Patch update
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Patch update
Three of my hacks in the single hacks collection use ram addresses that can be used for other things as well (thanks to Euclid for hinting to this).
This is the unlimited blockmove, the icerod freezing water and the Parallel Worlds full menu patch.
Previously they used the ram addresses 7E/D000 ff. Now I remapped it to unused 7F/5000 ff (thanks to MoN for giving this new ram location).
nomove now uses 7f/5000 (0x01)
icerod now uses 7f/5010 8 (0x08 or so)
pw menu now uses 7f/5020 (0x02)
If you download these 3 hacks in the single hacks collection now, they use the new remapped ram address (all files, also icerod-variants).
If you already applied some or all of the hacks to your progress, simply apply the fix patches (unheadered):
http://bszelda.zeldalegends.net/stuff/Con/fixes.zip
This is the unlimited blockmove, the icerod freezing water and the Parallel Worlds full menu patch.
Previously they used the ram addresses 7E/D000 ff. Now I remapped it to unused 7F/5000 ff (thanks to MoN for giving this new ram location).
nomove now uses 7f/5000 (0x01)
icerod now uses 7f/5010 8 (0x08 or so)
pw menu now uses 7f/5020 (0x02)
If you download these 3 hacks in the single hacks collection now, they use the new remapped ram address (all files, also icerod-variants).
If you already applied some or all of the hacks to your progress, simply apply the fix patches (unheadered):
http://bszelda.zeldalegends.net/stuff/Con/fixes.zip
Last edited by Conn on Thu 25 Apr 2019 - 20:05; edited 1 time in total
Conn- Since : 2013-06-30
Re: Patch update
important update for Pegasus Boots hack
Somebody at the bszelda forum found out that there's a bug with the pegasus direction hack. During overworld/indoors transition (e.g. leaving a house) when you were using the boots, the sprite was going crazy in vertical postion. I fixed this, so now Link will stop during overworld/indoor transition (but of course keeps running during overworld transitions and indoors transitions).
Everyone who already applied this patch (also PU), please redownload
http://bszelda.zeldalegends.net/stuff/Con/pegasus_upgrade.zip
and apply the patch. This new code will automatically overwrite the corrupt code with the healthy one and everything is fine.
Somebody at the bszelda forum found out that there's a bug with the pegasus direction hack. During overworld/indoors transition (e.g. leaving a house) when you were using the boots, the sprite was going crazy in vertical postion. I fixed this, so now Link will stop during overworld/indoor transition (but of course keeps running during overworld transitions and indoors transitions).
Everyone who already applied this patch (also PU), please redownload
http://bszelda.zeldalegends.net/stuff/Con/pegasus_upgrade.zip
and apply the patch. This new code will automatically overwrite the corrupt code with the healthy one and everything is fine.
Conn- Since : 2013-06-30
Re: Patch update
icerod fix #2:
SePH found out that the sword at full life energy can freeze water when having the icerod equipped. If you already have applied the icerod patch please apply this fix patch:
http://bszelda.zeldalegends.net/stuff/Con/icerod_swordfix.zip
SePH found out that the sword at full life energy can freeze water when having the icerod equipped. If you already have applied the icerod patch please apply this fix patch:
http://bszelda.zeldalegends.net/stuff/Con/icerod_swordfix.zip
Conn- Since : 2013-06-30
Re: Patch update
Tested the new code, and the Master sword beam no longer freezes while the icerod is equiped. Of course the ips contains only the fix itself.
new fix at
77BCF,
54 03 C9 27 D0
The entire new main code with new ram + master sword fix looks like this.
