Determining floor tile type

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Determining floor tile type Empty Determining floor tile type

Post by qwertymodo Sat 17 Dec 2016 - 19:49

It might be a bit late for this particular idea, but having just completed my Parallel Worlds v1.2 playthrough, I have realized that the new Pegasus Boots are completely overpowered on ice floors. Also, they don't really make sense on ice anyway. Being able to turn on a dime while running on ice just seems wrong. If possible, I'd like to disable turning while running on ice (basically just revert to the original behavior). Is there an easy way to determine whether or not you are currently walking on an ice tile?
qwertymodo
qwertymodo

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Since : 2014-10-21

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Determining floor tile type Empty Re: Determining floor tile type

Post by qwertymodo Thu 22 Dec 2016 - 4:47

Ok, so to answer my own question, from the disassembly RAM log here on the site:

Code:
$0114[0x02] -   Value of the type of tile Link is currently standing on. Only
                the lower byte is used.

and the note for $7F2000[0x1000] lists the various tile types.  In particular, I care about $0E and $0F, and it seems to be working.  Disabling turns on ice feels like a good idea, because it's just completely broken (i.e. OP) otherwise.

Edit: This works in dungeons, but doesn't seem to work for icy tiles on the overworld.
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