ALttP to Ancient Stone Tablets

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ALttP to Ancient Stone Tablets

Post by ShadowOne333 on Tue 13 Feb 2018 - 15:31

Good day, Zeldix community.

Lately I've been thinking and going around the idea of recreating Ancient Stone Tablets by hacking A Link to the Past.

I've been fiddling around with Hyrule Magic and Hex editing stuff.
I have recreated the first dungeon with no issues, however I stumbled upon some issues/questions and wanted to know if someone knows how to do these points.

  1. I tried to move the starting point of the game to the House next to the first dungeon. However I ended up hitting a wall here with Hyrule Magic.
    I tried moving the room IDs and everything but I couldn't get it to work properly.
    Also, is there a way to avoid doing the whole "Rescue Zelda" stuff and start right at that house in particular?
  2. Second thing I wanted to ask, is if someone knows if there is an already existing ASM code to change the weather at random during normal gameplay.
    This is really the only feature that I would like to fully implement from AST.
    Timed events could be dropped to flag-based events (and anything time related other than the weather).

What other stuff am I missing which is in AST and would be hard to get to work on ALttP?
The intro scene is one, but I could rework the Intro scene from ALttP with static images in the sepia-like colours from ALttP and put the text from AST in the intro to make it work as well.

Right now I only want to be able to at least recreate Week 1 of AST, if I can get that to work I might continue with the rest of the weeks.

Any ideas, suggestions or help would be greatly appreciated!

ShadowOne333
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Re: ALttP to Ancient Stone Tablets

Post by Conn on Tue 13 Feb 2018 - 15:48

Count me out, I already dedicated a half lifetime to this game. Wink

Check this out:
http://www.zeldix.net/t703-switch-to-part-2-after-your-uncle-left-the-house
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Conn



Since : 2013-06-30

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Re: ALttP to Ancient Stone Tablets

Post by Puzzledude on Tue 13 Feb 2018 - 16:01

Lately I've been thinking and going around the idea of recreating Ancient Stone Tablets by hacking A Link to the Past.
I had a similar idea once, but never made it.

I have recreated the first dungeon with no issues
Nice.

I tried to move the starting point of the game to the House next to the first dungeon. However I ended up hitting a wall here with Hyrule Magic.
Best way to do this is set entrance 01 to that overworld area and remove it from initial area. Of course you can also change the starting room from 260 to where the Sahasrahla is at, but this is a problem because of the srm save, which then also needs to be set to a new room with all starting specification. All doable in HM under starting rooms. You also need a bed on the exact same coordinates in the new room and the uncle sprite to be able to start, unless you hack the beginning mode of the game further. This method might not work though (glitches possible, needs testing), so the best bet is to keep it in room 260 and move the entrance/exit on overworld), than redo the house into where Sahasrahla is. But his hut also seems like a house. Maybe just change the indoor house-pal of room 260 to light-brown to fit his hut/house on the outside (then same edit for srm starting location for the house).

Second thing I wanted to ask, is if someone knows if there is an already existing ASM code to change the weather at random during normal gameplay.
This is really the only feature that I would like to fully implement from AST.
Timed events could be dropped to flag-based events (and anything time related other than the weather).
Not really, you can not recreate the special "storm effects" of AST.

Right now I only want to be able to at least recreate Week 1 of AST, if I can get that to work I might continue with the rest of the weeks.
You can recreate all weeks in one room actually, by bringing in all the dungeons, but the gameplay will be different, since this is ALTTP as a base.

Also, is there a way to avoid doing the whole "Rescue Zelda" stuff and start right at that house in particular?
Yes, it's a hex edit. I have documented this in my large hex file, which should be somewhere under documents on this site. Basically what you need is to start directly with sword and shield, skipping uncle entirely, and thus load the crystal phase of the game (skipping uncle, Zelda rescue and Pendant and Agahnim) to be able to then finish 7 dungeons immediately. And those are then remade into what AST is using. Best option if you ask me. You could also gfx-hack a crystal in stone tablet then.
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Since : 2012-06-20

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Re: ALttP to Ancient Stone Tablets

Post by ShadowOne333 on Tue 13 Feb 2018 - 16:22

Thank you both Conn and Puzzledude, this will certainly help out to polish the New Game start quite a bit Smile

Puzzledude wrote:Not really, you can not recreate the special "storm effects" of AST.
Oh I'm actually not really trying to recreate it in a 1:1 manner.
I was mainly asking if there is an existing code for ALttP which switches weather effects from ALttP at random.