main code (new ram + master sword fix)
77BA0,
9D E4 03 A8 AD 8C 00 D0 01 6B AD A3 03 C9 06 F0 01 6B E0 04 F0 01 6B AD E8 03 C9 08 F0 08 AD E8 03 C9 03 F0 01 6B AD 03 03 C9 06 F0 01 6B AD 54 03 C9 27 D0 01 6B 8A 8F 14 50 7F AD 12 42 29 80 F0 F9 C2 30 AD 16 21 8F 15 50 7F A5 00 38 ED 08 07 2D 0A 07 0A 0A 0A 85 06 A5 02 38 ED 0C 07 2D 0E 07 05 06 AA A9 B7 00 9F 00 20 7E 18 64 02 8A 29 3F 00 C9 20 00 90 05 A9 00 04 85 02 8A 29 FF 0F C9 00 08 90 07 A5 02 69 FF 07 85 02 8A 29 1F 00 65 02 85 02 8A 29 80 07 4A 65 02 8D 16 21 8F 17 50 7F A9 83 1D 8F 10 50 7F 8F 12 50 7F 20 00 FD C2 30 AF 17 50 7F 69 20 00 8D 16 21 20 00 FD AF 15 50 7F 8D 16 21 E2 30 AF 14 50 7F AA 6B FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF A5 0A 0C 43 03 0C 48 03 6B FF FF FF FF FF FF FF A5 0A 0C 59 03 AD 50 03 C9 00 01 D0 03 9C 4A 03 6B FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF A9 7F 00 8D 04 43 A9 10 50 8D 02 43 E2 30 A9 18 8D 01 43 A9 04 8D 05 43 A9 01 8D 00 43 8D 0B 42 60 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
new fix at
77BCF,
54 03 C9 27 D0
The entire new main code with new ram + master sword fix looks like this.
main code (new ram + master sword fix)
77BA0,
9D E4 03 A8 AD 8C 00 D0 01 6B AD A3 03 C9 06 F0 01 6B E0 04 F0 01 6B AD E8 03 C9 08 F0 08 AD E8 03 C9 03 F0 01 6B AD 03 03 C9 06 F0 01 6B AD 54 03 C9 27 D0 01 6B 8A 8F 14 50 7F AD 12 42 29 80 F0 F9 C2 30 AD 16 21 8F 15 50 7F A5 00 38 ED 08 07 2D 0A 07 0A 0A 0A 85 06 A5 02 38 ED 0C 07 2D 0E 07 05 06 AA A9 B7 00 9F 00 20 7E 18 64 02 8A 29 3F 00 C9 20 00 90 05 A9 00 04 85 02 8A 29 FF 0F C9 00 08 90 07 A5 02 69 FF 07 85 02 8A 29 1F 00 65 02 85 02 8A 29 80 07 4A 65 02 8D 16 21 8F 17 50 7F A9 83 1D 8F 10 50 7F 8F 12 50 7F 20 00 FD C2 30 AF 17 50 7F 69 20 00 8D 16 21 20 00 FD AF 15 50 7F 8D 16 21 E2 30 AF 14 50 7F AA 6B FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF A5 0A 0C 43 03 0C 48 03 6B FF FF FF FF FF FF FF A5 0A 0C 59 03 AD 50 03 C9 00 01 D0 03 9C 4A 03 6B FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF A9 7F 00 8D 04 43 A9 10 50 8D 02 43 E2 30 A9 18 8D 01 43 A9 04 8D 05 43 A9 01 8D 00 43 8D 0B 42 60 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
Puzzledude- Since : 2012-06-20
Re: Patch update
Fixed a bug with the feather; you were able to buy potions unlimited times (induced by making storage of fairies in equipped bottle)
Please reapply the hack again to fix this bug (you still store fairies in the equipped bottle:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Please reapply the hack again to fix this bug (you still store fairies in the equipped bottle:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Conn- Since : 2013-06-30
Re: Patch update
I've tested this out and it works. In hex:
Feather v11
(bugfix for buying multiple potions, despite the fact that the bottles were full)
F5E2F,
A2 00 22 A0 FF 1F C9 02 F0 07 E8 E0 04 90 F3 A2 FF
FFFA0,
AD 02 02 C9 10 D0 11 AF 20 50 7F 3A 9B AA BF 5C F3 7E C9 02 D0 01 6B BB BF 5C F3 7E 6B
--------------------
I'm also sorry for accidently finding another bug (I hope this one is the last).
If you slide into the overworld diagonal walls, you can get stuck in the wall, or be completely missplaced to another coordinate (in my case it was on-top of the cliff).
Variation idea
I also wanted to ask you if it is possible to turn off the feather gliding by default, but it would function only at certain spot. (Until now we were doing it backwards: always on, but off at door, stairs etc). The only place the feather would work, would be if you stand on the non-coloured star object indoors (because the coloured one can have some unwanted effects). Those objects would then be placed beside pits.
