Puzzledude's All in One Hex Info

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Puzzledude's All in One Hex Info Empty Puzzledude's All in One Hex Info




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********************************************
-- PUZZLEDUDE'S ALL IN ONE HEX INFO --
********************************************

AUTHORS: Puzzledude, Conn, Superskuj, Euclid, SePH, wiiwertyuiop, qwertymodo, etc


NOTE: ALL ADDRESSES ARE HEX/PC (AND NOT SNES) ADDRESSES AND ON NON-HEADERED
ROM, EITHER ALTTP-US ROM OR PARALLEL WORLDS ROM

NOTE: IN HEX ADDRESSES THE FIRST 0 MIGHT BE SKIPPED, THUS
4F413 IS ACTUALLY 04F413 IS $04F413 OR $04/F413

NOTE: ALL ADDRESSES AND BYTE VALUES ARE IN HEX (AND NOT DEC)




1.) Infinite Fairy:
4F413: F0 --> 80


2.) Fairy gives more hearts:
reviving fairy:
4F6A9: 38 --> A0
optimal is 38 (since if more, than Link gets up to early and floats
in the air; if less, then total bug - Link on the floor)

released fairy:
351AC: 38 --> A0
if A0, all health is restored,
can get all health if released from bottle before death


Amount of hearts (in hex and in reality):

hex number of hearts
08= 01 heart
10= 02 hearts
18= 03 hearts
20= 04 hearts
28= 05 hearts
30= 06 hearts
38= 07 hearts
40= 08 hearts
48= 09 hearts
50= 10 hearts
58= 11 hearts
60= 12 hearts
68= 13 hearts
70= 14 hearts
78= 15 hearts
80= 16 hearts
88= 17 hearts
90= 18 hearts
98= 19 hearts
A0= 20 hearts


3.) Parallel Worlds,
fix the sprite priority when going up the buggy staircase:
1203A5: 84 1C --> EA EA


4.) Parallel Worlds,
NOP the day and night effect, since the night is too dark,
if the rain overlay or other overlays are loaded:
1201EE, (block length is 90 in hex)
put the entire block (90 in hex) to 00 bytes= all values
load the "full-brightness" palettes


5.) Original day and night patch by Jasp,
NOP the day and night effect, since the night is too dark,
if the rain overlay or other overlays are loaded:
76EEA, (block length is 90 in hex)
put the entire block (90 in hex) to 00 bytes= all values
load the "full-brightness" palettes


6). Don't be able to push the pushable block in the air while bouncing
of the opposite wall with pegasus shoes (Debug!)

pointers:
3BD62: from 8D C2 02 C6 61 --> 22 E0 FA 07 EA
3C79F: from 8D C2 02 C6 61 --> 22 E0 FA 07 EA

new code: (note: must be empty space here)
3FAE0:
8D C2 02 A5 5D D0 02 C6 61 A5 61 6B


7.) Non-hurting bomb (with the correct reset of walking speed, if the
bomb explodes while you hold it above your head!):
418DD:
F0 33 A5 00 85 --> F0 02 64 5E 60
or
80 33 A5 00 85 --> F0 02 64 5E 60


8.) Stop the annoing beaping sound when you have low health!
6DCA1: 2B --> 00


9.) Make it possible to push the indoor pushable block
Multiple times instead of just one time:

pointer:
D87D: A5 00 9F 00 20 7F --> EA EA 22 00 FE 0E

code:
at 77E00:
C9 27 27 F0 0F BF 00 20 7F 8F 00 50 7F A5 00 9F 00 20 7F 6B AF 00 50 7F 9F 00 20 7F 6B


10.) Not be able to push the indoor pushable block if you stand in indoor
shallow water + merged with the debug: Don't be able to push the pushable block
in the air while bouncing of the opposite wall with pegasus shoes

pointers:
3BD62: 8D C2 02 C6 61 --> 22 E0 FA 07 EA
3C79F: 8D C2 02 C6 61 --> 22 E0 FA 07 EA

code:
3FAE0:
8D C2 02 A5 5D D0 07 AD 51 03 D0 02 C6 61 A5 61 6B

analysis:
8D C2 02 A5 5D D0  -- (07 AD 51 03 D0) --  02 C6 61 A5 61 6B
                      \              /
new segment added <------------------
in the center
of the old debug
code


11.) Morning Star - Peg switch Priority fix
(problem= if Peg switch is in the room, the Morning star ball will
not display - it will be invisible), to fix this make:
115A14: A9 F0 8D 35 08 --> 20 F0 DA EA EA

code:
115AF0:
AD 36 08 C9 0E F0 01 60 A9 F0 8D 35 08 60

but this brings in a new bug: when shooter soots a bullet+ Goldstar=
static chain bug


12.) Morning Star - Peg switch Priority fix + Static Chain Fix:
115A14: A9 F0 8D 35 08 --> A9 F0 EA EA EA

115AF0:
AD 36 08 C9 0E F0 01 60 A9 F0 8D 35 08 60


13.) Jump to "part2" (HM term) - ie after talking to Priest and rescuing Zelda
to the church, jump directly to collecing crystals and thus skip
collecting pendants and skip fighting Agahnim,
2EDE0: 02 --> 03


14.) Debug in the Ice-rod Cave, if scroll bug appears:
15720: 12 02 FF FF 16 --> 12 02 02 02 16


15.) Bug fix,
Jumping down the indoor ledge will sometimes load the false neighbour room!
(for instance Goddess of Wisdom, room 125, remove staircase, jump down the ledge
and then go south - wrong room loaded)
To fix this make:
FF0F: A5 A0 --> 80 05


16.) Bug fix,
If you go into the dark world, when you are collecting pendants and you are
defeated outside, you will spawn in light world. But if you are defeated inside,
the game will bug out, since it assumes you are in the light world (when infact
you are in the dark world). This can result in heavy buggs when crossing the
overworld. Fix is:
4F526: B0 --> 80
This will spawn the player at Pyramid exit.
So now you can collect the pendants in the dark world.


