in combo with 29.) 30.) 31.) 32.)
so set this to 01 and fill bottles in steps 29-32

17.) 274D6= Cane of Somaria
00= no
01= yes

18.) 274D7= Cane of Byrna
00= no
01= yes

19.) 274D8= Cape
00= no
01= yes

20.) 274D9= Mirror
00= nothing
01= letter (beta thing, not in ALTTP)
02= mirror


------------------------------------------

21.) 274DA= glove
00= no glove
01= silver glove
02= golden glove (ie titan's mitt)

22.) 274DB= pegasus shoes
00= no
01= yes

but will Not work without step 52.)
so put this to 01, then see step 52

23.) 274DC= Flippers
00= no
01= yes

24.) 274DD= Moonpearl
00= no
01= yes

25.) 274DE= empty/nothing

26.) 274DF= sword*
but does Not work, requires Uncle or custom code/ASM (see previous global section)

27.) 274E0= shield*
but does Not work, requires Uncle or custom code/ASM (see previous global section)

28.) 274E1= suit/armor
00= green armor
01= blue armor
02= red armor

29.) 274E2= bottle-1 (actual content)
00= no bottle
01= nothing/bugged value (do not choose this!)
02= empty bottle
03= red potion
04= green potion
05= blue potion
06= fairy
07= bee
08= good bee

30.) 274E3= bottle-2 (actual content)
same as bottle-1

31.) 274E4= bottle-3 (actual content)
same as bottle-1

32.) 274E5= bottle-4 (actual content)
same as bottle-1
------------------------------------------


33.) 274E6 to 274E9= number of rupees which Link is currently holding
2 bytes in hex, which must be repeated:
FF 00 FF 00= 255 rupees
64 00 64 00= 100 rupees
F4 01 F4 01= 500 rupees
E7 03 E7 03= 999 rupees
value are in hex, reversed, E7 03= 03E7= 3E7 in hex is 999 in dec

34.) 274EA and 274EB= compasses (indoors) for all dungeons
00 00 = nothing found
FF FF = found all
recomended is Not to change this, leave it at 00 00

35.) 274EC and 274ED= big keys (indoors) for all dungeons
00 00 = nothing found
FF FF = found all
recomended is Not to change this, leave it at 00 00

36.) 274EE and 274EF= maps (indoors) for all dungeons
00 00 = nothing found
FF FF = found all
recomended is Not to change this, leave it at 00 00
------------------------------------------

37.) 274F0= number of rupees in the pond
(enter new value in hex, reversed - aka little endian)

38.) 274F1= the number of current heart pieces,
1, 2, 3, 4 also in hex

39.) 274F2= health (hearts)= max possible, ie: how many heart containers
to start the game with (default is 3 hearts= 18 in hex)

08= start with 1 heart
(note: adviced is to then remove the beeping sound)=
point 8.) of first global section
(note: you also need to adopt the value of health after defeat=
point 30.) of first global section

10= start with 2 hearts
(note: you also need to adopt the value of health after defeat=
point 30.) of first global section

18= start with  3 hearts (default)
20= start with  4 hearts
28= start with  5 hearts
30= start with  6 hearts
38= start with  7 hearts
40= start with  8 hearts
48= start with  9 hearts
50= start with 10 hearts
58= start with 11 hearts
60= start with 12 hearts
68= start with 13 hearts
70= start with 14 hearts
78= start with 15 hearts
80= start with 16 hearts
88= start with 17 hearts
90= start with 18 hearts
98= start with 19 hearts
A0= start with 20 hearts


40.) 274F3= actual health= ie how much of the max possible health is actually full
or in other words in 274F3 you define the number of heart container, here you
define how many of them are actually full

same values as before:
08=  1 heart is full
10=  2 hearts are full
18=  3 hearts are full
20=  4 hearts are full
28=  5 hearts are full
30=  6 hearts are full
38=  7 hearts are full
40=  8 hearts are full
48=  9 hearts are full
50= 10 hearts are full
58= 11 hearts are full
60= 12 hearts are full
68= 13 hearts are full
70= 14 hearts are full
78= 15 hearts are full
80= 16 hearts are full
88= 17 hearts are full
90= 18 hearts are full
98= 19 hearts are full
A0= 20 hearts are full

Note: the amount of full hearts is equal or lower than the max hearts,
ie: you can not have 10 hearts full, if you max health is set to a value bellow 10
Note: To start with full health: match both values: at 274F2 and at 274F3.
But this is valid only for a one time start= ie game start.


