Parallel Worlds Indoor Night Palette Glitch Fix

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Parallel Worlds Indoor Night Palette Glitch Fix Empty Parallel Worlds Indoor Night Palette Glitch Fix

Post by qwertymodo Wed 27 Apr 2016 - 18:04

In PW, there's a palette glitch related to the day/night cycle patch where if you get turned into a bunny in a dungeon (via the yellow star sprite), it calls the day/night palette subroutine and adjusts Link's palette depending on the current in-game time.  This is most evident during the "night" cycle, because Link gets turned dark, which sticks around until his palette is reloaded (going outside, using the magic mirror, etc.).  Here's a patch to fix that.  Basically, it just checks if you're outside, and if not, then it skips the palette transform (the palette transform shouldn't ever execute indoors, right?).  It's exactly one byte too long to fit in the original code slot, so I had to move the subroutine and fix the two pointers to it.

Old code:
Code:
0x1202FF
   sta $7EE018
   phx
   jsl $24816C
   plx
   sta $7EC500,x
   rtl

New code:
Code:
0x1203B0
    phx
    ldx $1B
    bne +
    sta $7EE018
    jsr $816C
+;  plx
    sta $7EC500,x
    rtl

Pointers
Code:
0x53A5A
    jsl $2483B0

0x75745
    jsl $2483B0


Last edited by qwertymodo on Wed 27 Apr 2016 - 23:16; edited 2 times in total
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Post by Puzzledude Wed 27 Apr 2016 - 18:14

Nice, I noticed this in Parallel Tower. If you are struck by electricity or use the Ether etc etc, you turn all dark. I was thinking about in and eventually fuguered it out to be a result of day/night patch - since the dark pal is loaded/gets reset as if it would be night.

Good thing you fixed that.


Edit: whoops, my bad, this shouldn't have gone in requests. I originally started typing it up looking for help, but then figured it out myself.
Moved to general topics then.
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Post by qwertymodo Wed 27 Apr 2016 - 19:05

I didn't test ether, I'll give that a shot when I have the chance.
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Post by Conn Wed 27 Apr 2016 - 19:21

Are you going to release a PW 1.2 with all your fixes? And if so do you also make your fixes compatible with remodel?
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Post by qwertymodo Wed 27 Apr 2016 - 19:38

Conn wrote:Are you going to release a PW 1.2 with all your fixes? And if so do you also make your fixes compatible with remodel?

Euclid said he'd be ok with calling my "PW DX" work 1.2, but he was going to check with Seph. If they're both fine with it, then I'll just go ahead and rename it 1.2 (Puzzledude said he didn't mind me co-opting the version number, especially since it includes everything from his unofficial 1.2 patch plus more).

As far as making it compatible with remodel, I've never actually played remodel, so I don't feel like taking that on, but I'll definitely send all of the patches to Puzzledude in source form if he wants them (the .asm files are linked together, so all it takes to apply everything is a single call to bass). They should pretty much all work unless he used some of the same free space as I did for extra code, but in source form it's absolutely trivial to change that.
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Post by qwertymodo Wed 27 Apr 2016 - 23:25

Just tested the ether medallion, it's fixed.  However, in doing so, I discovered another quite interesting bug (unrelated to my patch, I confirmed this also happens in PWv1.1).  Using Bombos in the same room as Lanmolas is... interesting.

Parallel Worlds Indoor Night Palette Glitch Fix XBFo4IC

Quake does it too, but not as badly.
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Post by Conn Thu 28 Apr 2016 - 3:43

Awesome Wink
I think a remodel port would be quite important. To my shame I must confess that original PW was way too hard for me, but with RM I had the chance to play this wonderful hack ^^

Unfortunately I cannot find the cave anymore where I was able to use the book mudora (to beam to entrance) and the game crashed. I reported it on these forums some years ago, but am also not able to find this post anymore either Sad
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Post by qwertymodo Thu 28 Apr 2016 - 8:06

