Lamp Cone not working in a new dark room

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Post by Devan2002 on Sat 24 Feb 2018 - 18:26

Basically, I added a dark room to the original game, but even with the lamp, it doesn't work. I don't know if it has to do with me modifying a rom where I have pre-existing save files on it.

This is what the room looks like with the torch lit:
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And this is when it goes out:
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The lamp is equipped which signals that I have it.

I basically added the thing that all dark rooms (that covers the entire screen, and then a graphics thing where it shows all 4 lamp cones which are object FF3 and FAA) and they are both on layer 2. And BG2 is set to Dark Room (in HM).
Devan2002
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Post by assassin17 on Sat 24 Feb 2018 - 19:12

I don't know if it has to do with me modifying a rom where I have pre-existing save files on it.
expand on this: are you using savestates or traditional saves?  did you exit the dungeon entirely after modifying the ROM, and re-enter it cleanly?

also, if you have access to a RAM viewer or debugger: what are the values of 7E:0458 and $0414 when you're in this room?  what are the values of $001D with the torch lit and unlit?
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Post by Devan2002 on Sat 24 Feb 2018 - 20:16

assassin17 wrote:
I don't know if it has to do with me modifying a rom where I have pre-existing save files on it.
expand on this: are you using savestates or traditional saves?  did you exit the dungeon entirely after modifying the ROM, and re-enter it cleanly?
I'm using OpenEmu, and when I have a game with similar data (aka my romhack) and the same exact name, it keeps the sram of the file, therefore I can have what are called "restore points" which are essentially the 3 files in the file select screen, one where the game is at the very beginning, one before pulling the pedestal, and one that is currently testing on the dungeons. No save states are used, as they are not carried over to modified roms. Not to mention that I delete the old versions of my rom (and load in the updated version of the rom with the applied changes).

Update: I realize I don't really need the FF3 object, as it's for the cave with the lost old man.
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Post by assassin17 on Tue 27 Feb 2018 - 14:35

ah.. i know on GBA, which expands the lamp cone to also appear when you have 1-2 torches lit (i.e. a partially darkened room), there oddly is NOT a cone in the lost old man's cave.  so yes, it's probably best you're no longer mimicking that room.

did tossing the FF3 object solve the problem?
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Post by Devan2002 on Wed 28 Feb 2018 - 21:06

assassin17 wrote:ah.. i know on GBA, which expands the lamp cone to also appear when you have 1-2 torches lit (i.e. a partially darkened room), there oddly is NOT a cone in the lost old man's cave.  so yes, it's probably best you're no longer mimicking that room.

did tossing the FF3 object solve the problem?
I realized the layering was wrong, FF3 (which makes the room pitch black) was on top of the lamp cone. Though FF3 is only for when the lamp cone looks weird (like when certain tiles like the walls extending down into the void like in the mire big key chest. And despite HM's warning of there not being enough room for the room header, it doesn't cause any problems. It can save, which is something that doesn't happen when there is not enough room for a room header (where the changes don't get applied, like too many overlay tiles).
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