BG2 On Top fix
Zeldix :: Zelda III Hacking :: Workshop :: ASM Hacking
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BG2 On Top fix
Oh Nintendo you troll
So in theory, you should be able to "replicate" this hack for every room with
$02/8B3D F0 -> 80
(0x10B3D F0 -> 80)
However, there must be a very good reason why it's done this way, as the result of no-branch is storing a value into $1C, which according to Math's docs it's
$1C Main Screen Designation ($212C)
For now, Seph, please apply the hack above and play around with the rom to see if there's any "weirdness" happening between transitions (check stairs too). I have a slight feeling by skipping the code it won't go from "on top" to something else properly should you need that. That being said, we know where the code is so we can "code" a workaround to specify all the rooms which you need this effect for.
- Code:
$02/8B38 A6 A0 LDX $A0 [$00:00A0] A:030E X:0608 Y:0004 P:envMxdizc
$02/8B3A E0 36 00 CPX #$0036 A:030E X:0037 Y:0004 P:envMxdizc
$02/8B3D F0 26 BEQ $26 [$8B65] A:030E X:0037 Y:0004 P:envMxdizC
$02/8B3F E0 38 00 CPX #$0038 A:030E X:0037 Y:0004 P:envMxdizC
$02/8B42 F0 21 BEQ $21 [$8B65] A:030E X:0037 Y:0004 P:eNvMxdizc
$02/8B44 AE 14 04 LDX $0414 [$00:0414] A:030E X:0037 Y:0004 P:eNvMxdizc
$02/8B47 A0 16 00 LDY #$0016 A:030E X:0003 Y:0004 P:envMxdizc
$02/8B4A BF 4C 89 02 LDA $02894C,x[$02:894F] A:030E X:0003 Y:0016 P:envMxdizc
$02/8B4E F0 03 BEQ $03 [$8B53] A:03FF X:0003 Y:0016 P:eNvMxdizc
$02/8B50 A0 16 01 LDY #$0116 A:03FF X:0003 Y:0016 P:eNvMxdizc
$02/8B53 C4 1C CPY $1C [$00:001C] A:03FF X:0003 Y:0116 P:envMxdizc
$02/8B55 F0 0E BEQ $0E [$8B65] A:03FF X:0003 Y:0116 P:envMxdizC
$02/8B57 A5 1C LDA $1C [$00:001C] A:03FF X:0003 Y:0116 P:envMxdizC
$02/8B59 C9 17 CMP #$17 A:0317 X:0003 Y:0116 P:envMxdizC
$02/8B5B F0 06 BEQ $06 [$8B63] A:0317 X:0003 Y:0116 P:envMxdiZC
$02/8B63 84 1C STY $1C [$00:001C] A:0317 X:0003 Y:0116 P:envMxdiZC
$02/8B65 E2 10 SEP #$10 A:0317 X:0003 Y:0116 P:envMxdiZC
So in theory, you should be able to "replicate" this hack for every room with
$02/8B3D F0 -> 80
(0x10B3D F0 -> 80)
However, there must be a very good reason why it's done this way, as the result of no-branch is storing a value into $1C, which according to Math's docs it's
$1C Main Screen Designation ($212C)
For now, Seph, please apply the hack above and play around with the rom to see if there's any "weirdness" happening between transitions (check stairs too). I have a slight feeling by skipping the code it won't go from "on top" to something else properly should you need that. That being said, we know where the code is so we can "code" a workaround to specify all the rooms which you need this effect for.
Last edited by Euclid on Fri 25 Apr 2014 - 1:28; edited 2 times in total (Reason for editing : Found the solution)
Euclid- Since : 2012-06-21
Re: BG2 On Top fix
It's great to see this dungeon in its actual form. I can also see some changes you made. Regarding that horizontal room, where you defeat all enemies to gain 2 chests.
This room can be problematic (nothing gamebraking though). Try this: defeat all enemies, open one chest (leave the other closed), then warp out of the room, and warp into the room again. Now check, if the other chest is gone. It should be invisible (I used this trick to make an invisible chest in PD's quest hack). But there it was the staircase transition involved.
PS
Great that Euclid could fix that BG2 on top disappearing during transitions.
It seems like most transitions in original Alttp are not happening between bg2 on top properties, but rather without them (the only way I can explain this).
This room can be problematic (nothing gamebraking though). Try this: defeat all enemies, open one chest (leave the other closed), then warp out of the room, and warp into the room again. Now check, if the other chest is gone. It should be invisible (I used this trick to make an invisible chest in PD's quest hack). But there it was the staircase transition involved.
PS
Great that Euclid could fix that BG2 on top disappearing during transitions.
It seems like most transitions in original Alttp are not happening between bg2 on top properties, but rather without them (the only way I can explain this).
Puzzledude- Since : 2012-06-20
Re: BG2 On Top fix
I only have two notes (really great puzzles by the way)
(1): it is better to write "I cannot use these gloves repeatedly" instead "only once per screen". Of course the Player knows what a Screen is, but it sounds a bit dumb to be reminded that it is a game with Screens.
(2): I noticed that you give unlimited block move with no gloves. I'd still find it better if you could find a way to couple it to having a glove (you could hide some block puzzles in Prior dungeons or in caves so that the Player Needs to return. I also know that the dungeon then would Need to be remodeled, so that you first find the keycard and get the gloves and first then have the block puzzle (which actually is really great!).
But this is just my desire to store everything into a game somehow. If you see no possibility to make that unlimited blockmove puzzle after getting the L1 lift, I'm also happy with that
(1): it is better to write "I cannot use these gloves repeatedly" instead "only once per screen". Of course the Player knows what a Screen is, but it sounds a bit dumb to be reminded that it is a game with Screens.
(2): I noticed that you give unlimited block move with no gloves. I'd still find it better if you could find a way to couple it to having a glove (you could hide some block puzzles in Prior dungeons or in caves so that the Player Needs to return. I also know that the dungeon then would Need to be remodeled, so that you first find the keycard and get the gloves and first then have the block puzzle (which actually is really great!).
But this is just my desire to store everything into a game somehow. If you see no possibility to make that unlimited blockmove puzzle after getting the L1 lift, I'm also happy with that
Conn- Since : 2013-06-30
Zeldix :: Zelda III Hacking :: Workshop :: ASM Hacking
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