41.) 274F4= green magic
00= 0 out of 8
10= 1 out of 8
20= 2 out of 8= quarter
30= 3 out of 8
40= 4 out of 8= half
50= 5 out of 8
60= 6 out of 8= 3 quarters
70= 7 out of 8
80= 8 out of 8= full green magic


42.) 274F5= small keys in a current dungeon
this must be left 00, since it will not work for custom start of the game


43.) 274F6= max bomb upgrade
00= no upgrade= can carry 10 bomb as max
01= can carry 15 bombs as max
02= can carry 20 bombs as max
03= can carry 25 bombs as max
04= can carry 30 bombs as max
05= can carry 35 bombs as max
06= can carry 40 bombs as max
07= can carry 50 bombs as max (max in ALTTP)

08= can carry 48 bombs as max (not in ALTTP) not a round number (not recomended)
09= can carry 53 bombs as max (not in ALTTP) not a round number (not recomended)
0A= can carry 64 bombs as max (not in ALTTP) not a round number (not recomended)
0B= can carry 69 bombs as max (not in ALTTP) not a round number (not recomended)
0C= can carry 80 bombs as max (not in ALTTP) round number
0D= can carry 85 bombs as max (not in ALTTP) semi round number
0E= can carry 96 bombs as max (not in ALTTP) not a round number (not recomended)
0F= can carry 112 bombs as max (can not display, since 2 digit counter) (not recomended)


44.) 274F7= max arrow upgrade
00= no upgrade= can carry 30 arrows as max
01= can carry 35 arrows as max
02= can carry 40 arrows as max
03= can carry 45 arrows as max
04= can carry 50 arrows as max
05= can carry 55 arrows as max
06= can carry 60 arrows as max
07= can carry 70 arrows as max (max in ALTTP)

08= bug
09= bug
0A= can carry 9 arrows as max
further values give mixed and uneven numbers or a bug


45.) 274F8= increase heart energy after start=
obsolete because of 40.)


46.) 274F9= increase green magic after start=
obsolete because of 41.)


47.) 274FA= PENDANTS (works with combo with Event)
note: event is edited only with custom code

in the inventory:
......red......
..blue...green.


order in the game:
green (1st dungeon), blue (2nd dungeon), red (third dungeon)

bit vise order:
green, blue, red= 1,1,1

binary   hex     give pendants
001    = 01   =  red
010    = 02   =  blue
100    = 04   =  green
110    = 06   =  green+blue
101    = 05   =  green+red
011    = 03   =  blue+red
111    = 07   =  gree+blue+red

enter value in hex! at address 274FA, depending on which pendants you want to start with


48.) 274FB= increase bombs after start=
obsolete because of 4.)


49.) 274FC= increase arrows after start=
obsolete because of 50.)


50.) 274FD= current/actual amount of arrows=
note= must be lower or equal to the max arrow capacity
enter value in hex in little endian, aka reversed in 2 bytes

hex    dec
10=    16 arrows
46=    70 arrows
32=    50 arrows
etc


51.) 274FE= unused (nothing)


52.) 274FF= running!
F8= no running with A
FE= be able to run with shoes
works with combo with number 22.)



