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Post by wizzrobemaster Fri 1 Dec 2017 - 8:01

where is the hex address that affects the bouncing distance from a bumper?

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colission hex data Empty Re: colission hex data

Post by Conn Fri 1 Dec 2017 - 11:30

Again: check qwerty modos link to MoN's documentation and check:
Zelda_3_RAM.log

Here you find the following entries, which you only need to trace in Geiger, where the hex origin is in the rom (pixels added/substracted from current position).

$20[0x02] - (Player)
   
   Link's Y-Coordinate (mirrored at $0FC4)

$22[0x02] - (Player)
   
   Link's X-Coordinate (mirrored at $0FC2)
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Post by wizzrobemaster Fri 1 Dec 2017 - 15:34

I figured there was going to be two directions. when i edited Link's movement, diagonal speed was unaffected.

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Post by Conn Fri 1 Dec 2017 - 17:32

The speed movement is a different algorithm of course, but the results will be sent eventually to the coordinate, $20 and $22 as well.

This may help for diagonal speed
https://www.zeldix.net/t862-adjust-speed-in-dependence-of-an-item

Speed table starts at
$87E227,x

; increase speed if you have the Book Mudora equipped
; find the adjustable table at the end of this code
; db (0) $18: - Horizontal and vertical walking speed (Default = 18)
; db (1) $10 - Diagonal walking speed (Default = 10)
; db (2) $0a - Stairs walking speed (Default = 0A)

; db (0c) $14 - walking through heavy grass speed (also shallow water) (Default = 14)
; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water) (Default = 0D)
; db (10) $40 - Pegasus boots speed (Default = 40)
So snes adress 87e228 is diagonal speed. I do not have lunar address on my mobile but am sure you can calculate corresponding pc address yourself
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Post by wizzrobemaster Sat 2 Dec 2017 - 0:09

I looked up the values on the compendium. unfortunately some of the values are unknown as to what they change. as for Geiger, is Zophar safe to download from it or is there a better side to get it?

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Post by Conn Sat 2 Dec 2017 - 6:46

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