Today I want to tell you a story by pictures! :D
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Today I want to tell you a story by pictures! :D
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
Thank you Conn thank you!
Ps: This shit is done by change !ONE! Byte :-D
Spane- Since : 2013-01-22
Re: Today I want to tell you a story by pictures! :D
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.
Puzzledude- Since : 2012-06-20
Re: Today I want to tell you a story by pictures! :D
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
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)
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)
Founder- Since : 2012-06-19
Re: Today I want to tell you a story by pictures! :D
Finding this one *f... byte was a nightmare, I can tell
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).
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).
Conn- Since : 2013-06-30
Re: Today I want to tell you a story by pictures! :D
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).
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).
Puzzledude- Since : 2012-06-20
Re: Today I want to tell you a story by pictures! :D
You guys are awesome!!!
Everyday there are new advancements in Zelda 3 hacking!
Everyday there are new advancements in Zelda 3 hacking!
Erockbrox- Since : 2013-02-05
Re: Today I want to tell you a story by pictures! :D
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?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.
Conn- Since : 2013-06-30
Re: Today I want to tell you a story by pictures! :D
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.
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.
Puzzledude- Since : 2012-06-20
Re: Today I want to tell you a story by pictures! :D
No problem, just traced this for Spane:So then you have a lot of space. But the problem is how to call those new monologues by talking to sprites.
$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
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?
Conn- Since : 2013-06-30
Re: Today I want to tell you a story by pictures! :D
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).
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
Puzzledude- Since : 2012-06-20
Re: Today I want to tell you a story by pictures! :D
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.
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
Conn- Since : 2013-06-30
Re: Today I want to tell you a story by pictures! :D
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
Topic
http://zeldix.forumotion.com/t84-kruptar-zelda-dialogtool?highlight=kruptar
Screenshot
Puzzledude- Since : 2012-06-20
Re: Today I want to tell you a story by pictures! :D
Can't help here right now... here's the trace from Monologue 383 (hex017f) (Alright, open a chest).
It's loaded here:
The second is loaded here: 1EF0E0 (pc 0F/70E0: 01)
Together they are pointer 017f and the correct textbox is drawn.
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
The second is loaded here: 1EF0E0 (pc 0F/70E0: 01)
Together they are pointer 017f and the correct textbox is drawn.
Conn- Since : 2013-06-30
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