17.) When you pull the switch in the Water Gate Room to unleash the water,
the entire room is flooded instead just the corrisor:
CBAD: 0C --> 04
Note: in some cases the fix will not work since the rom is bugged to much


18.) Remove the annoing indoor maps:
10908: F0 --> 80


19.) Fix the annoing bug done by Hyrule Magic, when you edit monologues,
the Camera shake gets bugged, when Armos pounds the ground, or Ganon pounds the
ground or when walls move:
E8000: 7F 80 --> 01 FF
or
E8000: write 01 FF in all cases.


20.) The time when Link is temporary invincible after being hit:
380BA:
3A= default,
FF= longest possible,
00= instant hurt, no invincibility frame after being hit (suitable for Master Quests)
other value are possible too


21.) The power of the Sword-Beams:
36C8A:
01= default,
02= sword-2 power
03= sword-3 power
04= sword-4 power
00= stun only, like the boomerang (suitable for Master Quests)


22.) Sword attack values:
36D33: 12 bytes in order are:
01 byte= value for normal sword attack with sword-1
02 byte= value for normal sword attack with sword-2
03 byte= value for normal sword attack with sword-3
04 byte= value for normal sword attack with sword-4
05 byte= value for spin attack with sword-1
06 byte= value for spin attack with sword-2
07 byte= value for spin attack with sword-3
08 byte= value for spin attack with sword-4
09 byte= value for stab attack with sword-1
10 byte= value for stab attack with sword-2
11 byte= value for stab attack with sword-3
12 byte= value for stab attack with sword-4

-normal sword attack= regular hit with sword
-spin attack is= hold sword, wait until it charges and release
-stab attack is= hold sword, wait until enemy hits itself into the sword,
   without actually releasing the sword


23.) Indoor Pit/Hole damage (when you fall into the indoor hole):
note: the effect "Pits that hurt the player" are checked in such rooms:
note: you are limited on how much such rooms can exist, since the default
action is to transfer the player to another room when you fall into the indoor pit:
3950D:
E9 08= subtract 1 heart (default)
E9 00= subtract 0 hearts (game is easier)
A9 08= load 1 heart (which means your health gets reduced to 1 heart!)= for master quests
A9 00= sudden death (if you fall into the indoor hurting pit, you die)= for master quests


24.) Silver Arrows and Level-4 sword from chest don't give the monologue
or wrong monologue:
Silver arrows at
44353: FF FF --> 91 00

Level-4 sword at:
442E3: 52 00 --> 93 00


25.) Disable Big Fairy Upgrades of Silver Arrows and Level-4 sword:
34909: D0 --> 80
34920: D0 --> 80


25.) When receiving Glove-1 or Glove-2, the main sprite receives grey and
gold colours on his hands, this is Not ok for custom sprites, thus the fix is:
DEE24: F0 --> 80
is branch always, ie as if no glove


26.) Diable Mirror in Dark world (ideal if your dark world is completely
different from light world - now you can travel from dark to light world only
where you place warps - so you can not end up in trees or walls etc):
3A951: 29 40 D0 07 --> 9F 9F 9F 9F


27.) Diable Intro story and Stay on Title screen
Until you press the button, then go to Game Select Screen:
642E3: D0 --> 80


28.) Diable Intro story and go from Title Screen to
Game Select Screen automatically, without pressing any buttons:
642E8: 14 --> 01


29.) Skip ending Scenes, ie go from Triforce Shrine directly to End Credits:
71820: rewrite old values with:
6D BC 7C C3 8B BD 91 C3 B8 C3 D5 C3 1A C4


30.) Starting health uppon defeat and restart or save and quit:
4F4AC: table:
18 18 18 18 18 20 20 28 28 30 30 38 38 38 40 40 40 48 48 48 50
= 21 bytes, starting at 00 and to 20

full health table:
08 08 10 18 20 28 30 38 40 48 50 58 60 68 70 78 80 88 90 98 A0

fix for the situation if you start with 1 or 2 hearts (hacks only):
4F4AC: 18 18 18 18 --> 08 08 10 18


31.) Always start with full health after defeat (ASM method):
4F562: rewrite with
EA EA EA EA EA EA EA EA (rewrite old code with 8x EA)



---------------------------------------------------------
---------------------------------------------------------


IDEAL CUSTOM START

Features:
1.) start in bed normally with dark room effect and uncle leaving
(optimal/original start)
2.) but when you jump out of bed, you already have a sword and shield
(can be adopted which level of both: level-1 to level-4)
default is: both level-1
3.) you can choose the event freely (rain, collect pendant, collect crystals)
default is: collect crystals
4.) you can add SRM starting hacks (ie custom items) freely to this start
(see next global section)

These are all the changes for the ideal custom start (4 global changes):
A)-at 65C5A: A0 00 00 --> 20 B1 FF

B)-at 67FB1: write new code:
A9 05 00 9F C7 03 70 A9 01 01 9F 59 03 70 A0 00 00 60 59 03 70 A0 00 00 60
                        \   /
sword and shield level <----


C)-at 2DF12: 9E D0 0D 9C E4 02 --> 22 A0 EC 04 EA EA

D)-at 26CA0: write new code:
9E D0 0D 9C E4 02 A9 03 8F C5 F3 7E A9 00 8F CC F3 7E 22 41 FC 00 6B
                     |
                     event:
                     00= rain, can not swing sword yet
                     01= rain, can swing sword
                     02= collect pendants, no rain (Agahnim-1 not defeated, Zelda saved)
                     03= collect crystals, no rain (Agahnim-1 defeated)


---------------------------------------------------------
---------------------------------------------------------


PARALLEL WORLDS, TURN OFF THE SECOND QUEST
(found by Puzzledude)

1.)  3FD4E: AF 58 F3 7E --> EA EA EA EA
(turn off Ganon's secret entrance), ie go to triforce shrine after Ganon,
like in 1st quest, and don't go into additional rooms after Ganon,
despite the fact that the player's name is TotT

2.)  6E922: AF 58 F3 7E --> EA EA EA EA
(turn off HUD info on 2nd quest), ie keep 1st quest HUD,
despite the fact that the player's name is TotT

3.)  DD1DF: AF 58 F3 7E --> EA EA EA EA
(turn off Favore's secret entrance), ie go to Favore's regular dungeon,
despite the fact that the player's name is TotT

