Goldstar in old Menu but new HUD

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Goldstar in old Menu but new HUD Empty Goldstar in old Menu but new HUD

Post by Puzzledude Tue 10 Sep 2013 - 16:36

I've just decoded the 24-item fix by Conn and thought to post all the changes the ips does and comment them. I needed this, since I'm using the old Menu, but the new HUD.
 
 
All changes (Goldstar adopt for 24 item menu)
*********************************************
 
105E, visual bug fix when defeated!
8C 0B 42 --> EA EA EA
 
6DFA3, jump to 1152A0
A9 22 8D 16 01 --> 22 A0 D2 22 EA
 
6E4DA, jump to 1151E0
7A FA E8 C8 --> 5C E0 D1 22
 
6FB8C, jump to 115310
8F BA C7 7E --> 22 10 D3 22
------------
 
 
115173, Goldstar loaded into new hud slot position (but not menu)
28 71 --> 80 7B
 
1151A4, Goldstar loaded into new hud slot position (but not menu)
38 71 --> 90 7B
 
1151E0, new (MENU edit, new position)
E0 CC 12 F0 12 E0 D2 12 F0 4B 7A FA E8 C8 EA EA EA EA EA 5C DE E4 0D AF 41 F3 7E 29 FF 00 C9 03 00 F0 0D 7A FA E8 C8 EA EA EA EA EA 5C DE E4 0D A9 B8 3C 9D 00 00 A9 B9 3C 9D 02 00 A9 F5 3C 9D 40 00 A9 C9 3C 9D 42 00 7A FA E8 C8 EA EA EA EA EA 5C DE E4 0D AF 42 F3 7E 29 FF 00 C9 02 00 F0 0D 7A FA E8 C8 EA EA EA EA EA 5C DE E4 0D A9 70 29 9D 00 00 A9 71 29 9D 02 00 A9 72 2D 9D 40 00 A9 73 29 9D 42 00 7A FA E8 C8 22 70 D1 22 C2 30 5C DE E4 0D
 
1152A0, makes a "GOLDSTAR" name in the 24 item MENU
A9 22 8D 16 01 AD 02 02 C9 03 F0 01 6B AF 42 F3 7E C9 02 F0 01 6B C2 30 A9 56 25 8D D8 16 A9 5E 25 8D DA 16 A9 5B 25 8D DC 16 A9 53 25 8D DE 16 A9 62 25 8D E0 16 A9 63 25 8D E2 16 A9 50 25 8D E4 16 A9 61 25 8D E6 16 E2 30 6B 00 00 00 00
 
115310, HUD edit! (correct load on new hud position)
8F BA C7 7E AD 02 02 29 FF 00 C9 02 00 F0 06 C9 03 00 F0 2B 6B AF 41 F3 7E 29 FF 00 C9 03 00 F0 01 6B A9 B8 3C 8F 78 C7 7E A9 B9 3C 8F 7A C7 7E A9 F5 3C 8F B8 C7 7E A9 C9 3C 8F BA C7 7E 6B AF 42 F3 7E 29 FF 00 C9 02 00 F0 01 6B A9 70 29 8F 78 C7 7E A9 71 29 8F 7A C7 7E A9 72 2D 8F B8 C7 7E A9 73 29 8F BA C7 7E 6B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
--------------------------
 
 
 
This is how to change the HUD only!
***********************************
 
105E, visual bug fix when defeated!
8C 0B 42 --> EA EA EA
 
6FB8C, jump to 115310
8F BA C7 7E --> 22 10 D3 22
 
115310, HUD edit!
8F BA C7 7E AD 02 02 29 FF 00 C9 02 00 F0 06 C9 03 00 F0 2B 6B AF 41 F3 7E 29 FF 00 C9 03 00 F0 01 6B A9 B8 3C 8F 78 C7 7E A9 B9 3C 8F 7A C7 7E A9 F5 3C 8F B8 C7 7E A9 C9 3C 8F BA C7 7E 6B AF 42 F3 7E 29 FF 00 C9 02 00 F0 01 6B A9 70 29 8F 78 C7 7E A9 71 29 8F 7A C7 7E A9 72 2D 8F B8 C7 7E A9 73 29 8F BA C7 7E 6B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
115310, load the "MAP" tiles (not in use in GoT), rather then the "Boomerang" tiles (in use with normal Menu)
8F BA C7 7E AD 02 02 29 FF 00 C9 02 00 F0 06 C9 03 00 F0 2B 6B AF 41 F3 7E 29 FF 00 C9 03 00 F0 01 6B A9 B8 3C 8F 78 C7 7E A9 B9 3C 8F 7A C7 7E A9 F5 3C 8F B8 C7 7E A9 C9 3C 8F BA C7 7E 6B AF 42 F3 7E 29 FF 00 C9 02 00 F0 01 6B A9 02 29 8F 78 C7 7E A9 03 29 8F 7A C7 7E A9 04 2D 8F B8 C7 7E A9 05 29 8F BA C7 7E 6B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
In my case I rather use the Map tiles (unused). But this is loaded all the time (regardless), which is not so in the original code (which only needs this as bug-fix when starting a new srm to reload correctly).
Goldstar in old Menu but new HUD Map
Puzzledude
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Post by Conn Tue 10 Sep 2013 - 16:55