Yeah, I get that a lot of people will want remodel, I just won't have the time to do the update and the necessary testing to both versions. But like I said, I'll definitely share, and hopefully puzzledude can make that happen.
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Post by Puzzledude Thu 28 Apr 2016 - 8:38

qwertymodo wrote:Yeah, I get that a lot of people will want remodel, I just won't have the time to do the update and the necessary testing to both versions. But like I said, I'll definitely share, and hopefully puzzledude can make that happen.
Yes, I made the versions 1.2 for both PW and PR. Some issues here were addressed in PR also (like that glitched door in saria's gardens).
All the ASM fixes should be compatible to both versions as PR does not change the GFX, ASM or the code at all - it just changes the dungeons and some minor overworld elements.
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Post by Conn Thu 28 Apr 2016 - 12:19

Yay! I found the buggy cave Embarassed Embarassed

Parallel Worlds Indoor Night Palette Glitch Fix Pw_rem11

(it's right of frozen pyramids, but guess you know it).

You can use the book mudora inside. When using and leaving the cave, I found myself in light world swimming on dry ground...

Can you fix it QM?
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Post by Conn Thu 28 Apr 2016 - 12:32

Ah, the fix is simple:
pc $01/54E8: FE -> FF

FF is a cave and disables the book mudora use, other values in this table are dungeons. To be on the safe side, I'd also change in this table at
01/549d and 01/54a6 the FE to FF -> these should be other cave entrances where you also can falsly use the book mudora and thus bug the game. I think HM falsly saves some cave values. Dungeon entrances have a multiplier of 2 (02, 04, ... , 18) but surely never reach FE. So correcting all values here is safe.

You can check this by entrance
01/548b + entrance 5d = 01/54e8 (that corrupt cave I found)
01/548b + entrance 12   = 01/549d
01/548b + entrance 1b  = 01/54a6

So if you know to which caves entrances 12 and 1b lead (HM?), you can verify whether book mudora is useable here and corrupts the game. I'd bet on it Wink

Edit:
through ram editing I found the caves, and I prove myself right ^^ these caves are also corrupt (book of mudora useable):
Parallel Worlds Indoor Night Palette Glitch Fix Pw_rem12

Parallel Worlds Indoor Night Palette Glitch Fix Pw_rem13

pc 01/54E8: FE -> FF
pc 01/549d: FE -> FF
pc 01/54a6: FE -> FF

will fix them all Wink
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Post by qwertymodo Thu 28 Apr 2016 - 13:01

I know there's a thread somewhere on this board about HM incorrectly saving caves as dungeons, I'll try and find it and reference it when fixing this.
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Post by qwertymodo Thu 28 Apr 2016 - 13:50

Oh, here it it's (looks like it was you that posted it, Conn...), but it looks like it's not directly applicable (though fixing it through editing the table should make your other patch unnecessary).

https://www.zeldix.net/t536-dungeon-map-save-fix
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Post by Conn Thu 28 Apr 2016 - 15:00

Oh yeah, with my bilions of fixes I've forgotten about this one. Thanks for digging it up. For PW, you can do either way, editing the table or porting this patch; since PW is inaccessible in HM, HM will not corrupt the rom any longer.

For all other projects however I guess this patch is mandatory (it's already part of the all-in).
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Post by Puzzledude Thu 28 Apr 2016 - 15:05

Ah, the fix is simple:
pc $01/54E8: FE -> FF
Yes, Hyrule Magic is dumb enough, that when you set a certain entrance to Dungeon= None (ie a cave), it will write FE, instead of FF. I always know, that when you put such a definition from dungeon to none - I always also do this hex fix of this byte to FF.

Didn't know this actually causes Book of Mudora bugs.
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Post by qwertymodo Thu 28 Apr 2016 - 15:21

Entrance 2C as well.

01/54B7

Parallel Worlds Indoor Night Palette Glitch Fix HBr5SFW


Edit: Ok, those are all added to the patch. Another one bytes the dust Very Happy
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Post by Conn Thu 28 Apr 2016 - 19:31

Ah this was covered, so I've overseen it, good job ^^
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