New item ideas?

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New item ideas? Empty New item ideas?

Post by wizzrobemaster Sat 21 Jan 2017 - 7:51

Are there any future plans for new item hacks or is that not going to happen aside from possible minor hex edits and bug fixes?

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Post by Erockbrox Sat 21 Jan 2017 - 12:03

I'm currently working with Conn on a new type of bomb. When it explodes, chickens spew out everywhere and hurt enemies. It's awesome.
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Post by Conn Sat 21 Jan 2017 - 13:00

You have a point, Wizz, my new item patch:
https://www.youtube.com/watch?v=l3HHTJnynk0
features way too little new items Sad

Japp Very Happy so expect something absolutely awesome! We make Zelda great again!!!
Next to chicken spew Erock already mentioned, also half of the chicken will spew out toasted, so you get automatically a heart refill. Your idea was so awesome, Erock!!! Smile
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Post by Mr.x Sat 21 Jan 2017 - 14:17

Conn wrote:Next to chicken spew Erock already mentioned, also half of the chicken will spew out toasted, so you get automatically a heart refill. Your idea was so awesome, Erock!!! Smile

That bomb sounds awesome. Very Happy


Conn wrote:We make Zelda great again!!!

I'm making Zeldix Magic for this exact reason. *Shameless plug*

Mr.x
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Post by qwertymodo Sat 21 Jan 2017 - 14:42

Oh man, I never knew about the L2 lantern burning enemies. I was wanting exactly that for PW to burn Gibdos in Din's Catacombs.
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Post by Conn Sat 21 Jan 2017 - 14:58

Oh man, I never knew about the L2 lantern burning enemies. I was wanting exactly that for PW to burn Gibdos in Din's Catacombs.
Uh... didn't you test Conker beta? You get a silver lighter first and in the mansion the golden lighter. The code isn't very difficult, but as always I didn't make a documentation Embarassed
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Post by Puzzledude Sat 21 Jan 2017 - 15:00

That is some heavy irony in this thread.

Oh man, I never knew about the L2 lantern burning enemies. I was wanting exactly that for PW to burn Gibdos in Din's Catacombs.
Yes, you already burn them in the Conker hack. By the way, mummies are changed to zombies in Conker.
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Post by qwertymodo Sat 21 Jan 2017 - 15:42

I think that I wanted to add it to PW at some point before playing Conker, and then forgot about it, so this was more a reminder than anything else.
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Post by Conn Sat 21 Jan 2017 - 16:46

I think I called the firerod routine, you also have a much larger flame. I hope you can figure it out yourself Wink
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Post by qwertymodo Sat 21 Jan 2017 - 17:14

Aha, that might have been the reason for my confusion as well. Is it actually the fire rod, or is it still the lantern? That may have been my confusion when it came to Conker. For PW, it would need to be the lantern, since you don't get the fire rod that early.
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Post by Conn Sat 21 Jan 2017 - 17:33

No worries, I only hooked the firerod damage routine. It is true that the firerod replaces the lamp in Conner but this is independent from that code.
I have no access to my files on my mobile, but the ram should be when having the lantern (7ef34a-01?) An additional free ram 7ef339 -7ef33e at 01. Which of these I can't remember right now, one is super bomb, one dive flippers... If you can't find out I'll check.

All you'd need to do is setting a breakpoint and see which code is executed at super lantern. I remember it's rather short since it hooks only some jsl of the firerod routine.harder is to assign a new type of lantern out of chest with monologue...
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Post by qwertymodo Sat 21 Jan 2017 - 17:43

This is the only place I'm finding that patch, is that correct, or did you ever upload the super lantern on its own?

https://www.zeldix.net/t386-brand-new-items-hack

Edit: Nevermind, I think I figured it out.
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Post by Conn Sat 21 Jan 2017 - 18:23

I had it once for its own but merged and discarded the single one, as I always overwrote existing code and the patches went incompatible.

Great you figured it out if you run into problems let me know Smile
The correct ram address should be listed in the readme of the all in.
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Post by qwertymodo Sat 21 Jan 2017 - 18:29

Yeah, the extra RAM address is 7EF33B.  I won't be using that address, since I'm just adding the behavior to the normal lantern, not adding another lantern, but finding that address gave me a starting point for setting a breakpoint to trace.

Edit: got it, I used FFE0 instead of FFF2, but same thing.

Code:
fseek($0883DB)
    dw $FFE0 // Jump target in bank $08


fseek($08FFE0)
    jsr $EC13 // Call original subroutine
    jsr $86D2 // Fire rod damage subroutine
    rts
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Post by Conn Sat 21 Jan 2017 - 19:18

Great quite easy, right Very Happy, simply map it on 7ef34a-02

More difficult will be the out of chest item (simple palette change), monologue, menu and y-box change and menu description. Sad
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Post by qwertymodo Sat 21 Jan 2017 - 19:29

No, I'm not doing any of that. I'm not going to add a L2 lantern. No need for the extra RAM address or chest item or anything. I'm just going to modify the one existing lantern to do the damage. So it's really as easy as the 4 lines of codes I posted and nothing else.
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Post by Conn Sat 21 Jan 2017 - 19:33

This surely will make the game even easier, nice idea.
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Post by qwertymodo Sat 21 Jan 2017 - 19:34

Yeah, the main place it will make a difference is in Din's Catacombs, like the L0 stun did for the Guardhouse, so I feel like it's a useful change.
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Post by wizzrobemaster Sat 21 Jan 2017 - 19:38

When i get back to hacking, i want to have a better variety of items. Honestly, I want to make the DW's dungeon items optional for the main game while the Light World dungeons have the mandatory utility items. I could add the Goldstar in the Swamp Temple, and my buffed cane of Somaria might be too strong to get early on however. I am not sure if having short cuts or alternate paths in my dungeon edits are a good idea either, but I digress.


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Post by wizzrobemaster Sat 21 Jan 2017 - 19:41

Erockbrox wrote:I'm currently working with Conn on a new type of bomb. When it explodes, chickens spew out everywhere and hurt enemies. It's awesome.

That sounds like a swarm of bees, but more destructive. it also seems pretty hilarious.

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Post by Conn Sat 21 Jan 2017 - 19:46

Maybe a short monologue change would be nevertheless appropriate for the lantern in case it's not too much work, to tell the players that they can burn the enemies as well with the modified lamp.

Mmh, awesome idea wizz, and I want to have a delicious chicken stew Razz bee stew isn't quite as tasty Sad
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Post by qwertymodo Sat 21 Jan 2017 - 19:56

Unfortunately, I'm trying to constrain my changes to things I can make in .asm (other than gfx changes since those are compressed), so increasing the length of a monologue would be problematic. If I could come up with a way to get the point across in the same number of characters, then that would be doable, but I don't know if I can.
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Post by Conn Sat 21 Jan 2017 - 20:17

I see... much luck.
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Post by wizzrobemaster Sun 22 Jan 2017 - 0:32

What would be cool is to see an upgrade to the Magic Powder. I am still trying to figure out how to change the Cane of Byrna. Maybe it could be used a positive status effect. Unfortunately, that would have to wait until I learn ASM. The Book of Mudora being useful was a great idea. It could use a couple of bug fixes, but it is hilarious to hex edit to warp away Ganon.

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