4.) 1438E2: AF 58 F3 7E --> EA EA EA EA
(regain the regular message in ending Credits if TotT: "collect all tablets to unlock a secret"
but if TotT it will also always display the message: "congratulations, you have comletely
beaten this game"

5.) NOP out messages:
"collect all tablets to unlock a secret"
"congratulations, you have comletely beaten this game"
using relative search with Windhex.

example for second message:
142382: to FF, 3 bytes, second line, to FF, 3 bytes, third line, to FF

142382 and to byte FF= message: "congratulations"
3 bytes between
then 2nd line of message= "you have compltely beaten"
3 bytes between
then 3rd line of message= "this game"
fill all 3 lines with 9F bytes to load empty space
(note= 1 byte for one letter or space)

or change message to:
"no tablets in the game"
or
"no second quest in the game"

the same for first message



2 more addresses with RAM 7EF358:
3F8DB, 1438EC
might also do something

---------------------------------------------------------
---------------------------------------------------------


DEBUG,
YOU CAN FALSLY HOOKSHOT THROUGH A MOVING INDOOR PUSHABLE BLOCK
FIX IS:

49CEB: 9D 4A 0C A8 --> 22 A0 F1 A2
49D76: 9D 4A 0C A8 --> 22 A0 F1 A2

1171A0: new code (rom must be expanded to 2MB)
A8 C9 1F F0 04 9D 4A 0C 6B AD FD 05 F0 01 6B AD FC 05 F0 01 6B 98 9D 4A 0C 6B

This fix will disable Hookshot in the moment the pushable block is moving,
you thus can not hookshot through the moving block.

---------------------------------------------------------
---------------------------------------------------------



MAKE YOUR HACK TO HAVE UNIQUE SRM

(you thus can not use ALTTP srm files or srm files from other hacks in your hack)

1.)   7F4: AA 55 to XX XX (custom 2 values, PW for instance has 10 92), test is 11 11
2.)   804: AA 55 to XX XX (custom 2 values, PW for instance has 10 92), test is 11 11
3.)   814: AA 55 to XX XX (custom 2 values, PW for instance has 10 92), test is 11 11
4.) 64EF6: AA 55 to XX XX (custom 2 values, PW for instance has 10 92), test is 11 11
5.) 65BF7: AA 55 to XX XX (custom 2 values, PW for instance has 10 92), test is 11 11



---------------------------------------------------------
---------------------------------------------------------


PARALLEL WORLDS DEBUG

YOU CAN FALSLY WALK OUT OF PICTURE IN PW ICE WORLD CHURCH

THIS WILL CLOSE THE FALSE EXIT LEFT:

1.) 18B0C: 06 --> 73
    18B0F: 60 --> 30

2.) 18CCF: 06 --> 73
    18CD1: 36 --> 33

3.) 1BF0A: 06 --> 73
    1BF0E: 60 --> 30

4.) 1C0D2: 06 --> 73
    1C0D6: 61 --> 31

5.) 20B0C: 07 --> 73
    20B0F: 61 --> 31

6.) 20CCF: 07 --> 73
    20CD1: 06 --> 03

7.) 23F0A: 07 --> 73
    23F0E: 60 --> 30

8.) 240D2: 07 --> 73
    240D6: 61 --> 31


---------------------------------------------------------
---------------------------------------------------------


PARALLEL WORLD,
SPEED OF SOLDIERS

3FB41 to 3FB49 = 01--> 00
01= new speed
00= old speed

3FB41= green soldier
3FB42= blue soldier
3FB43= red spear soldier
3FB44= crazy blue fast soldier= aka Warrior
3FB45= crazy red spear soldier
3FB46= blue archer
3FB47= green archer (in bushes)
3FB48= red spear soldier (in armor)= aka red spear thrower
3FB49= red spear soldier (in bushes)

put all bytes to 00 to regain original speed for all soldiers



---------------------------------------------------------
---------------------------------------------------------


STARTING SRM HACKING
IE: BE ABLE TO START THE GAME WITH ANY INVENTORY ITEMS, ADOPTED HEALTH, MAGIC ETC

NOTE: THESE VALUES ARE FOR A ONE TIME START= IE ONE TIME GAME START,
AFTERWARDS THE THING GOES TO RAM AND THEN TO SRAM


1.) 274C6= BOW
00= no bow (default),
01= bow with no arrows,
02= bow with arrows, but only if defined in 49.)
03= bow with silver arrows

2.) 274C7= boomerang
00= no boomerang (default)
01= blue boomerang
02= red boomerang

3.) 274C8= hookshot
00= no hookshot (default)
01= start with hookshot

4.) 274C9= bombs
current amount of bombs which Link holds
00= 00 bombs (default)
0A= 10 bombs
0F= 15 bombs
10= 16 bombs
14= 20 bombs
1E= 30 bombs
32= 50 bombs
50= 80 bombs
63= 99 bombs

5.) 274CA= mushroom/powder
00= nothing (default)
01= mushroom
02= powder
------------------------------------------

second line of inventory:
6.) 274CB= fire rod
00= no
01= yes

7.) 274CC= ice rod
00= no
01= yes

8.) 274CD= bombos (fire) medallion
00= no
01= yes

9.) 274CE= ether (ice) medallion
00= no
01= yes

10.) 274CF= quake (earth) medallion
00= no
01= yes
------------------------------------------

third line of inventory:
11.) 274D0= lamp
00= no
01= yes

12.) 274D1= hammer
00= no
01= yes

13.) 274D2= shovel/flute/ocarina
00= nothing
01= shovel
02= flute, but no bird
03= flute and can call bird

14.) 274D3= net
00= no
01= yes

15.) 274D4= book of Mudora
00= no
01= yes
------------------------------------------


4th line in the inventory:
16.) 274D5= Bottle global byte
00= no bottles yet
01= bottles acquired

this will work only in combo with 29.) 30.) 31.) 32.)
so set this to 01 and fill bottles in steps 29-32

17.) 274D6= Cane of Somaria
00= no
01= yes

18.) 274D7= Cane of Byrna
00= no
01= yes

19.) 274D8= Cape
00= no
01= yes

20.) 274D9= Mirror
00= nothing
01= letter (beta thing, not in ALTTP)
02= mirror


------------------------------------------

21.) 274DA= glove
00= no glove
01= silver glove
02= golden glove (ie titan's mitt)

