Bug in Hyrule Magic

Go down

Bug in Hyrule Magic Empty Bug in Hyrule Magic

Post by Conn Tue 12 Nov 2013 - 19:35

I wrote a lot of text to explain the hurricane spin and HM changes the monologue in pc 0e/0000- 0e/7fff. Unfortunately HM also changed 0e/8000: 01->80 which resulted in a bug with Ganon's earthquake (I was teleported into a wall).

At 0e/8000 a new bank starts in lorom and HM somehow writes also here if you exceed the monologue space. Dunno whether some people got into this problems as well, but it took me some time to get it. So if this will ever makes problems this is the first place to look.
Conn
Conn

Bug in Hyrule Magic Image212

Since : 2013-06-30

Back to top Go down

Bug in Hyrule Magic Empty Re: Bug in Hyrule Magic

Post by Puzzledude Wed 13 Nov 2013 - 6:36

Yes, I know about this bug. It is a result of monologue change. The debug was first found by Math On Napkins long ago. So I included this debug in my Vital hex addresses. It is not really if you exceed the monologue, it is the false jump between banks. The final byte must actually be 80, but never in the next 8000 bank. So HM makes a false calculation here, putting this blank byte as end of first monologue bank into the next global bank.
Puzzledude
Puzzledude

Bug in Hyrule Magic Image213

Since : 2012-06-20

Back to top Go down

Bug in Hyrule Magic Empty Re: Bug in Hyrule Magic

Post by Conn Wed 13 Nov 2013 - 6:53

Thanks, can you explain this a bit further (where to find your vital hex addresses)?
I found this topic but I couldn't find the hint to the monologues:
http://zeldix.forumotion.com/t17-vital-hex-addresses

I have:
0e/7ff0: 1e 43 7f 80 59 e3 59 25 22 24 1e 43 7f 80 43 7f
So at 0e/7ffd: 80 is the final byte? can I move it to $7ffff?
Conn
Conn

Bug in Hyrule Magic Image212

Since : 2013-06-30

Back to top Go down

Bug in Hyrule Magic Empty Re: Bug in Hyrule Magic

Post by Puzzledude Wed 13 Nov 2013 - 11:56

It is number 6
 
6.) Camera shake when Armos pounds or Ganon pounds or walls move (found by MathOnNapkins)
 
fixed location on address E8000 (no header)
bytes 00 and 01 must have the value 01 FF (normal shake)
false shake 7F 80 or 80 FF (done by Hyrule Magic)
 
 
Your sequence:
1e 43 7f 80 59 e3 59 25 22 24 1e 43 7f 80 43 7f
is correct. I don't know why the 80 comes after 7F in Alttp, since the 7F ends the final monologue of this bank.
The E8000 must then be 01, followed by FF. The 01 is the strength of camera shake. Imagine this being 7F (too much shaking). So you just need to change the E8000 into 01 and E8001 into FF (ignoring the 80 completely).
 
Do you see what HM does. In Alttp the end is 7F 80 FF FF etc. (80 is irrelevant since 7F end the monologue). So HM drags this into E8000. So at E7FFFF comes 7F (ok), and 80 FF in E8000, which is false. By changing this into 01 FF, the monologue end is now only 7F (actual end) without the "pasive" end 80 FF FF.
Puzzledude
Puzzledude

Bug in Hyrule Magic Image213

Since : 2012-06-20

Back to top Go down

Bug in Hyrule Magic Empty Re: Bug in Hyrule Magic

Post by Conn Wed 13 Nov 2013 - 12:50

I see, thanks for explaining and great that everything is ok now Smile

It's a bit unfortunate that HM isn't advanced anymore, since this bug is severe in sense that you cannot defeat Ganon anymore. In all other cases you get a error message like when you exceed sprites. I'd wish that Sephiroth3 continues to work on his editor or that he gives the source code so that other people advance it... but well.
Conn
Conn

Bug in Hyrule Magic Image212

Since : 2013-06-30

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum