Inventory graphic editing

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Post by Dixaentor Sat 21 May 2022 - 6:31

Hi !Inventory graphic editing  Yychr111
I'm begining at the path of hacking zelda III
this is what I made so far with YY-CHR and Zcompress

I want to modify the inventory graphic but the problem is I don't know how to
nor how to find them

this is what I want to insert
Inventory graphic editing  New_in12

can you give me some advices ?
what tools I need?
do I have to do ASM hacking ?
any related topic ?
I just want to modify the inventory graphic
Thanks !
Inventory graphic editing  Inveto11
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Post by Puzzledude Sat 21 May 2022 - 16:38

This is a lot to explain.
First you need to decompress the gfx of ALTTP into the bin file using zcompress and the decompression command in DOS with the CMD (command line prompt).

Once this is done, you open the bin file with YYchr. You find the location of the inventory, which needs 2BPP setting (this is 8 bit as opposed to 16 bit). Then make the necessary compatible GFX edits (only unique tile edits, which is not so easy). Then you recompress the GFX (bin file) into the Rom again with zcompress.

Then come the hex edits, ie how the gfx is loaded. For this you will need the inventory picture, which is in the Compendium and its coordinates, as well as my picture of HM palettes to see which color is loading and also the command "tricks" to see if you want to load it normal, X mirrored, Y mirrored or XY mirrored, which is all done with one byte. With this knowledge you can make custom inventory items.

But I can just insert this for you, if you are a beginner this can be a lot to digest. Also note: you are limited to black+white+one color in the inventory for one item.


Link's main sprite can be inserted with ease, since it is not compressed. This time you actually open the Rom in YYchr and not the Bin file and swap the gfx. Then you correct Link's palettes in Hyrule Magic, but note, some other sprites like Runner and Dust lady use some of the Link's palettes, so you need to then adopt/remove these 2 sprites and some others.

Must read:
http://dl.dropbox.com/s/8v2vjem6gtaj2a4/Zelda%203%20Compendium%20v1.8.4.pdf


Last edited by Puzzledude on Sat 21 May 2022 - 16:51; edited 4 times in total
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Post by Puzzledude Sat 21 May 2022 - 16:43

This picture is necessary for this process:
Inventory graphic editing  7710
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Post by Dixaentor Sat 21 May 2022 - 17:20

Thank you so much ! Smile
this is what I've been waiting for
I'm gonna learn it and post my progress here as soon as I can

I hope people won't post a hack with a capless minish cap's  Link before me
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Post by Dixaentor Sat 21 May 2022 - 17:57

Inventory graphic editing  Screzd12
found it !!

Inventory graphic editing  Invent11

and thanks again for helping me out  Razz (Conn)
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Post by Puzzledude Sat 21 May 2022 - 18:13

Sure, here's what I did. Testing rom.
Inventory graphic editing  Z302411

Also, the Other part of the inventory (like pendants and such) are in the other bank, which is further down, when you scroll in the bin file in the YYchr.
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Post by Puzzledude Sat 21 May 2022 - 18:18

Here the IPS file of my Test rom if you need it. You patch it to original US non headered rom. Once you have my test rom, you can decompress the Bin file from it, to see what I did in YYchr to the gfx section, to see how it is edited, since gfx is quite scattered.

https://mega.nz/file/zodhwCyL#4MpLbJnD6DAVHE8FH61N9sKcPKTOS5EAmGTWGDPmOxs
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Post by Dixaentor Sat 21 May 2022 - 18:31



Also, the Other part of the inventory (like pendants and such) are in the other bank, which is further down, when you scroll in the bin file in the YYchr.
ok  Smile

Also do you know with what application can I create a ".pal" palette file to use for YYchr ?
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Post by Dixaentor Sat 21 May 2022 - 18:49

I'm gonna check that too
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Post by Puzzledude Sat 21 May 2022 - 18:51

Dixaentor wrote:


Also, the Other part of the inventory (like pendants and such) are in the other bank, which is further down, when you scroll in the bin file in the YYchr.
ok  Smile

Also do you know with what application can I create a ".pal" palette file to use for YYchr ?
I have to say, the palettes are a problem and you will probably not see it exactly the same as in the game. Usually what you do is that you load the Rom in ZSNES emulator, wait for the sprite or object to be on screen and then make a .ZST save state. This file is used as a palette to load in YY chr under Palette/emulator state load. Then you press the arrow repeatedly to scroll through all available palettes, some of which look similar to the original game, but unfortunately not perfectly.