Great that you can help yourself Smile but why using the old menu when you can have the shovel as another item using Euclid's code?
Conn
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Post by Puzzledude Tue 10 Sep 2013 - 17:06

It is true that I've essentially decided for this menu, because of the lack of the 24th item. But there are some other things, like the Flute sequence, which requires a shovel-flute swap, rather then have both. Or maybe I'm used to 5x4 better, then the 6x4.

Currently it is the old menu. I might use 24 items (but since all hacks seem to use it already, it is the 20 item menu for now).
Puzzledude
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Post by Conn Tue 10 Sep 2013 - 17:17

I see, I tend to be a player who wants to have always everything so I was rather disappointed by original Zelda that you have the shovel for a short time only and can only really use it on the digging field. Due to Euclid's menu we finally have the possibility to make it an active item and acquire next to 4 random items also heart containers.
But also the old menu style has it's own beautifulness and if you ever reconsider you easily can apply the menu and ported shovel code (though I think up to date only SePH and Moegami use it).

What flute sequence requireing a flute-shovel swap do you mean?

Conn
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Post by Puzzledude Tue 10 Sep 2013 - 17:22

The flute sequence basically means, you find a shovel in a chest, then you have to dig at the right place to find the Flute, but also have to find a correct spot to play the Flute to awake the bird. Only then are you able to fly with the bird.
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Post by Conn Tue 10 Sep 2013 - 17:36

I see... and this flute sequence will not work when you keep the shovel?
I tried only so far that you get the shovel in dark world, and dig the flute in light world but still have both items.
Conn
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Post by Puzzledude Tue 10 Sep 2013 - 17:38

I don't think it can, since then you would have two shovels (one to keep and the other one, which will become a flute). In the case of 24 item menu it is usual that the Flute is in the chest, skipping the sequence, to be able to call the bird right away.
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Post by Conn Tue 10 Sep 2013 - 17:42

No, it should work.
Native:
Shovel: 7ef34c-01
Flute: 7ef34c-02

I only mapped the shovel to 7ef34f-01 (former bottle, empty space)
Flute still is 7ef34c-02 - you'll never get 2 shovels or so.

Please try the hack in native zelda patched with ported shovel and 24 items menu, everything should work as it should with the complete flute sequence!
Conn
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Post by Puzzledude Tue 10 Sep 2013 - 17:48

So you are saying once we dig up the Flute with the shovel, the Flute will go on the second spot, keeping the shovel intact. I never thought of that, will test it out.
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Post by Conn Tue 10 Sep 2013 - 17:55

Exactly. You get the shovel, it will go with 01 to $4f (instead of native $4c). You get the flute, it will go with 02 to $4c (as it is native).
So the shovel will never be at $4c with the hack and thus can't get overwritten by the flute (and loose it). Neither you can have two shovels or such a thing.

The shovel has nothing to do with the flute or any sequence, therefore it cannot disturb the sequence in any way (unless you find out something else *lol).
Conn
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Post by Puzzledude Tue 10 Sep 2013 - 18:03

I've tested this out, and it works! Very Happy So when the Flute is out, the shovel remains. Then you need to play at the bird statue, to be able to use the bird.
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Post by scawful Tue 10 Sep 2013 - 18:07

This is a bit off topic, but can anyone briefly explain how the bird event works? Is it bound to its location in kakariko like the dungeon entrance in the dark world village is?
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Post by Puzzledude Tue 10 Sep 2013 - 18:17

There is no connection between that dark world entrance in the village and the bird event. The bird event is hardcoded and can be changed with Asm. The location of the flute to dig up is fixed by default, as well as where to play to the bird. But a lot has been found already. I think MoN made the study of the bird location and how to move it.
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Post by Conn Tue 10 Sep 2013 - 18:37

I've tested this out, and it works! Very Happy So when the Flute is out, the shovel remains. Then you need to play at the bird statue, to be able to use the bird.
Perfect, one reason more to use 24 ^^

I one hacked fixed events (Ganon, flute location...) it's pain in the ass (sorry for the articulation). I can remember that there is a ram table with events stored (00, 20 40) like castle gate closed, gate open, gate is portal to dark world similar to the music list. Then there is always coordinates that play a role as well as screen number to specify you're at the right place. Then there's of course graphic and sound effects.
Hacking all this to occur somewhere else is possible, but... a pain in the ass :p
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