Feather v11
(bugfix for buying multiple potions, despite the fact that the bottles were full)
F5E2F,
A2 00 22 A0 FF 1F C9 02 F0 07 E8 E0 04 90 F3 A2 FF
FFFA0,
AD 02 02 C9 10 D0 11 AF 20 50 7F 3A 9B AA BF 5C F3 7E C9 02 D0 01 6B BB BF 5C F3 7E 6B
--------------------
I'm also sorry for accidently finding another bug (I hope this one is the last).
If you slide into the overworld diagonal walls, you can get stuck in the wall, or be completely missplaced to another coordinate (in my case it was on-top of the cliff).
Variation idea
I also wanted to ask you if it is possible to turn off the feather gliding by default, but it would function only at certain spot. (Until now we were doing it backwards: always on, but off at door, stairs etc). The only place the feather would work, would be if you stand on the non-coloured star object indoors (because the coloured one can have some unwanted effects). Those objects would then be placed beside pits.
Puzzledude- Since : 2012-06-20
Re: Patch update
^ I like that idea by puzzledude.
I haven't tested the feather out, but it seems that it might be hard to control.
If you could only do the feather jump on specific tiles then you would be able to control exactly when and where the player could use this.
This would cut out a lot of potential bugs.
I haven't tested the feather out, but it seems that it might be hard to control.
If you could only do the feather jump on specific tiles then you would be able to control exactly when and where the player could use this.
This would cut out a lot of potential bugs.
Erockbrox- Since : 2013-02-05
Re: Patch update
Yes, I was thinking from a debugging point of view. I've also mannaged to change the speed of gliding (and you are also not invincible while gliding). So if we were able to do it on specific indoor objects only and to be able to glide only vertical and horizontal (no diagonals) and at certain distance (already in effect), some great puzzles could be made.
But this would be a variation. So the initial code would still be feather, this version would be something like Gliding shoes.
But this would be a variation. So the initial code would still be feather, this version would be something like Gliding shoes.
Puzzledude- Since : 2012-06-20
Re: Patch update
I think I really was able to fix it somehow:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
(am a little bit surprised myself).
My deepest thank goes to MoN, without his ram map I wouldn't have been able.
Puzz... sorry, I am hacking again since 1 week 24/7. I do the final bugfixes, but not more for the moment (further I begin to disgust this hack ^^). Also I am against "computer says yes" item styles... but you're welcome to adjust the hack the way you like.
Then there's also the bomb jump for which very reason I made this hack (to be able to renounce on it).
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
(am a little bit surprised myself).
My deepest thank goes to MoN, without his ram map I wouldn't have been able.
Puzz... sorry, I am hacking again since 1 week 24/7. I do the final bugfixes, but not more for the moment (further I begin to disgust this hack ^^). Also I am against "computer says yes" item styles... but you're welcome to adjust the hack the way you like.
Then there's also the bomb jump for which very reason I made this hack (to be able to renounce on it).
Conn- Since : 2013-06-30
Re: Patch update
Yes, take a breake. I've tested this out and it is better. It is much more difficult to get stuck in wall (in a combination with the HM edit, to make the diagonals solid instead of smooth-glide on them; it works better). I think we can call this a final version.
Main problem of gliding is, that it is very difficult to test all possible collisions (there are also indoor diagonals, pyramid diagonals etc). If you want to completely debug it, you need to (unfortunately) limit its use (but then the items is less usefull to have in general).
But still, we are at version-12, so let this be the final version of the feather (and the rest is then variations, which is something else).
Main problem of gliding is, that it is very difficult to test all possible collisions (there are also indoor diagonals, pyramid diagonals etc). If you want to completely debug it, you need to (unfortunately) limit its use (but then the items is less usefull to have in general).
But still, we are at version-12, so let this be the final version of the feather (and the rest is then variations, which is something else).
Puzzledude- Since : 2012-06-20
Re: Patch update
I concur
When I tried with this v12, it happens at some rare walls that I got stuck. So yes, I think the rest is an issue of HM... and the player who hopefully will not abuse this glitch (but this is self-punishment :p )
Edit: tested a bit further... mh. I'd like to fix the remaining issues but cannot find the correct ram. Is there a way to disable direction button input?
