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Post by Founder Tue 22 Jan 2013 - 11:39

Spane wrote:Hey SePH it's me Spane again Very Happy

I need your help! I've made complet new pyramid dungeon gfx. Complete new doors and walls. I inserted this new gfx into yy-chr. Now I wanted to insert the bin file with the new gfx in my rom by zcompress. But unfortunately I get instead of the usual recompressing done the following error message: Not enought room. You must expand the Rom and reinsert. Okay the new gfx are in rom, but it destroyed the hud. Sad
Can you help me?

~ Spane
The error you get, is it in zcompress? You can alays try to expend the rom with LunarExpand and see if it helps. I know for a fact I had to use LunarExpend myself because zcompress wouldn't work anymore.

About the hud beeing destroyed, I have no idea what happened, but I do know my hack gets corrupted from time to time for no reason. Well the reason is known as Hyrule Magic, but that's another story. Rom backups usually are a life savior in those cases!

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Post by Puzzledude Tue 22 Jan 2013 - 13:01

You can try this: open the rom in hex editor and go to the address C3120. You should see a lot of FF bytes all the way to C3FFF. This is a free space for the gfx which is unused in Alttp. All gfx go from 87000 to C3FFF. If this space is filled up, you are out of luck. If it's free, then something else has gone wrong.

You can however choose any location for insertion in cmd (rather than the usual 87000), then the space is not an issue, but this is not recommended, because some gfx simply wont display correctly if the address is different.

Plus, zcompress needs a header and an expanded rom, usually up to 2MB, so the size of the rom is exactly 2001FF in hex or 2MB+header.

PS
I was just about to recommend Spane to this board, and found out this has already been done. Nice.
Puzzledude
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Post by Founder Tue 22 Jan 2013 - 13:17

Puzzledude wrote:PS
I was just about to recommend Spane to this board, and found out this has already been done. Nice.
I had thought about bringing him for a while along XaserLE, since they are pretty much in the same boat as us. Trying to make a rom hack with the not so user-friendly HM, with enough bugs to make someone abandon his work. Teamwork is the key to finishing a hack of that game. And we can hardly do that on e-mails. Here we can have multiple people involved on multiple tasks and it's still private from the main populace so nothing is spoiled, aside of course for us rom hack developers Very Happy

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Post by Spane Wed 23 Jan 2013 - 7:49

Puzzledude wrote:You can try this: open the rom in hex editor and go to the address C3120. You should see a lot of FF bytes all the way to C3FFF. This is a free space for the gfx which is unused in Alttp. All gfx go from 87000 to C3FFF. If this space is filled up, you are out of luck. If it's free, then something else has gone wrong.

True Story Very Happy That is the problem. Sad I'll probably have to rethink. I originally wanted the each dungeon has its own doors and walls. Since this is not possible I will probably repeat some walls and doors.

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Post by Puzzledude Wed 23 Jan 2013 - 8:13

Yes, you might want to repeat some, with different palette. However, SePH mannaged to make 24 unique gfx tilesets for indoors and 24 for indoor objects, so every dungeon has completely new gfx (like Casino, Space colony, Vault etc).

But I think he had to sacrifice the corner walls, left and right walls and left and right doors. This changed the perspective to use one single big front wall and a roof.
Puzzledude
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Post by Founder Wed 23 Jan 2013 - 18:41

Ive replaced many tilesets that were used for other things (unused overworld/dungeon tilesets, some sprite sets) and re-organized everything through the graphic schemes option of the latest hm version (963).

In all, every dungeon have 2 sets for the walls and 2 sets for the objects. If you combine that with the 16 dungeon palettes usuable you get unlimited of possibilities as what you can do with the dungeon graphics!

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