22.) 274DB= pegasus shoes
00= no
01= yes

but will Not work without step 52.)
so put this to 01, then see step 52

23.) 274DC= Flippers
00= no
01= yes

24.) 274DD= Moonpearl
00= no
01= yes

25.) 274DE= empty/nothing

26.) 274DF= sword*
but does Not work, requires Uncle or custom code/ASM (see previous global section)

27.) 274E0= shield*
but does Not work, requires Uncle or custom code/ASM (see previous global section)

28.) 274E1= suit/armor
00= green armor
01= blue armor
02= red armor

29.) 274E2= bottle-1 (actual content)
00= no bottle
01= nothing/bugged value (do not choose this!)
02= empty bottle
03= red potion
04= green potion
05= blue potion
06= fairy
07= bee
08= good bee

30.) 274E3= bottle-2 (actual content)
same as bottle-1

31.) 274E4= bottle-3 (actual content)
same as bottle-1

32.) 274E5= bottle-4 (actual content)
same as bottle-1
------------------------------------------


33.) 274E6 to 274E9= number of rupees which Link is currently holding
2 bytes in hex, which must be repeated:
FF 00 FF 00= 255 rupees
64 00 64 00= 100 rupees
F4 01 F4 01= 500 rupees
E7 03 E7 03= 999 rupees
value are in hex, reversed, E7 03= 03E7= 3E7 in hex is 999 in dec

34.) 274EA and 274EB= compasses (indoors) for all dungeons
00 00 = nothing found
FF FF = found all
recomended is Not to change this, leave it at 00 00

35.) 274EC and 274ED= big keys (indoors) for all dungeons
00 00 = nothing found
FF FF = found all
recomended is Not to change this, leave it at 00 00

36.) 274EE and 274EF= maps (indoors) for all dungeons
00 00 = nothing found
FF FF = found all
recomended is Not to change this, leave it at 00 00
------------------------------------------

37.) 274F0= number of rupees in the pond
(enter new value in hex, reversed - aka little endian)

38.) 274F1= the number of current heart pieces,
1, 2, 3, 4 also in hex

39.) 274F2= health (hearts)= max possible, ie: how many heart containers
to start the game with (default is 3 hearts= 18 in hex)

08= start with 1 heart
(note: adviced is to then remove the beeping sound)=
point 8.) of first global section
(note: you also need to adopt the value of health after defeat=
point 30.) of first global section

10= start with 2 hearts
(note: you also need to adopt the value of health after defeat=
point 30.) of first global section

18= start with  3 hearts (default)
20= start with  4 hearts
28= start with  5 hearts
30= start with  6 hearts
38= start with  7 hearts
40= start with  8 hearts
48= start with  9 hearts
50= start with 10 hearts
58= start with 11 hearts
60= start with 12 hearts
68= start with 13 hearts
70= start with 14 hearts
78= start with 15 hearts
80= start with 16 hearts
88= start with 17 hearts
90= start with 18 hearts
98= start with 19 hearts
A0= start with 20 hearts


40.) 274F3= actual health= ie how much of the max possible health is actually full
or in other words in 274F3 you define the number of heart container, here you
define how many of them are actually full

same values as before:
08=  1 heart is full
10=  2 hearts are full
18=  3 hearts are full
20=  4 hearts are full
28=  5 hearts are full
30=  6 hearts are full
38=  7 hearts are full
40=  8 hearts are full
48=  9 hearts are full
50= 10 hearts are full
58= 11 hearts are full
60= 12 hearts are full
68= 13 hearts are full
70= 14 hearts are full
78= 15 hearts are full
80= 16 hearts are full
88= 17 hearts are full
90= 18 hearts are full
98= 19 hearts are full
A0= 20 hearts are full

Note: the amount of full hearts is equal or lower than the max hearts,
ie: you can not have 10 hearts full, if you max health is set to a value bellow 10
Note: To start with full health: match both values: at 274F2 and at 274F3.
But this is valid only for a one time start= ie game start.


41.) 274F4= green magic
00= 0 out of 8
10= 1 out of 8
20= 2 out of 8= quarter
30= 3 out of 8
40= 4 out of 8= half
50= 5 out of 8
60= 6 out of 8= 3 quarters
70= 7 out of 8
80= 8 out of 8= full green magic


42.) 274F5= small keys in a current dungeon
this must be left 00, since it will not work for custom start of the game


43.) 274F6= max bomb upgrade
00= no upgrade= can carry 10 bomb as max
01= can carry 15 bombs as max
02= can carry 20 bombs as max
03= can carry 25 bombs as max
04= can carry 30 bombs as max
05= can carry 35 bombs as max
06= can carry 40 bombs as max
07= can carry 50 bombs as max (max in ALTTP)

08= can carry 48 bombs as max (not in ALTTP) not a round number (not recomended)
09= can carry 53 bombs as max (not in ALTTP) not a round number (not recomended)
0A= can carry 64 bombs as max (not in ALTTP) not a round number (not recomended)
0B= can carry 69 bombs as max (not in ALTTP) not a round number (not recomended)
0C= can carry 80 bombs as max (not in ALTTP) round number
0D= can carry 85 bombs as max (not in ALTTP) semi round number
0E= can carry 96 bombs as max (not in ALTTP) not a round number (not recomended)
0F= can carry 112 bombs as max (can not display, since 2 digit counter) (not recomended)


44.) 274F7= max arrow upgrade
00= no upgrade= can carry 30 arrows as max
01= can carry 35 arrows as max
02= can carry 40 arrows as max
03= can carry 45 arrows as max
04= can carry 50 arrows as max
05= can carry 55 arrows as max
06= can carry 60 arrows as max
07= can carry 70 arrows as max (max in ALTTP)

08= bug
09= bug
0A= can carry 9 arrows as max
further values give mixed and uneven numbers or a bug


45.) 274F8= increase heart energy after start=
obsolete because of 40.)


46.) 274F9= increase green magic after start=
obsolete because of 41.)