53.) 27500= CRYSTALS (works with combo with Event)
note: event is edited only with custom code

in the inventory:
..6.1..
.5.7.2.
..4.3..

order of crystal in the game:
1= 1st crystal= dark palace
2= 2nd crystal= swamp palace
3= 3rd crystal= skull woods
4= 4th crystal= thieves town
5= 5th crystal= ice palace
6= 6th crystal= misey mire
7= 7th crystal= turtle rock

order of crystals in the binary:
3, 4, 2, 7, 5, 1, 6

binary   hex  crystal
0000000  00   no crystal given
0000001  01   give crystal 6
0000010  02   give crystal 1
0000100  04   give crystal 5
0001000  08   give crystal 7
0010000  10   give crystal 2
0100000  20   give crystal 4
1000000  40   give crystal 3

now you can give any combo of crystals

for instance: goal is "give crystals 3 and 7"

binary order is
3, 4, 2, 7, 5, 1, 6

so give 1 for crstal you want and 0 for the one you don't want,
3 and 7 means
1, 0, 0, 1, 0, 0, 0
1001000 in bin is 48 in hex, so value 48 at 27500 will give crystals 3 and 7
etc

all crystals=
1111111 in bin, is 7F in hex


54.) 27501= green magic upgrade by the bat:
00= no upgrade  = have 1x amount of green magic,   thus items drain default amount
01= bat upgrade = have 2x amount of green magic,   thus items drain half amount
02= Not in ALTTP= have 4x amount of green magic,   thus items drain quarted amount
03= Not in ALTTP= have 1/2x amount of green magic, thus items drain double amount

example:
00= on full green energy you can shoot with Fire rod  8x before green magic is gone
01= on full green energy you can shoot with Fire rod 16x before green magic is gone
02= on full green energy you can shoot with Fire rod 32x before green magic is gone
03= on full green energy you can shoot with Fire rod  4x before green magic is gone

02 value is Not in ALTTP (suitable for easy quests)
03 value is Not in ALTTP (suitable for Master quests)



---------------------------------------------------------
---------------------------------------------------------


EUCLID'S CUSTOM START (PROTOTYPE OF IDEAL CUSTOM START)

this is the prototype of the Ideal custom start
you don't start in bed, but rather as if you would start a game from a save,
and always in the curch

65C5A: A0 00 00 --> 20 B1 FF
67FB1: new code:
A9 03 33 9F C5 03 70 A9 05 01 9F C7 03 70 A9 01 01 9F 59 03 70 A0 00 00 60
   |                                          |  |
   |                                          sword and shield
   event
   00 will give a bug here (should be rain, can not swing sword)
   01 beginning mode, rain, can swing sword
   02 collect pendants (Zelda rescued, Agahnim-1 not defeated)
   03 collect crystals (Agahnim-1 defeated)



---------------------------------------------------------
---------------------------------------------------------
Puzzledude
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Post by agustinakira Thu 27 Oct 2016 - 9:38

SunGodPortal wrote:This should have some or all of what you are looking for.

Start SRAM Modifier

Though, I'm not sure what you mean by "all sprites". Could you clarify that one?

Well, by "all sprites" I mean the position of each one in the map but that answers my question, however, now I need to know something: If I use this code ( $02: Indicates you have completed the first Hyrule Castle dungeon.) my uncle still leave the house and shows up in the hole?

agustinakira
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Post by agustinakira Thu 27 Oct 2016 - 9:45

Besides that, I would like to thank you two for all your support. You guys were pretty quick to answer my question.

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Post by Puzzledude Thu 27 Oct 2016 - 10:25

If I use this code ($02: Indicates you have completed the first Hyrule Castle dungeon.) my uncle still leave the house and shows up in the hole?
The code means the Hyrule Castle is complete, it thus assumes you already have the sword and have met with uncle, so he should not appear. This setting basically will skip to collecting pendants mode/event.

But Srm modifier has its own misperfections. I for instance use "Euclid's custom start" and the "ideal custom start" from my hex notes, but of course the choice is yours.
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Post by agustinakira Mon 31 Oct 2016 - 9:21

ahm, okay, thanks all you guys!

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