Help with my Hack?

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Post by Puzzledude Thu 21 Aug 2014 - 6:11

In this case you have a rare situation, where the game can not handle special doors. This is probably because the game has a limit on special doors (which are not type0), or your working area is on that spot in the rom, where the original Alttp didn't have special doors planed or was originally an empty room (which was not coded for special doors). I also had an example where you could walk through the locked door. In this case you might want to replace the key-door with the standard door and put the lock somewhere else.
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Post by Founder Thu 21 Aug 2014 - 10:23

Or add link awakening style key blocks and see if it does the job.

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Post by Charmander106 Thu 21 Aug 2014 - 15:05

That is what I'm gonna do, but I read about it and that it uses the prison block, I'd like to have both if it's possible.
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Post by Puzzledude Thu 21 Aug 2014 - 16:33

Actually, the key-block was not yet adopted to be equal to Link's Awakening. I don't believe it was ever figuered out how to make it for small keys and how to unlock it from left and right.

As far as I know, the current key-block only works as the prison lock (not possible to have both) and then it can be recoded so, that the compass, map or big key opens this new lock. But once you have the item, all such blocks in the dungeon can be unlocked. So this is still far away to be equal to a small-key blocks, such as in LA.
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Post by Founder Thu 21 Aug 2014 - 21:30

In PU I used those for small keys and it worked.

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Post by Puzzledude Fri 22 Aug 2014 - 6:44

SePH wrote:In PU I used those for small keys and it worked.
Yes, I forgot that in the Conker game there are small blocks, that can be unlocked with the small key. Don't know, where this version of the mod is. As far as I know, one of the blocks could not be unlocked on the first try. So I guess any version can produce problems.
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Post by Charmander106 Fri 22 Aug 2014 - 8:30

I'm trying to keep the original castle dungeon the same (where you save Zelda) so I may have to choose to just have another door be locked.

On another note I want to use the transfer indoor sprites so I could have more sprites to use but it would act weird and cause all kinds of sprites all around the rooms and just crashes the game when I enter them in-game.
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Post by Founder Fri 22 Aug 2014 - 9:27

If you find the key in the same room as the keyblocks they wont open.

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Post by Puzzledude Fri 22 Aug 2014 - 10:28

Charmander106 wrote:I'm trying to keep the original castle dungeon the same (where you save Zelda) so I may have to choose to just have another door be locked.
I think that is the most logical solution.

Charmander106 wrote:On another note I want to use the transfer indoor sprites so I could have more sprites to use but it would act weird and cause all kinds of sprites all around the rooms and just crashes the game when I enter them in-game.
Don't do that. When you transfer the sprites, the rom is no longer compatible to Hyrule Magic. The transfer is meant only for the "gluing in hex" method to be used when all dungeons are finished on separate roms. Plus, this really wasn't meant to have more sprites, just to be able to put the code somewhere else to be able to precalculate pointers and then do the gluing similar as in other dungeon data. The new Asm code was written by Conn, since the sprites for some strange reason don't react the same as other indoor data (and can not be moved with the simple hex edit of the main pointer like other indoor data).
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Post by Founder Fri 22 Aug 2014 - 10:43

Puzzledude wrote:
SePH wrote:In PU I used those for small keys and it worked.
Yes, I forgot that in the Conker game there are small blocks, that can be unlocked with the small key. Don't know, where this version of the mod is.
It's in the asm patches here: https://www.zeldix.net/t447-link-s-awakening-style-key-blocks

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Post by Puzzledude Fri 22 Aug 2014 - 16:53

Yes, I forgot Xaser finished this. Razz 
And the old code I was talking about (open the key block with the map or compass) is actually only 1 byte change.
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Post by Charmander106 Sun 2 Aug 2015 - 4:36

Hey guys! Just wanted to show off a little of what I've been doing.

Started working on the overworlds and here is what I have: Click Me!

I think I'm gonna make this my hack code-named ALTTP DX. Will most likely change it in the future, if there is a future for the hack...

Also this is WIP and anything can change than what is presented here.

PS I need help with making bushes not pickup-able until the level 1 lift upgrade.
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Post by Conn Sun 2 Aug 2015 - 5:43

looks good but the name is already given
https://www.zeldix.net/t807-zelda-dx-msu1
lifting bushes with l1 should be not too hard to implement (hook at a certain adress and check gloves) but I'm not sure whether that's of much avail, since you can also cut them down... maybe it's better to simply stick to the native way and block stuff with stone blocks
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Post by Charmander106 Sun 2 Aug 2015 - 8:18

Well, I could give you the sword very late in the beginning and only after the beginning will you be able to cut through the bushes you couldn't remove earlier.