47.) 274FA= PENDANTS (works with combo with Event)
note: event is edited only with custom code

in the inventory:
......red......
..blue...green.


order in the game:
green (1st dungeon), blue (2nd dungeon), red (third dungeon)

bit vise order:
green, blue, red= 1,1,1

binary   hex     give pendants
001    = 01   =  red
010    = 02   =  blue
100    = 04   =  green
110    = 06   =  green+blue
101    = 05   =  green+red
011    = 03   =  blue+red
111    = 07   =  gree+blue+red

enter value in hex! at address 274FA, depending on which pendants you want to start with


48.) 274FB= increase bombs after start=
obsolete because of 4.)


49.) 274FC= increase arrows after start=
obsolete because of 50.)


50.) 274FD= current/actual amount of arrows=
note= must be lower or equal to the max arrow capacity
enter value in hex in little endian, aka reversed in 2 bytes

hex    dec
10=    16 arrows
46=    70 arrows
32=    50 arrows
etc


51.) 274FE= unused (nothing)


52.) 274FF= running!
F8= no running with A
FE= be able to run with shoes
works with combo with number 22.)



53.) 27500= CRYSTALS (works with combo with Event)
note: event is edited only with custom code

in the inventory:
..6.1..
.5.7.2.
..4.3..

order of crystal in the game:
1= 1st crystal= dark palace
2= 2nd crystal= swamp palace
3= 3rd crystal= skull woods
4= 4th crystal= thieves town
5= 5th crystal= ice palace
6= 6th crystal= misey mire
7= 7th crystal= turtle rock

order of crystals in the binary:
3, 4, 2, 7, 5, 1, 6

binary   hex  crystal
0000000  00   no crystal given
0000001  01   give crystal 6
0000010  02   give crystal 1
0000100  04   give crystal 5
0001000  08   give crystal 7
0010000  10   give crystal 2
0100000  20   give crystal 4
1000000  40   give crystal 3

now you can give any combo of crystals

for instance: goal is "give crystals 3 and 7"

binary order is
3, 4, 2, 7, 5, 1, 6

so give 1 for crstal you want and 0 for the one you don't want,
3 and 7 means
1, 0, 0, 1, 0, 0, 0
1001000 in bin is 48 in hex, so value 48 at 27500 will give crystals 3 and 7
etc

all crystals=
1111111 in bin, is 7F in hex


54.) 27501= green magic upgrade by the bat:
00= no upgrade  = have 1x amount of green magic,   thus items drain default amount
01= bat upgrade = have 2x amount of green magic,   thus items drain half amount
02= Not in ALTTP= have 4x amount of green magic,   thus items drain quarted amount
03= Not in ALTTP= have 1/2x amount of green magic, thus items drain double amount

example:
00= on full green energy you can shoot with Fire rod  8x before green magic is gone
01= on full green energy you can shoot with Fire rod 16x before green magic is gone
02= on full green energy you can shoot with Fire rod 32x before green magic is gone
03= on full green energy you can shoot with Fire rod  4x before green magic is gone

02 value is Not in ALTTP (suitable for easy quests)
03 value is Not in ALTTP (suitable for Master quests)



---------------------------------------------------------
---------------------------------------------------------


EUCLID'S CUSTOM START (PROTOTYPE OF IDEAL CUSTOM START)

this is the prototype of the Ideal custom start
you don't start in bed, but rather as if you would start a game from a save,
and always in the curch

65C5A: A0 00 00 --> 20 B1 FF
67FB1: new code:
A9 03 33 9F C5 03 70 A9 05 01 9F C7 03 70 A9 01 01 9F 59 03 70 A0 00 00 60
   |                                          |  |
   |                                          sword and shield
   event
   00 will give a bug here (should be rain, can not swing sword)
   01 beginning mode, rain, can swing sword
   02 collect pendants (Zelda rescued, Agahnim-1 not defeated)
   03 collect crystals (Agahnim-1 defeated)



---------------------------------------------------------
---------------------------------------------------------

GOD MODE
Hits make no damage to Link
380F7: 8F --> CF,

but you can still die:
-falling into pit takes 1 heart,
-instant death possible, if the monster gives a hit bigger or equal to max health




LIFTING THING

3D377: 00 --> 01
can not lift bushes or jars, unless you have the Power glove,
but can stil cut bushes with sword
(not recomended though since no jar can be lifted unless you have the glove)

3D377: 00 --> 02
can not lift bushes or jars, unless you have the Golden glove,
but can stil cut bushes with sword
(not recomended though since no jar can be lifted unless you have the glove)
-----------------

custom ASM (rom must be expanded to 2MB)
3D42D: rewrite to
22 40 A2 A0

102240: new code
C0 02 D0 06 A5 1B D0 02 A0 01 B9 75 D3 38 6B

This code will let you pick up jars in any case, but stil prevent you
to pick up bushes unless you have the power glove, so basically it
separates the jars from bushes



******************************************
-- PUZZLEDUDE'S ULTIMATE HEX EDITS INFO --
******************************************

AUTHORS: Puzzledude, Conn, Superskuj, Euclid, SePH, wiiwertyuiop, qwertymodo, etc

















                        0
                       000
                      00000
                     0000000
                    000000000
                   0         0
                  000       000
                 00000     00000
                0000000   0000000
               000000000 000000000


------------------------------------------------------------
***  VITAL ZELDA3 HEX ADDRESSES (WRITTEN BY PUZZLEDUDE)  ***
------------------------------------------------------------



Hex basis
00,10,20,30,40,50,60,70,80,90,A0,B0,C0,D0,E0,F0,100,110...

Hex address 6F152 = address 6F150, byte 02.

Example
Address 1C060 = has 16 bytes = 00,01,02,03,04,05,06,07,08,09,0A,0B,0C,0D,0F.

Address 1C06B or 0x1C06B or $1C06B = address 1C060, byte 0B.


Header is from 000 to 1F0, 200 bytes, all with value 00.


Working with Hex is easier with no header, but removing the header might couse problems
in extracting the graphics from the rom.