The best and easiest way were to disable joypad read but I tried already with the registers without success.
When I tried with this v12, it happens at some rare walls that I got stuck. So yes, I think the rest is an issue of HM... and the player who hopefully will not abuse this glitch (but this is self-punishment :p )
Edit: tested a bit further... mh. I'd like to fix the remaining issues but cannot find the correct ram. Is there a way to disable direction button input?
The best and easiest way were to disable joypad read but I tried already with the registers without success.
Conn- Since : 2013-06-30
Re: Patch update
I was a bit unhappy that you still were able to get through diagonal walls, so I made some further corrections... v13
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Main fix point is that I was able to disable diagonal gliding.
I didn't manage to get through walls. You now need to make a trick to get somewhat farther: diagonal up to slide against wall, when you are a bit inside diagonal down (without releasing the button), diagonal up again... but though I managed to get near the top you automatically jump down before reaching it. So for me it was impossible to get through.
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Main fix point is that I was able to disable diagonal gliding.
I didn't manage to get through walls. You now need to make a trick to get somewhat farther: diagonal up to slide against wall, when you are a bit inside diagonal down (without releasing the button), diagonal up again... but though I managed to get near the top you automatically jump down before reaching it. So for me it was impossible to get through.
Conn- Since : 2013-06-30
Re: Patch update
Feather v13 is very well made. It is now very difficult to get stuck in a wall (can still be done by semi abusing the item on overworld diagonals, leading to verticals). I would say, this is the final version of the Feather and further adjustments would then be variations.
Puzzledude- Since : 2012-06-20
Re: Patch update
I tried 15 minutes in the witch's hut diagonals but failed... I give you the code name super-player that you managed ^^
Guess if other players semi-abuse dungeon diagonals and see the result, they do this maximal 1 time... but if some are still afraid, you may can give some tips to avoid indoors diagonals (renounce on them, adding special tiles in front of them, using different diagonal).
so it's really final, finally
Thanks a lot for testing!
Guess if other players semi-abuse dungeon diagonals and see the result, they do this maximal 1 time... but if some are still afraid, you may can give some tips to avoid indoors diagonals (renounce on them, adding special tiles in front of them, using different diagonal).
so it's really final, finally
Thanks a lot for testing!
Conn- Since : 2013-06-30
Re: Patch update
Just released a v14... managed to not get in touch with diagonal walls anymore. So this should be really the final version now!
Could you please check, Puzz?
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
edit:
argh, it's v15... hope you downloaded later than this edit...
Could you please check, Puzz?
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
edit:
argh, it's v15... hope you downloaded later than this edit...
Conn- Since : 2013-06-30
Re: Patch update
Great! I could not get stuck in wall wahtsoever!
However there is one side effect. If you apply it to 24item menu, Link's house has some indoor objects missplaced and no door. I have to check why this happened.
However there is one side effect. If you apply it to 24item menu, Link's house has some indoor objects missplaced and no door. I have to check why this happened.
Puzzledude- Since : 2012-06-20
Re: Patch update
I found out and fixed. Problem was that I hacked on native zelda and an unused region in native zelda already was occupied by code in the 24 menu - remapped to in both versions unused region.
Now v16 should be 100%... or...?
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Now v16 should be 100%... or...?
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Conn- Since : 2013-06-30
Re: Patch update
I've tested this out. With v16 you can not get stuck in the wall and the house is ok. I think we now have the very final version.
Puzzledude- Since : 2012-06-20
Re: Patch update
I unfortunately encountered another bug with edge collision:
I wanted to reactivate diagonal gliding and noticed this, then I switched it off but it still happens in rare cases (with diagonal enabled it is severe). What I need to know is whether this is a must fix bug. You won't get far into the table and it doesn't disturb. However, if this also brings you over small barriers and such I'd need to fix this. But if we are lucky the furniture was just coded "low" and this doesn't happen at crucial places.
I wanted to reactivate diagonal gliding and noticed this, then I switched it off but it still happens in rare cases (with diagonal enabled it is severe). What I need to know is whether this is a must fix bug. You won't get far into the table and it doesn't disturb. However, if this also brings you over small barriers and such I'd need to fix this. But if we are lucky the furniture was just coded "low" and this doesn't happen at crucial places.