As for the name, it's a code-name so it won't be the official title, plus I had that name before that hack came out. Proof is here, the hack was released in November, my post was posted all the way back in April.
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Post by Conn Sun 2 Aug 2015 - 8:43

pc $03:D377: 00 -> 01
should do that job with the bushes
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Post by Charmander106 Sun 2 Aug 2015 - 9:26

Thank you very much conn, it worked. Now this also affects the pots inside the dungeons since pots and bushes are pretty much the same block type? It would be better if you can still pickup pots but not bushes, to mimic the gameplay of Ocarina of Time, but that may not be doable, even with ASM?
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Post by Conn Sun 2 Aug 2015 - 9:54

Unfortunately I think it's not possible without asm. I tried with $07:15D9: 50 -> 52, which actually will do as you wish, but it unfortunately transforms the bush into a block when you lift it.

an asm code would be actually quite easy
Code:

lorom
org $07d42d
JSL $          ; !!!!!!!give here a free rom address (in snes)

org $          ; !!!!!!!!!give here the free rom address (in snes)
CPY #$02    ; check if bush
BNE end     ; if not proceed to end
LDA $1B     ; check if indoors
BNE end     ; if not zero, then we are indoors -> proceed to end
LDY #$01   ; load "stone value" to Y
end:
LDA $D375,y ; repeat deleted native code
SEC
RTL

You can use this code by simply set the free rom address (in SNES adress) and run it in xkas. Also, don't forget to restore
pc $03:D377: 01 -> 00
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Post by Conn Sun 2 Aug 2015 - 10:09

I do not know whether you use all-in but here's the code in hex which uses free rom address in expanded, no header 10/2240:

change at 03/D42D: B9 75 D3 38 into:
22 40 A2 A0


write at 10/2240 (free, only 00):
c0 02 D0 06 A5 1B D0 02 A0 01 B9 75 D3 38 6B
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Post by Puzzledude Sun 2 Aug 2015 - 10:30

Conn wrote:change at 03/D42D: B9 75 D3 38 into:
22 40 A2 A0

write at 10/2240 (free, only 00):
c0 02 D0 06 A5 1B D0 02 A0 01 B9 75 D3 38 6B
This code is great. I did some testing and you can not pick the bush up until you have the power glove but you can pick up a jar in all cases. What we actually gained here is a new type of "blocade" in the overworlds, namely for the level 1 sword (pretty much similar as in Link's awakening where you can not enter the forest due to the bushes... until you find the sword on the beach).
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Post by Charmander106 Sun 2 Aug 2015 - 10:32

Yep, tested the code and found it working! Thank you so much!
Very Happy
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Post by Puzzledude Sun 2 Aug 2015 - 10:42

Charmander106 wrote:Yep, tested the code and found it working! Thank you so much!
Very Happy
Exactly, this is incredibly useful all together, since as you might know you can skip the uncle in Goddess of Wisdom and when you enter guardhouse, you can easily be defeated, even reach Zelda (but still skip the uncle), which is a game paradox. So to be able to have some bushes blocking the path, which can not be lifted, will solve this paradox, since now you will be forced to have the sword and cut your way through.

I had the very same problem in GoT, but it was solved indoors: I've put the pegswitch there with no objects (to make sure you can not throw anything into it). So you were required to get the sword, to hit it and go on. Now this can also be solved with bushes with this new code.
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Post by Conn Sun 2 Aug 2015 - 10:49

nice that I could be of help Very Happy
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Post by Founder Sun 2 Aug 2015 - 16:12

Before you think porting this to PU....forget it! Every new blockade you add makes me push the release further and further.. so no thank you!

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Post by Conn Sun 2 Aug 2015 - 17:29

*haha, no worries, though you could adapt the code 1:1. I didn't expect that this code was of so much use, actually I regarded it as obsolete.

I posted it here as working asm:
https://www.zeldix.net/t832-bushes-not-liftable-before-gloves#9315
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Post by Charmander106 Mon 3 Aug 2015 - 5:37

Alright now the other thing I need is to have those sprites in the village that when touched they call the guards on Link. In Parallel Worlds they don't run and call guards. I would also like to have them like they are in Parallel Worlds, is there some kind of patch or hex tweak around here that will allow me to do that?
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