FREE PROGRAMS

-HxD Hexeditor by Mael Horz (has red colour bytes after editing)
-WindHex32 editor (has relative search)




1.) Spining hearts in the HUD (when gaining health) (found by PuzzleDude)

address (no header)  6F152  
address (with heder) 6F352

value of the byte is 68 (hearts spin on the right = Alttp position)
value of the byte is 06 (hearts spin on the left = parallel worlds position)





2.) Price for the Flippers (found by Euclid and SePH)

address (no header)  29A9A  
address (with heder) 29C9A

value of the bytes F4 01 = 500 rupees because 1F4 is 100 = 256, + f4 is 244, = 500

Use the windows calculator to convert from Hex to dec
Hex   dec
10    16
A0    160
F4    244
BC    188
100   256
200   512
A0    160
A1    161
A2    162
64    100

Lets say you want 700 rupees:

Select dec, type 700, select hex = 2BC = bytes BC 02
200 = 512
BC  = 188

change bytes F4 01 to BC 02 and the flippers will cost 700 rupees.

Parallel worlds (the flippers are only 50 rupees)
50 in dec is 32 in hex or 032 or 32 00

so Euclid changed it from  F4 01 to 32 00.






3.) Mirror warping (found by Euclid and SePH)

address (no header)  3A951
address (with heder) 3AB51

original values must be (search for this sequence of bytes)
29 40 D0 07 (mirror working in dark world only)


values
9F 9F 9F 9F (mirror NOT working in light and dark world)
Warping from light to dark world and from dark to light world is only
possible by placing warps. Warp placed in light world takes you to dark world.
Warp in dark world takes you to light world.

This is optimal, because the possibility of bugs is low and dark world can be
completely different from the light world, not just a copy.



value
EA 4C 5C A9 (mirror working in both worlds = not optimal)


In all cases: in the dungeon, mirror warps to the beginning of the dungeon.






4.) Dungeon maps removal (found by PuzzleDude)

address (no header)  10908
address (with heder) 10B08

value F0 (maps are displayed when pressing X button in any dungeon)

value 80 (maps are NOT displayed when pressing X button in any dungeon = optimal,
          since the dungeon maps are always bugged or inaccurate)






5.) Old HUD and MENU location (found by PuzzleDude)

bytes from 6DDA0 to 6FFC0 (no header), (on original rom):
Location of the hud and menu as it is presented in A link to the past.

bytes from 6DFA0 to 701C0 (with header), (on original rom):
Location of the hud and menu as it is presented in A link to the past.


You must search for the values as they are in Alttp to match it with the hack,
might not be on the exact same place but close to it.






6.) Camera shake when Armos pounds or Ganon pounds or walls moves (found by MathOnNapkins)

fixed location on address E8000 (no header)
bytes 00 and 01 must have the value 01 FF (normal shake)
false shake 7F 80 (done by Hyrule Magic)


fixed location on address E8200 (with header)
bytes 00 and 01 must have the value 01 FF (normal shake)
false shake 7F 80 (done by Hyrule Magic)







7.) Sound effects (only if they are false, usually not, but in my case they were) (found by PuzzleDude)


bytes from C940E to C950B (no header), (on original rom) = normal sound effects

on Gates of Darkness, address is shifted = from C9402 to C94FF (wrong sound bytes)
copy paste from original for normal sound (Gates of Darkness hack only)






8.) New HUD (Parallel Worlds HUD) but OLD menu (Alttp menu) = best combination (found by PuzzleDude)

A) spining hearts in the HUD (all is for NO header)
address 6F152, value must be 06 (spining on the left = parallel worlds)
             , old value is 68 (spining on the right = Alttp)


B) new HUD position, from 6FB75 to 6FFC0 (no header)

For the header addresses simply go 32 lines Down from the current address!

* after hex editing = graphics must be changed!, so that the new magic bar is horizontal!      







9.) Old Menu position (found by PuzzleDude)
from 6DDA0 to 6FB74 (no header + graphics must be compatible)


globaly (no header)
-MENU = from 6DDA0 to 6FB74

-HUD  = from 6FB75 to 6FFC0

-MENU + HUD = from 6DDA0 to 6FFC0


If you want to insert the New hud or menu, go to acmlm board2, uploader, hack ips patches,
and find Gates of Darkness by SePH. It has new menu and hud (like in parallel worlds),
on these locations, compatible with the original rom + you have access to the data.
But graphics must be changed to new menu and hud graphics.

The new menu (parallel worlds) has one problem = one space is empty







10.) Room 0, fight with Ganon, Special Torches (found by PuzzleDude)

Sometimes if you edit room 0, Hyrule Magic destroys certain bytes, so the torches dont work.

address (no header) is 27380, bytes 0A,0B,0C,0D,0E,0F

Correct values are: 00 00 CA 8C F2 8C

Hyrule magic might changes that to wrong values: 6A 00 3E 0E 4A 11 = WRONG




11.) Prevent opening in HM

no header
00000200  bytes 01 and 02

normal 28 01
lock   C2 19

ni afekta na uvodni sceni in naming screenu







12.) Silver arrows problem

silver arrows go to rupees in the Hud

no header

       alttp   gates
6FB0C   1E      2A
6FB12   1F      2B
6FB18   20      2C
6FB1E   21      2D






13.) 3D objects

no header from 4FF90 - 4FFFF (7 vrst)
normal = alttp rom
hacked = goddess of wisdom rom






14.) Ganon tower, when unlocked, an overlay of stairs appears

16F50 bytes 00 01

wrong 16 0C (no stairs)
ok    22 52 (stairs overlay after unlock)

Ganon gate barrer must be in area 43 on the exact same place as original,
the sprite 37-waterfal must be at the exact same place as the original.
7 crystals will then unlock the barrier and the upper bytes will make
a stairs overlay after the unlock.


15.) room0 effect

no header
27787

value 02 is NE defeat enemy to open
            
value 3D is Defeat to open Ganon's door

---------------------------
hole/warp is room16







------------------------------------------------------------------------------------------

*ENDING SEQUENCE*


1.) FIRST PART correct values (found by PuzzleDude)

                         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      







2.)A) SECOND PART TEXT


EXAMPLE:

First text is:
the return of the king (small text)
HYRULE CASTLE (BIG TEXT)


Go to WinHex32, go to relative search and type: return,
it will tell you, that the return is 2B 1E 2D 2E 2B 27

THE RETURN... = 2D 21 1E 9F 2B 1E 2D 2E 2B 27 ...

now you have the location


Go to WinHex32, go to relative search and type: Castle
it will tell you, that the castle is 5F 5D 6F 70 68 61 and 85 83 95 96 8E 87

now you have the locations

-----------

ALPHABET

SMALL TEXT COLOUR1    SMALL TEXT COLOUR2    SMALL TEXT COLOUR3
A=1A                  A=38                  A=00
B=1B                  B=39                  B=01
C=1C                  C=3A                  C=02
D=1D                  D=3B                  D=03
E=1E                  E=3C                  E=04
F=1F                  F=3D                  F=05
G=20                  G=3E                  G=06
H=21                  H=3F                  H=07
I=22                  I=40                  I=08
J=23                  J=41                  J=09
K=24                  K=42                  K=0A
L=25                  L=43                  L=0B
M=26                  M=44                  M=0C
N=27                  N=45                  N=0D
O=28                  O=46                  O=0E
P=29                  P=47                  P=0F
Q=2A                  Q=48                  Q=10
R=2B                  R=49                  R=11
S=2C                  S=4A                  S=12
T=2D                  T=4B                  T=13
U=2E                  U=4C                  U=14
V=2F                  V=4D                  V=15
W=30                  W=4E                  W=16
X=31                  X=4F                  X=17
Y=32                  Y=50                  Y=18
Z=33                  Z=51                  Z=19
APOSTROPH=34                                  
EMPTY=9F              EMPTY=9F               EMPTY=9F      


BIG TEXT (2 VALUES, UPPER ROW, LOWER ROW,
BUT UPPER ROW ALWAYS TOGETHER AND LOWER ROW ALWAYS TOGETHER)

  UP  LOW
A=5D,  83
B=5E,  84
C=5F,  85
D=60,  86
E=61,  87
F=62,  88
G=63,  89
H=64,  8A
I=65,  8B
J=66,  8C
K=67,  8D
L=68,  8E
M=69,  8F
N=6A,  90
O=6B,  91
P=6C,  92
Q=6D,  93
R=6E,  94
S=6F,  95
T=70,  96
U=71,  97
V=72,  98
W=73,  99
X=74,  9A
Y=75,  9B
Z=76,  9C
EMPTY= 9F


-----------


Lets say you want to change:
the return of the king (22 letters)

to this:
the evil is vanishing (21 letters) 22 is 21+1


With relative search find the starting byte and replace the 22 old bytes with this:
2D 21 1E, 9F, 1E 2F 22 25, 9F, 22 2C, 9F, 2F 1A 27 22 2C 21 22 27 29, 9F

-----------

Lets say you want to change:
HYRULE CASTLE (13 letters)

to this:
DARK TEMPLE (11 letters) 13 is 1+11+1 (first and second value must be empty because of the centering)

With relative search find the starting byte of the First row and replace the 13 old bytes with this:
9F, 60 5D 6E 67, 9F, 70 61 69 6C 68 61, 9F

With relative search find the starting byte of the Second row and replace the 13 old bytes with this:
9F, 86 83 94 8D, 9F, 96 87 8F 92 8E 87, 9F





2.)B) SECOND PART, SPECIAL EXITS (found by PuzzleDude)
      (this is not the door but the location of the frames of the ending)


   01.) EXIT 1000 (place it in big area, lower middle position of the exit, picture travels up, place it so that the sprites are not seen)  
   02.) room 18 (automatic)
   03.) EXIT 1002 (place it in big area, upper right, travels down and left)
   04.) EXIT 1012 (big area, lower middle, travels up)
   05.) EXIT 1004 (big area, middle up, travels down)
   06.) EXIT 1006 (small area, upper right, travels down left)
   07.) EXIT 1010 (big area = zora domain, upper left, travels right)
   08.) EXIT 1014 (small area, upper middle, travels down)
   09.) EXIT 100A (small area, middle right, travels left)
   10.) EXIT 1016 (big area, middle low, travels up)
   11.) room 277 (must be fountain, automatic)
   12.) toom 289 (must be smith, automatic)
   13.) EXIT 100E (big area, upper left, travels right)
   14.) EXIT 1008 (big area, upper right, travels left)
   15.) EXIT 1018 (big area, upper left, travels down right)
   16.) EXIT 0180 (master sword, automatic)
   ps = exit of the small area can be placed in a big area to avoid the sprites


Texts:
   01.) the return of the king, HYRULE CASTLE
   02.) the loyal sage, SANCTUARY
   03.) sahasrahla's homecoming, KAKARIKO TOWN
   04.) vultures rule the desert, DESERT PALACE
   05.) the bully makes a friend, DEATH MOUNTAIN
   06.) your uncle recovers, YOUR HOUSE
   07.) flippers for sale, ZORA'S WATERFALL
   08.) the witch and assistant, MAGIC SHOP
   09.) twin lumberjacks, WOODSMEN'S HUT
   10.) flute boy plays again, HOUNTED GROVE
   11.) venus. queen of faeries, WISHING WELL
   12.) the dwarven swordsmiths, SMITHERY
   13.) the bug-catching kid, KAKARIKO TOWN
   14.) the lost old man, DEATH MOUNTAIN
   15.) the forest thief, LOST WOODS
   16.) and the master sword, sleeps again..., FOREVER





3.) THIRD PART, CREDITS AND DUNGEON NAMES (all editable in hex)

Some things to type in the relative search, because they are are subject to change

-executive producer - HIROSHI YAMAUCHI
-producer - SHIGERU MIYAMOTO
-director - TAKASHI TEZUKA
-script writer - KENSUKE TANABE
-assistant directors - YASUHISA YAMAMURA, YOICHI YAMADA


-QUEST HISTORY

-castle of hyrule
-castle dungeon
-east palace
-desert palace
-mountain tower

-level 1 DARK PALACE
-level 2 SWAMP PALACE
-level 3 SKULL WOODS
-level 4 THIEVES' TOWN
-level 5 ICE PALACE
-level 6 MISERY MIRE
-level 7 TURTLE ROCK
-level 8 GANON'S TOWER




------------------------------------------------------------
***  VITAL ZELDA3 HEX ADDRESSES (WRITTEN BY PUZZLEDUDE)  ***
------------------------------------------------------------



                        0
                       000
                      00000
                     0000000
                    000000000
                   0         0
                  000       000
                 00000     00000
                0000000   0000000
               000000000 000000000





  










=================================
++++++++++++Hex Edits+++++++++++++
==================================
Master sword pulls lvl3 sword:
 $02/89B0  $01->$02
----------------------------------
Lightning lock requires lvl3 sword to kill:
 $0E/F08B  $02->$03
----------------------------------
No Repeating Zelda Text:
 $03/F498  $38->$18
----------------------------------
Dungeon Maps Disabled:
 $01/0908  $F0->$80
----------------------------------
HP changes:
 $06/B1C6 (Armos)    $30->$40
 $06/B17C (Moldorm)  $0C->$08
----------------------------------
Damage Changes:
 $06/B2B9 (Armos)    $11->$18 (0.5->3)
----------------------------------
Disable warp tiles on overworld: (don't use any anyway)
 $07/1638 $4B(warp)->$00(walkable)
----------------------------------
Change Zol prize pack:
 $06/B6C1 $06(pack 5) -> $03(pack 2)
----------------------------------
Speed up arghus "fall on player":
 $0F/34DA $40 -> $20
----------------------------------
Make arghus skip movements in first phase:
 $0F/35DD $04 -> $01
----------------------------------
Speed up vitreous lightning:
 $0E/E53F 20 20 20 40 60 80 A0 C0 E0 00 ->
 10 10 10 20 20 20 30 30 30 40
----------------------------------
Smithy Changes:
 Price
 $03/34C5 $0A00(10) -> $F401(500)
 $03/34DF $0A00(10) -> $F401(500)

 Check if lvl2+ sword to see if upgradeable
 $03/3486 $03 -> $02

 Give lvl2 sword instead of lvl3
 $03/3554 $02 -> $01
----------------------------------
Make lvl2 sword acquire correctly from smiths:
 $04/8886 $?? -> $80
 $04/43BD $?? -> $80
 $04/4412 $?? -> $80
 $04/45CF $?? -> $80
----------------------------------
Fix pendant 3 drop location:
 $04/8C26 $D0 -> $80
----------------------------------
Make priest stay alive after master sword acquired:
 $02/DA81 $90 -> $80
----------------------------------
Make Zelda not disappear after master sword acquired:
 $02/EBD5 $B0 $38 -> $EA $EA
----------------------------------
"Pull for rupees" changes:
 rewards:
 $0E/FBD4 $D9 $DA $DB -> $DC $E1 $DB (bomb, 5arrows, red rupee)
 
 some velocity changes:
 $0E/FBCC-FBD3
----------------------------------
weapon damage changes: (some side effects, all acceptable)
 lvl1 sword hurts bosses:
 $06/B8F9 $00 -> $02
----------------------------------
skip opening cinematic:
 $06/42E8 $14 -> $01
----------------------------------
don't save to dark world after ganon victory:
 $07/3CD4 $40 -> $00
----------------------------------
prevent blind from triggering boss music:
 $04/A234 $A9 $15 $8D $2C $01 -> $EA $EA $EA $EA $EA
----------------------------------
skip ending "scenes"; go straight to credits:
 $07/1860-186D (6D BC 7C C3 8B BD 91 C3 B8 C3 D5 C3 1A C4)
 copy to
 $07/1820-182D (89 98 58 99 91 98 C5 99 89 98 58 99 89 98)


==================================
++++++++++Overlord Edits++++++++++
==================================

----------------------------------
flyingTiles
----------------------------------
$04/BA1D $16 -> $10 (Amount of tiles)
$04/BA21 $E0 -> $A0 (Speed)

X coordinates: $04/BA2A
 before: $70, $80, $60, $90, $90, $60, $70, $80, $80, $70, $50, $A0, $A0, $50, $50, $A0
 after:  $60, $70, $80, $90, $A0, $A0, $A0, $B0, $C0, $D0, $D0, $D0, $D0, $D0, $E0, $F0

Y coordinates: $04/BA40
 before: $80, $80, $70, $90, $70, $90, $60, $A0, $60, $A0, $60, $B0, $60, $B0, $80, $90
 after:  $80, $80, $80, $80, $80, $90, $A0, $A0, $A0, $A0, $90, $80, $70, $60, $60, $60

(the rest don't matter)


----------------------------------
FallingTiles
----------------------------------
$04BBA1 $2A -> $12 (Amount of Tiles)
$04BBDD $10 -> $30 (Speed, affects all falling tile patterns)

right = 00
left  = 01
down  = 02
up    = 03

path: $04BB3D-$04BB62
03 01 03 00 03 01 03 00
03 01 03 00 03 01 03 00
03 01 03 00 03 01 03 00
03 01 03 00 03 01 03 00
03 01 03 00 03

to ->

00 00 00 00 00 00 00 02
02 00 00 00 03 03 03 03
00 00
(the rest don't matter)


==================================
++++++++++++ASM edits+++++++++++++
==================================
Set smith as saved by default:
 AF C9 F3 7E 09 20 8F C9 F3 7E
 LDA $7EF3C9 : ORA #20 : STA $7EF3C9

Open blind "skylight" by default: (uses "rupee room collected" flag in room with skylight)
 AF CB F0 7E 09 01 8f CB F0 7E
 LDA $7EF0CB : ORA $01 : STA $7EF0CB
----------------------------------
Cause blind to spawn as boss by default:
(applied to original blind room, didn't end up using this though)
(will conflict with a chest open or key collected flag in this room)
 AF 59 F1 7E 09 02 8F 59 F1 7E
 LDA $7EF159 : ORA $02 : STA $7EF159







********************************************
-- PUZZLEDUDE'S ALL IN ONE SUPER HEX INFO --
********************************************

AUTHORS: Puzzledude, Conn, Superskuj, Euclid, SePH, wiiwertyuiop, qwertymodo, etc



Puzzledude
Puzzledude

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Since : 2012-06-20

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