Conn- Since : 2013-06-30
Re: Patch update
Isolated the problem and fixed.
It was still possible to glide little diagonally at the very start of the sequence causing the bug, which I now erased. Luckily I found it, because it made it possible to glide beyond barriers as stones, bushes, and all other stuff.
Same procedure as every day: v17 already
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
It was still possible to glide little diagonally at the very start of the sequence causing the bug, which I now erased. Luckily I found it, because it made it possible to glide beyond barriers as stones, bushes, and all other stuff.
Same procedure as every day: v17 already
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
Conn- Since : 2013-06-30
Re: Patch update
I didn't want to tell you this, but with normal gliding up to v16, you could get past one pixel everywhere (indoors and outdoors) and the result is your picture above. This is not possible with normal walking (you can get past 2 pixels only). So having this ability with Alttp overworld, can get you past some fixed barriers and into a bug. But I didn't thought this as such a big problem, it is just more difficult to block the player. Will see how this is with v17.
Puzzledude- Since : 2012-06-20
Re: Patch update
I've tested and retested and think v17 works out. It was really necessary to fix this since you were able squeeze through small barriers. I'm looking forward to your results.
If this works out... we have no diagonal, no sprite and no barrier edge interaction anymore. So then we can call it "final" :p finally.
If this works out... we have no diagonal, no sprite and no barrier edge interaction anymore. So then we can call it "final" :p finally.
Conn- Since : 2013-06-30
Re: Patch update
The v17 is the best. I could not squeeze through where previously possible and there's no chance to get stuck in the wall or indoor edges.
Puzzledude- Since : 2012-06-20
Re: Patch update
jippeeeeh jay yeah ^^
any more problems you didn't want to tell or can we stick to final v4?
btw: the anti-sprite collission is due to the "hurt frame" I used to display Link. As said it wasn't on purpose but due to this frame it is switched on automatically. I tried a lot to insert jump graphics but failed. There's only way to use normal stand graphics, so you may want to try whether this suits you:
07/7f82: a9 01 85 4d -> ea ea ea ea
Possible it also to store a value to 7e/0378 where the positions are (01=shovel, 02=praying or so) but I doubt this will work out (already tried I think).
I am kind of burnt out with this hack and, in case no game affecting bugs occur (stuck or squeeze), I am satisfied the way it works now (velocity, invincible). You are also invincible with boots or hookshot...
SePH, I also sent you another mail with featherstg5.ips that I regard as final now... I'd need a freshly hacked rom to check whether the code is as it should be (lose oversight by all this 2 days lasting try-error bug fixing (sorry)). I also can try to insert boss messages when you give information how to get to those and insert the credit list at the start screen (which I however will make different than wiiq's asm - I will make them as sprite to oam as the c 1992 Nintendo is).
any more problems you didn't want to tell or can we stick to final v4?
btw: the anti-sprite collission is due to the "hurt frame" I used to display Link. As said it wasn't on purpose but due to this frame it is switched on automatically. I tried a lot to insert jump graphics but failed. There's only way to use normal stand graphics, so you may want to try whether this suits you:
07/7f82: a9 01 85 4d -> ea ea ea ea
Possible it also to store a value to 7e/0378 where the positions are (01=shovel, 02=praying or so) but I doubt this will work out (already tried I think).
I am kind of burnt out with this hack and, in case no game affecting bugs occur (stuck or squeeze), I am satisfied the way it works now (velocity, invincible). You are also invincible with boots or hookshot...
SePH, I also sent you another mail with featherstg5.ips that I regard as final now... I'd need a freshly hacked rom to check whether the code is as it should be (lose oversight by all this 2 days lasting try-error bug fixing (sorry)). I also can try to insert boss messages when you give information how to get to those and insert the credit list at the start screen (which I however will make different than wiiq's asm - I will make them as sprite to oam as the c 1992 Nintendo is).
Conn- Since : 2013-06-30
Re: Patch update
An update to another hack, when you receive the master sword out of chest you hear the wind blowing sfx, that might disturb. I updated the asm in the single hacks collection (srm start modifier) but you can do this also manually by
04/45d4: 09 -> 00
04/45d4: 09 -> 00
Last edited by Conn on Mon 30 Sep 2013 - 11:19; edited 1 time in total
Conn- Since : 2013-06-30
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