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Post by Spane Tue 13 Aug 2013 - 16:17

I wanted this since I started hacking this amazing game. Now, with the help of a person that everyone knows, does it Conn? :-D, I could implement it.


Thank you Conn thank you!

Ps: This shit is done by change !ONE! Byte :-D

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Post by Puzzledude Tue 13 Aug 2013 - 16:28

The very first time I've seen the sword level 1 be obtained from the chest. But this was achieved with the trick to swap it with the compass (big chest key). Nice work.
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Post by Founder Tue 13 Aug 2013 - 16:53

Impressive change indeed! Feels great to be finally be able to get the sword from another place then the uncle! It's amazing that you can have another item given aswell Very Happy

Good job to both, can't wait to see what else we can expect to play in this out of this world hack (from what I've played it feels like a brand new game already)

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Post by Conn Tue 13 Aug 2013 - 19:47

Finding this one *f... byte was a nightmare, I can tell Wink

Wonderful what you made out of it!

Can you change the text saying "compass"? How did you solve the issue getting 2 big keys in the dungeon (the one guard at Zelda will drop another one - maybe it is now possible to free Zelda without fighting him).
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Post by Puzzledude Wed 14 Aug 2013 - 12:15

You can change the text saying "compass" easily with HM. The issue with 2 big keys can also be solved easily (you can remove the lock on Zelda's cell, or simply put the big key into a small chest). It is of course possible to free Zelda without defeating that guard.

Enemies droping keys is a special effect actually, not really recomended to use (can be complex and difficult). Putting the key in the chest is much more natural (but of course if you want enemies droping keys it can be done to - it is just (a lot) more complex).
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Post by Erockbrox Thu 15 Aug 2013 - 3:15

You guys are awesome!!!

Everyday there are new advancements in Zelda 3 hacking!
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Post by Conn Thu 15 Aug 2013 - 15:41

You can change the text saying "compass" easily with HM. The issue with 2 big keys can also be solved easily (you can remove the lock on Zelda's cell, or simply put the big key into a small chest). It is of course possible to free Zelda without defeating that guard.
I checked this function via HM... are there any unused monologues so that you don't have to renounce on one if you add anything?
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Post by Puzzledude Thu 15 Aug 2013 - 15:58

Yes, there are some rare monologues, which are not used. I usually gain space by removing that fortune teller (he is saying just to much on various game events, which is impossible to track). So then you have a lot of space. But the problem is how to call those new monologues by talking to sprites. Usually the new monologue is called with the indoor message tile (those things in dungeons with the elder's hints).
 
But usually all monologues are more or less rewritten, rather then added.

PS
Editing the monologues in HM will most surely make a camera shake bug (which is right after monologues in hex). This is fixable only in a hex editor. What happens is, that the monologue data gets written a couple of bytes to far into the other data. This was found and debugged by Math on Napkins.
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Post by Conn Thu 15 Aug 2013 - 16:20

So then you have a lot of space. But the problem is how to call those new monologues by talking to sprites.
No problem, just traced this for Spane:

$08/C5C1 B9 DD C2    LDA $C2DD,y[$08:C2DD]
Pointer for Sword at 08/c2dd, pc: 04/42dd: FF FF (disabled)

Give it another pointer like example 00 53 (reversed) pc: 04/42dd 53 00 and you get the text of the bow when obtaining your first sword from uncle.
0053=dec: 0083; and monologue 083 is in the monologue editor of HM... well, guess which Wink

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So just check the pointers to the monologues in hex beginning at 04/42dd. E.g. you want 0053 exchanged to a unused FT teller monologue, exchange all 0053 to this new monologue number in hex.
And of course disable the old ones. Elegant is to just point to another FT prediction instead.

Edit:
just checked the table; at pc: 04/42dd are only little pointers... maybe there's another pointer table anywhere else?
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Post by Puzzledude Thu 15 Aug 2013 - 16:32

This is actually really smart. I've never hex-decoded the monologues and didn't know they also have pointers. So the pointers are at global pc bank 04, this is interesting, since the actual monologue data is lot futher back in the rom.

Judging from the Kruptar monologue tool, there are 3 pointer tables and at least 2 different monologue data blocks (I know this since the long Triforce monologue is going into the second data block). So the remaining ending monologues (after Triforce) are definitely in a separate data block (thus having different pointers).


Last edited by Puzzledude on Thu 15 Aug 2013 - 16:36; edited 1 time in total
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Post by Conn Thu 15 Aug 2013 - 16:35

I checked and found only few pointers at this place... maybe it is divided in more parts (as the music table is)? You'd need to figure out the other pointer tables...

Ah you're right. Was searchign for other monologues and they seem to be stored into ram somewhere when you enter a door. Really strange this issue. But they should be pointed somewhere as well.


Last edited by Conn on Thu 15 Aug 2013 - 16:49; edited 1 time in total
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Post by Puzzledude Thu 15 Aug 2013 - 16:39

Kruptar tool has this calculated already I think. I just don't know how to use this program properly.
 
Topic
http://zeldix.forumotion.com/t84-kruptar-zelda-dialogtool?highlight=kruptar
 
 
Screenshot
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Post by Conn Thu 15 Aug 2013 - 17:00

Can't help here right now... here's the trace from  Monologue 383 (hex017f) (Alright, open a chest).

It's loaded here:

Code:
$1E/F0E5 B9 DD F0    LDA $F0DD,y[$1E:F0DE]   A:F001
$1E/F0E8 EB          XBA                     A:F07F
$1E/F0E9 B9 DF F0    LDA $F0DF,y[$1E:F0E0]   A:7FF0
$1E/F0EC A8          TAY                     A:7F01
$1E/F0ED EB          XBA                     A:7F01
$1E/F0EE 22 A7 E1 05 JSL $05E1A7[$05:E1A7]   A:017F
So first a value is loaded here: 1E:F0DE (pc 0f/70de: 7F)
The second is loaded here: 1EF0E0 (pc 0F/70E0: 01)
Together they are pointer 017f and the correct textbox is drawn.
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