Last edited by Puzzledude on Sat 21 May 2022 - 19:03; edited 1 time in total
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Post by Puzzledude Sat 21 May 2022 - 19:02

This is the palettes I use: for objects and for sprites. As you can see it matches enough to be able to edit them. I use the .ZST save state file called 401tree. Not sure where I made this save state, but as far as I know it was on the light overworld when a regular tree was on screen.
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Post by Dixaentor Sat 21 May 2022 - 19:09


I have to say, the palettes are a problem and you will probably not see it exactly the same as in the game. Usually what you do is that you load the Rom in ZSNES emulator, wait for the sprite or object to be on screen and then make a .ZST save state. This file is used as a palette to load in YY chr under Palette/emulator state load. Then you press the arrow repeatedly to scroll through all available palettes, some of which look similar to the original game, but unfortunately not perfectly.
alright , I got it
thanks !
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Post by Dixaentor Sat 21 May 2022 - 19:20

Is it possible to set a background image to the inventory menu ?
or a background color similar to it ?
Inventory graphic editing  Img_2012

I know it require a pretty advancd level but I just want to know
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Post by zarby89 Sat 21 May 2022 - 19:53

you can't just set a background image, you are also limited to 3 colors + transparency for the menu so that's not impossible but kinda hard to do especially if you don't know what you are doing
you'd also have some side effect like this to deal with
Inventory graphic editing  Unknown
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Post by Dixaentor Sat 21 May 2022 - 20:04

zarby89 wrote:you can't just set a background image, you are also limited to 3 colors + transparency for the menu so that's not impossible but kinda hard to do especially if you don't know what you are doing
you'd also have some side effect like this to deal with
Inventory graphic editing  Unknown
ah I see !
and that side effect is easy to dodge
if we change the style like this
Inventory graphic editing  Img_2013
instead of putting the item inside a square why not putting them above a button icon.
By the way how did you set that gray "side effect"
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Post by Dixaentor Sat 21 May 2022 - 20:10


ah I see !
and that side effect is easy to dodge
if we change the style like this
Inventory graphic editing  Img_2013
or not 🤔 .
after looking closely at the sprite and its layout ,
it's impossible
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Post by zarby89 Sat 21 May 2022 - 20:24

did it with paint just to show what you would get
also the 2nd screen you posted would not work either unless you're very good at asm and use a sprite to draw it instead of background because like i said you're limited to 3 colors + transparency so if you tried to make an easy edit let say you managed to change the menu and the item icons it would looks like ->
Inventory graphic editing  Transparency
Inventory graphic editing  Unknown

pink is transparency so technically you'd see through your menu that would not be a problem if you were not limited in 8 palettes of 4 colors, also vram space (where gfx are loaded in snes), maybe that would be possible but right no unless your menu doesn't have a background color... , but having it on top of a button is not an option either unless you use a OAM slot (sprite)
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Post by Dixaentor Sat 21 May 2022 - 20:35

zarby89 wrote:did it with paint just to show what you would get
also the 2nd screen you posted would not work either unless you're very good at asm and use a sprite to draw it instead of background because like i said you're limited to 3 colors + transparency so if you tried to make an easy edit let say you managed to change the menu and the item icons it would looks like ->
Inventory graphic editing  Transparency
Inventory graphic editing  Unknown

pink is transparency so technically you'd see through your menu that would not be a problem if you were not limited in 8 palettes of 4 colors, also vram space (where gfx are loaded in snes), maybe that would be possible but right no unless your menu doesn't have a background color... , but having it on top of a button is not an option either unless you use a OAM slot (sprite)

ok 
thank you for helping me .
Next step I'm gonna do is learning ASM now.
can you give some suggestion on where to begin
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Post by zarby89 Sat 21 May 2022 - 20:41

Joining the discord would be a good start you have the Zeldix discord here https://discordapp.com/invite/gaHW5hg
ZScream discord here
https://discord.com/invite/8eJdz2YdW2

if you do not want to join discord, well you can find an almost complete disassembly somewhere in here, i'd say the best way to learn asm is by editing stuff and trying to chnage behavior of things there's few guide on the internet i have a short incomplete tutorial to get started here
https://zarby89.github.io/ZScreamDungeon/BasicASM
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Post by Dixaentor Sat 21 May 2022 - 20:51

zarby89 wrote:Joining the discord would be a good start you have the Zeldix discord here https://discordapp.com/invite/gaHW5hg
ZScream discord here
https://discord.com/invite/8eJdz2YdW2

if you do not want to join discord, well you can find an almost complete disassembly somewhere in here, i'd say the best way to learn asm is by editing stuff and trying to chnage behavior of things there's few guide on the internet i have a short incomplete tutorial to get started here
https://zarby89.github.io/ZScreamDungeon/BasicASM
I appreciate it !

thank you .
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