For example let's say that after some time, you get the foggy effect of Lost Woods, or the rain from the starting sequence, and so on. That's what I meant mostly.

Just to be sure, puzzledude, is this the documentation you are referring to?
http://www.zeldix.net/t17-vital-hex-addresses

One other thing, what do you guys use to modify the Title Screen of ALttP?
I find HM's TS editor to be a pain to use.

ShadowOne333
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Re: ALttP to Ancient Stone Tablets

Post by Conn on Tue 13 Feb 2018 - 16:42

I hope you realize that your project will require LOTS of additional asm. If you do not have some or somebody collaborating with you, I'd suggest to drop it...

You could implement time related events by using my hack enabling the clock, e.g. merged with Euclid 24 item menu
http://www.zeldix.net/t387-24-item-menu-and-additional-hacks-like-shovel-time-counter-for-this-menu
Or the all in:
http://www.zeldix.net/f43-the-all-in-patch
You only need to.hook it and enable stuff at specific times.

Hacking the overlay (fog,rain) was never really approached in a single hack but it should be implementing some ram addresses, nothing big. Parallel worlds e.g. uses the rain overlay (or fog) as snow for the complete ice world.
You may want to study mon's logs:
http://www.zeldix.net/t143-disassembly-zelda-docs
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Conn



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Re: ALttP to Ancient Stone Tablets

Post by Puzzledude on Tue 13 Feb 2018 - 19:42

For example let's say that after some time, you get the foggy effect of Lost Woods, or the rain from the starting sequence, and so on. That's what I meant mostly.
This unfortunately is not happening. You will see that every area which has an overlay initially (like Lake in the dark world) is a pain to edit. What you are describing is overlay change based on timer. Not even if it would not be based on timer, it would still be close to impossible. I know you like those overlays in AST, however the time needed for original authors to do this had to be immense.

One other thing, what do you guys use to modify the Title Screen of ALttP?
I find HM's TS editor to be a pain to use.
GFX is edited with the gfx editor while decompressed into the bin file, and then recompressed back. While the title screen is edited with HM, ie filling the title with elements. PALs also edited with HM under pal (but you have to know which colour it is exactly). This is quite advanced.

But as you can see it works: completely new title screens were made for Parallel Worlds and also for Gates of Time, aside the main ZELDA title which was not edited purposefully.

Just to be sure, puzzledude, is this the documentation you are referring to?
http://www.zeldix.net/t17-vital-hex-addresses
Here's the complete thing.

http://textuploader.com/dhfhu

Here you go to "Ideal custom start".
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Re: ALttP to Ancient Stone Tablets

Post by Conn on Wed 14 Feb 2018 - 5:16

It indeed appears a bit complex to get the overworld rainy and such. I think it is only possible if you are entering the overworld from indoors and not just like that.

Involved is:
$02/AFFC AF C5 F3 7E LDA $7EF3C5[$7E:F3C5] Check the part, here beginning for rain overlay

If you e.g., nop out
$02/B006 B0 03 BCS $03 [$B00B]
by editing: pc 0x13006: b0 03 -> ea ea
you have the rain overlay loaded everywhere (but not animated)
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Re: ALttP to Ancient Stone Tablets

Post by ShadowOne333 on Wed 14 Feb 2018 - 16:42

I managed to change the starting place from the House to Sahasrahla's place. Had to fiddle around a little bit with the exit and the position of objects in the room, but got it working and it now drops me near the first dungeon.

One thing I noticed though is that doesn't matter if I change the blockset, the game always loads the default blockset for the starting room when starting a fresh new game, but after reentering the room, it does use the correct blockset. The palette is always loaded properly here, even when starting a new game.

It's not that problematic, I have yet to try out if starting from the pendant phase changes this (since I just wanted to see if I could drop out of the place in the location t hand).

Additionally, I also changed the starting hearts from 3 to 4, added the Ocarina, Bottle with Golden Bee and the Catching Net as default items upon starting a new game, and changed the default price of the Flipper to 300 as in AST.

I will continue editing dungeon 1 and see if I can get it to start the game normally, finish the dungeon and then start heading to dungeon 2 as a starting PoC.

ShadowOne333
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Re: ALttP to Ancient Stone Tablets

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