Determining floor tile type
Zeldix :: Zelda III Hacking :: Requests
Page 1 of 1
Determining floor tile type
It might be a bit late for this particular idea, but having just completed my Parallel Worlds v1.2 playthrough, I have realized that the new Pegasus Boots are completely overpowered on ice floors. Also, they don't really make sense on ice anyway. Being able to turn on a dime while running on ice just seems wrong. If possible, I'd like to disable turning while running on ice (basically just revert to the original behavior). Is there an easy way to determine whether or not you are currently walking on an ice tile?
qwertymodo- Since : 2014-10-21
Re: Determining floor tile type
Ok, so to answer my own question, from the disassembly RAM log here on the site:
and the note for $7F2000[0x1000] lists the various tile types. In particular, I care about $0E and $0F, and it seems to be working. Disabling turns on ice feels like a good idea, because it's just completely broken (i.e. OP) otherwise.
Edit: This works in dungeons, but doesn't seem to work for icy tiles on the overworld.
- Code:
$0114[0x02] - Value of the type of tile Link is currently standing on. Only
the lower byte is used.
and the note for $7F2000[0x1000] lists the various tile types. In particular, I care about $0E and $0F, and it seems to be working. Disabling turns on ice feels like a good idea, because it's just completely broken (i.e. OP) otherwise.
Edit: This works in dungeons, but doesn't seem to work for icy tiles on the overworld.
qwertymodo- Since : 2014-10-21
Similar topics
» Here's the List of Overworld Tile 16 and Tile 32 in HEX editor (Read post description)
» spike floor damage
» The flying floor tiles enemy to be less annoying!
» Frame/Tile Identification patch
» Last one R-type 3
» spike floor damage
» The flying floor tiles enemy to be less annoying!
» Frame/Tile Identification patch
» Last one R-type 3
Zeldix :: Zelda III Hacking :: Requests
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum