Boy, do I have a lot of questions to ask...

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Post by Floki Fri 29 Jul 2016 - 19:48

BlackStone187 wrote:Also, wouldn't it be easier to just skip the creditsroll and roomscroll and cut to an ending screen? That theoretically should save time trying to fix any credits related bugs by just not showing the ending credits and cutscenes.
Like this?

spoiler:

https://www.zeldix.net/t392-custom-ending-screens

Yeah! It saves a lot of pain! You could probably have a single screen showing instead of five slides and the credits scrolling like in my game!

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Post by BlackStone187 Fri 29 Jul 2016 - 21:46

Sweet. I'll use that to tell people goodnight once they saved the world! Very Happy

Has anyone discussed how to change the item names in the items menu yet? My "Return Pendant" is still called a magic mirror. So yeah, that's kinda an issue. :v
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Post by Floki Fri 29 Jul 2016 - 23:21

Save the cheerleader, save the world!

Of course! Items Names Editing has to be done in hex through, here ya go!

Code:
Data:
The items inventory names are at 6F3D0 while the items themselves are at 6F629 - 6F9DD.


LOADING gfx into inventory
For instance Fire rod
Coordinates B0, B1, C0, C1 (B0, B is x, 0 is y for first block)
24 is red colour + white
Code is B0 24, B1 24, C0 24, C1 24 for fire rod.
Regarding the 24 and 25 values in the chart above. It is actually one of the values possible, to define the colour.

Here are the colours:
Other first byte values are 2, 6, A, E:
orange

20 = orange normal
60 = orange y mirror (mirror according to the vertical line)
A0 = orange x mirror (mirror according to the horizontal line)
E0 = orange xy mirror (mirror according to both lines)

24 = red normal
64 = red y mirror

A4 = red x mirror
E4 = red xy mirror

28 = yellow normal
68 = yellow y mirror
A8 = yellow x mirror
E8 = yellow xy mirror

2C = blue normal
6C = blue y mirror
AC = blue x mirror
EC = blue xy mirror

3C = green normal
7C = green y mirror
BC = green x mirror
FC = green xy mirror
-----
20 defines 2 colours (orange and white) as presented in the miscellaneous colours (under the palettes in HM). This can
be changed.

Addresses for graphics - Note these are snes ppu pointer things, 2 bytes each - follows the vhopppcc cccccccc pattern.
v = vertical mirror
h = horizontal mirror
o = sprite ordering (not really applicable to BG3)
p = palette number
c = tile number

8 bytes each - top left, top right, bottom left bottom right in this order.

6DD5F - 6DD60 - Invisible frame
6E3DC - 6E3DD - Corners
6E3FC - 6E3FD - Left and right frames
6E419 - 6E420 - Top and bottom frames
6E432 - 6E433 - Black frame
6E461, 6E462, 6E467, 6E468 - Green Y
6E64A - 6E64B - Item name (frame corners)
6E66A - 6E66B - Item name (left and right frames)
6E687 - 6E688 - Item name (top and bottom frames)
6E6A0 - 6E6A1 - Item name (black)
6E6BF - 6E6C0 - Ability (black)
6E74D - 6E75E - Ability (frame corners)
6E76D - 6E76E - Ability (left and right frames)
6E78A - 6E78B - Ability (top and bottom frames)
6E79D, 6E79E, 6E7A3, 6E7A4 - Red A
6E7A9, 6E7AA, 6E7AF, 6E7B0 - Do
6E860 - 6E913 - Yellow Pendant frame
6E914 - 6E9C7 - Yellow Crystal frame
6ED09 - 6ED18 - Equipment Text
6ED19 - 6ED28 - Dungeon Item Text
6FDEF - 6FE76 - Magic Bar Animation:
F6 3C F6 3C F6 3C F6 3C F6 3C F6 3C F6 3C A9 3C F6
3C F6 3C F6 3C AA 3C F6 3C F6 3C F6 3C AB 3C F6
3C F6 3C F6 3C AC 3C F6 3C F6 3C A9 3C AD 3C F6
3C F6 3C AA 3C AD 3C F6 3C F6 3C AB 3C AD 3C F6
3C F6 3C AC 3C AD 3C F6 3C A9 3C AD 3C AD 3C F6
3C AA 3C AD 3C AD 3C F6 3C AB 3C AD 3C AD 3C F6
3C AC 3C AD 3C AD 3C A9 3C AD 3C AD 3C AD 3C AA
3C AD 3C AD 3C AD 3C AB 3C AD 3C AD 3C AD 3C AC
3C AD 3C AD 3C AD 3C
6FE77 - 6FFC0 - Hud Layer 2
6F629 - Bow slot (when empty)
6F631 - Bow (when all used up)
6F639 - Bow (normal)
6F641 - Bow with silver arrows (when all used up)
6F649 - Bow with silver arrows (normal)
6F651 - Boomerang slot (when empty)
6F659 - Boomerang (blue)
6F661 - Boomerang (red)
6F669 - Hookshot slot (when empty)
6F671 - Hookshot
6F679 - Bombs slot (when empty)
6F681 - Bombs
6F689 - Mushroom slot (when empty)
6F691 - Mushroom
6F699 - Magic Powder
6F6A1 - Fire rod slot (when empty)
6F6A9 - Fire rod
6F6B1 - Ice rod slot (when empty)
6F6B9 - Ice rod
6F6C1 - Bombos slot (when empty)
6F6C9 - Bombos
6F6D1 - Ether slot (when empty)
6F6D9 - Ether
6F6E1 - Quake slot (when empty)
6F6E9 - Quake
6F6F1 - Lamp slot (when empty)
6F6F9 - Lamp slot
6F701 - Hammer slot (when empty)
6F709 - Hammer slot
6F711 - Shovel/flute slot (when empty)
6F719 - Shovel
6F721 - Flute
6F729 - Flute (again)
6F731 - Bug-catching net slot (when empty)
6F739 - Bug-catching net
6F741 - Mudora Book slot (when empty)
6F749 - Mudora Book
6F751 - Bottle slot (when empty)
6F759 - Mushroom (?)
6F761 - Empty bottle
6F769 - Red Potion
6F771 - Green Potion
6F779 - Blue Potion
6F781 - Fairy
6F789 - Bee
6F791 - Good Bee
6F799 - Red cane slot (when empty)
6F7A1 - Red cane
6F7A9 - Blue cane slot (when empty)
6F7B1 - Blue cane
6F7B9 - Magic Cape slot (when empty)
6F7C1 - Magic Cape
6F7C9 - Mirror slot (when empty)
6F7D1 - Letter
6F7D9 - Mirror
6F7E1 - Bomb and arrows counter
6F7E9 - Power glove slot (when empty)
6F7F1 - Power glove
6F7F9 - Titan glove
6F801 - Pegasus boots slot (when empty)
6F809 - Pegasus boots
6F811 - Zora’s Flippers (when empty)
6F819 - Zora’s Flippers
6F821 - Moonpearl (when empty)
6F829 - Moonpearl
6F831 - ??? (when empty)
6F839 - Sword (when none)
6F841 - Sword 1
6F849 - Sword 2
6F851 - Sword 3
6F859 - Sword 4
6F861 - Shield (when none)
6F869 - Shield 1
6F871 - Shield 2
6F879 - Shield 3
6F881 - Armor 1 (green)
6F889 - Armor 2 (blue)
6F891 - Armor 3 (red)
6F899 - Compass slot (when empty)
6F8A1 - Compass
6F8A9 - Big key slot (when empty)
6F8B1 - Big key
6F8B9 - Big chest is opened
6F8C1 - Map slot (when empty)
6F8C9 - Map
6F8D1 - Red pendant slot (when empty)
6F8D9 - Red pendant
6F8E1 - Blue pendant slot (when empty)
6F8E9 - Blue pendant
6F8F1 - Green pendant slot (when empty)
6F8F9 - Green pendant
6F901 - Green glove? slot (when empty)
6F909 - Green glove?
6F911 - Empty heart container
6F919 - 1/4 heart container
6F921 - 1/2 heart container
6F929 - 3/4 heart container
6F93B - Lift.2
6F94F - Lift.3
6F963 - Lift.1
6F979 - Read
6F98D - Talk
6F9B3 - Pull
6F9C9 - Run
6F9DD - Swim
7537F - 75390 - Monologue Text Frame:
F3 28 F4 28 F3 68 C8 28 7F 38 C8 68 F3 A8 F4 A8 F3 E8


Item descriptions
6F1C9 – 6F619

Same format as above,
2 lines per item, 16 bytes per line.
Some descriptions uses custom graphics (e.g./ BOOMERANG because it doesn't fit in a line)
Will not go into the details, but will give the order in which items come up:
1. bow
2. boomerang
3. hookshot
4. bomb
5. mushroom
6. fire rod
7. ice rod
8. bombos
9. ether
10. quake
11. lamp
12. magic hammer
13. shovel
14. bug catching net
15. book of Mudora
16.
17. blue cane
18. red cane
19. magic cape
20.
21. mushroom (again)
...
And the table
24=
25=
50=A
51=B
52=C
53=D
54=E
55=F
56=G
57=H
58=I
59=J
5A=K
5B=L
5C=M
5D=N
5E=O
5F=P
60=Q
61=R
62=S
63=T
64=U
65=V
66=W
67=X
68=Y
69=Z
6A=-
Each tile is like this: Bug-Catching net = 0024 0124 0224 0324 ....
With this info, you can change the name of an item in the inventory.
Load A is 50 25, B is 51 25 etc.

That's for changing the graphics of the objects, their palettes and editing their names...scroll down a bit and look for:

Item descriptions
6F1C9 – 6F619

^^That's what you requested in this case!

If you want to edit the graphics of the items and their palettes, refer to these:

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Wink

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Post by Floki Fri 29 Jul 2016 - 23:59

Here's a tutorial (and solution to your problem) for editing item names!

Boy, do I have a lot of questions to ask... - Page 2 Image20


At hex address 6F7A9 copy and paste/write this code!

61 25 54 25 63 25 64 25 61 25 5D 25 F5 24 F5 24 F5 24 5F 25 54 25 5D 25 53 25 50 25 5D 25 63 25


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And here are the in-game results!

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Enjoy! Very Happy

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Post by BlackStone187 Sat 30 Jul 2016 - 5:51

Man, I could kiss you. Thank you for that. c:
I'll post a screenshot once I've done it right, after that I only have to focus on not making Hyrule Magic corrupt my rom again, haha... ^^;

EDIT:
Boy, do I have a lot of questions to ask... - Page 2 NENhPmH
I did it, yay~! ...Also, link's house's palette is a little strange for some reason.

EDIT EDIT: Nvm, that colour is normal.
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Post by Puzzledude Sat 30 Jul 2016 - 7:37

I used both commands to remove the entrances and exits and haven't run into any problems.
You will when defeating Ganon and entering that big door aka Ganon door. The game should go to black screen and remain in black screen, since the command remove all exits, removes the exit/entrance from Ganon room to Triforce shrine, unless your custom ending skips all this including the shrine. So I don't know when exactly it goes to screens.

The thing is still fixable with hex though. So you can bring this entrance/exit to Triforce shrine back:

Code:
*ENDING SEQUENCE*


1.) FIRST PART correct values

                         NO HEADER           WITH HEADER
Ganon entrance to        15E26 = 89           16026 = 89
the triforce shrine      15E27 = 01           16027 = 01
(HM destroys this
all the time)

GFX in triforce shrine   15E76 = 88           16076 = 88
                         15F14 = 00           16114 = 00

scroll up-down           15FB1 = 00           161B1 = 00
in triforce shrine       15FB2 = 00           161B2 = 00

scroll left-right        1604F = 00           1624F = 00
in triforce shrine      
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Post by Puzzledude Sat 30 Jul 2016 - 7:38

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Good to see someone new in a learning process and succeding.
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Post by BlackStone187 Sat 30 Jul 2016 - 8:51

Puzzledude wrote:
Good to see someone new in a learning process and succeding.
Thank you, I try my best. c:

About the tri-force shrine room, I prefer to skip it, if possible. Our hack isn't focused on getting the triforce to fix it, rather the goal is collecting 8 artifacts. The 8th one is supposed to be "gotten" after ganon is dead.
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Post by Conn Sat 30 Jul 2016 - 9:33

Man seeing these bugs, I think we can be happy having only these ridiculous left Very Happy
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Post by Floki Sat 30 Jul 2016 - 13:03

@Puzzledude: Good to know. Fortunately my ending screens are already debugged but would have been nice to know when it occured. Grest that it van be fixed in hex!

@BlackStone: Good luck with the rest of your hack!

@Conn: Yeah, the worst of the worse bugs are long past behind us! Let's fix the last tiny ones and retire both!

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Post by Puzzledude Sat 30 Jul 2016 - 14:00

About the tri-force shrine room, I prefer to skip it, if possible.
Sure you can skip it, but the game really doesn't know what to do after, unless you tell it to go to ending scrolling or further to ending credits. Or use the special ASM by Conn, to display screens as the ending.

Our hack isn't focused on getting the triforce to fix it, rather the goal is collecting 8 artifacts. The 8th one is supposed to be "gotten" after ganon is dead.
The game really is not designed this way to allow the 8th crystal, specially not after the Ganon fight. You would need some extensive ASM to be able to drop the 8 crystal/artifact and the inventory would have to be edited where the 7 crystals are at. That's actually not recomended to do. Not even the Conker hack does that, you get all the rings from chests and the inventory was hacked into a simple counter, so it can take a lot more main items/crystals then 7.
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Post by SunGodPortal Sat 30 Jul 2016 - 15:56

The game really is not designed this way to allow the 8th crystal, specially not after the Ganon fight. You would need some extensive ASM to be able to drop the 8 crystal/artifact and the inventory would have to be edited where the 7 crystals are at. That's actually not recomended to do. Not even the Conker hack does that, you get all the rings from chests and the inventory was hacked into a simple counter, so it can take a lot more main items/crystals then 7.

He could use the excuse that the 3 pendants are actually pieces/shards of the 1st artifact and the 7 crystals are the remaining artifacts that are still intact.
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Post by Floki Sat 30 Jul 2016 - 16:20

Or change one of the items into the 8th additional artifact.

In my hack there are nine rings (instead of the seven crystals) needed to go beat "agahnim", but with the counter thing you can find ten more...and the one ring (magic cape) is the 20th one. Getting all of them gives you many additional things.

So if he wanted he could have seven main artifacts needed to enter agahnim castle and inside that castle find another artifact which would in fact be an item in disguise and you'd need that item to go defeat ganon!

The only asm needed would be implementing a counter that counts the eight artifacts in the menu!

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Post by Floki Sat 30 Jul 2016 - 16:26

Or he could add a south door in Ganon room that only opens after defeating him and get the 8th artifact (item) there then go to the triforce room which would load another dungeon instead of ending the game, like in Parallel Worlds.

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Post by SunGodPortal Sat 30 Jul 2016 - 16:42

Lord SePH wrote:Or he could add a south door in Ganon room that only opens after defeating   him and get the 8th artifact (item) there then go to the triforce room which would load another dungeon instead of ending the game, like in Parallel Worlds.

Wouldn't he have to bomb jump through the door then? Can that even be done?
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Post by Conn Sat 30 Jul 2016 - 16:44

@Conn: Yeah, the worst of the worse bugs are long past behind us! Let's fix the last tiny ones and retire both!
Sounds like a plan Razz
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Post by Puzzledude Sat 30 Jul 2016 - 17:49

Wouldn't he have to bomb jump through the door then? Can that even be done?
It is not possible to bomb jump through the door (obviously). The whole thing actually isn't doable if using the Alttp original setup since the Ganon room is bigger than normal, unless you edit the room to normal size and edit the Ganon fight as well. Conker hack does both great, since I know the betas actually gave you an item after the Ganon fight, so it's obviously doable for the 8th artifact to actually be one of the inventory items.
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Post by Floki Sat 30 Jul 2016 - 19:25

Yep possible but I since removed that south room and move the item you'd get there elsewhere.

Yeah Conn, a much feasible goal. Only a few more months! I'm starting to run out of things to do with this game....aside bugs fixing of course.

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Post by Conn Sun 31 Jul 2016 - 2:50

....aside bugs fixing of course.
...and magic spliff puff dank joints Very Happy
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Post by BlackStone187 Sun 31 Jul 2016 - 10:51

Sorry to be a party pooper, but with what I ment with 8th artifact was that I ment to have it told to you by some ending slideshow screens (with pictures of course). But I guess the shovel and mushroom are unused in my hack, so it may be possible in a way. But it has to be re-programmed to send you to the ending slides.
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Post by Conn Sun 31 Jul 2016 - 11:28

Ok sorry to spam your posts, first time I read this topic due to my personal retirement Razz
but with what I ment with 8th artifact was that I ment to have it told to you by some ending slideshow screens (with pictures of course).
You can give an 8th crystal. You have one Byte (8bit) to store the numbers:
0000 0000 =0 crystals
0000 0001 =1st crystal
0000 0010 =2nd crystal
0000 0011 = first two crystals
...
0100 0000 = 7th crystal
1000 0000 = 8th crystal
1111 1111 = all 8 crystals

With 7EF37A-7F you have all crystals since the 8th bit (80) isn't used - thiwould be 7EF37A-FF

That's why it is possible to collect 8 stone tablets in AST. Doing the asm is not difficult I think but the menu is, as you need to draw all 8 crystals.

You can check AST code to know more if you like.
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Post by BlackStone187 Sun 31 Jul 2016 - 17:12

It's alright. But yeah, an 8th collectible sounds nice and I would love to have it in game. Menu wise it would be tricky, yes, but nothing that can't be solved, as it has been done a couple times before by people.
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Post by BlackStone187 Mon 1 Aug 2016 - 14:01

Can anybody tell me what is in room 85 and why does it make HM crash?
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Post by Puzzledude Mon 1 Aug 2016 - 14:22

Works for me. It's the Uncle room (1st room you encounter in Alttp).
If HM crashes when you open this, your Rom is pretty much done.

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Post by BlackStone187 Mon 1 Aug 2016 - 14:27

Oh right, I forgot I patched it with a beginning skip. Well, since I won't be using that room anyways, and nothing else crashes, I'll guess I'll ignore it for now. Unless it's somehow super important to have it not crash in that room.

Anyways, what does room 202 do? It has like a torch and a handfull of movable blocks, but it feels like they're just leftovers from the devs.
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