Strange HM bug

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Post by Conn Thu 30 Oct 2014 - 5:24

If you apply my all-in https://www.zeldix.net/f43-the-all-in-patch

and look into the lost Woods (area 00) you notice that the ice-rod plate is on one tree-trunk.
I tried to fix this but then you could not go onto the ice anymore, because this was affected

4.) Tile reloading properties
785B8
DB 10 DC 10 EB 10 EC 10 --> 83 1D 83 1D 83 1D 83 1D

I then tried to Camouflage the trunk with other tiles using HM, but the simplest edit and save and the Rom won't boot anymore.

I then traced what's wrong. When I modify area 00 it says "This area is reused. Modify only this area?" If I click yes, HM will cut the Rom from 2MB to 1MB and thus it isn't playable anymore. If I click no, other Areas get messed up. This only happens when I try to modify Are 00, all other Areas seem to work ok.

Anybody experienced with HM... any Explanation?
Conn
Conn

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Post by Puzzledude Thu 30 Oct 2014 - 7:01

I looked into this and it can be edited. You need that freezing tile, since this tile is going to be loaded when you freeze rocks with the ice rod. You need to place (draw) grass where this stomp is, then further edit some lower tiles on a smaller level to place grass there as well.

When saving you must say No. The "reused" actually refers to the same area (since 00 is big area= 4 areas) or the dark world version (not the case here). So if you say no, no other area rather than 00 will be affected. Since area 01 is also in 00, since 00 is big area.

If you say Yes, the rom will bug out, since the data for area 00 will be realocated and the rom reduced to 1MB, so you need to expand it back to 2MB, using the backup and copy paste that entire Mb (with new code) using hex.

Further problem is in Link's house (strange bug-looking doors). Can also be fixed with HM, by removing them and saving. Then the insertion of doors is back to normal.

So this actually requires some HM editing and unerstanding the way this program works (and its bugs), since my edited rom loaded and that section at 785B8 was unchanged.
Puzzledude
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Post by Conn Thu 30 Oct 2014 - 9:30

Phew... I clicked no and the area right to the fortune teller house, up from kakariko was completely messed up. Can you confirm? Guess yes and backup is needed here...
Conn
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Post by Puzzledude Thu 30 Oct 2014 - 10:18

I don't know, what you did Conn, but here is my edited version. Basically I patched your All-in ips. Then I went to area 00. Replaced stomp and tile bellow with grass. Then edited the final small squares on 16x16 basis. Then saved and selected No (as it should be).

Here the IPS
http://dl.dropbox.com/s/8p9sqhsctfdvfcv/alttp-all-in-Edit.ips?dl=0

Of course this falls under overworld editing, which will change a lot of bytes in 17000 and 58000-78000 areas in hex, although just small edits were made.

Regarding that ice tile (it must remain in 32x32 tile base). It is block 183, and the 16x16 tile used is block 387 on pal-7 (water-ice).


No matter what, you should still always say No in such situations, otherwise the program will try to split the data, and would thus need more space. Like with room headers (if you say yes, it means split, so it will take double space in hex, than previously, which will have negative results).
Puzzledude
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Post by Conn Thu 30 Oct 2014 - 18:37

Thanks a lot, Puzz Smile

I think my Problem with the messed up Screen was that I used savestates; it's like with changing monologues; you Need to start it normal with the srm file.

So if anybody runs into this bug he knows what to do now! I updated the all-in with your patch and also placed a tree instead of the grass to rebuild the barrier (so you Need to use the tubes).
Conn
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