Vital hex addresses

View previous topic View next topic Go down

Vital hex addresses

Post by Puzzledude on Thu 21 Jun 2012 - 6:51

Vital hex addresses by Puzzledude
Code:
               
                        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





  


Vital hex addresses by Superskuj
Code:

=================================
++++++++++++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


Last edited by Puzzledude on Fri 30 Sep 2016 - 13:30; edited 6 times in total
avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Vital hex addresses

Post by Puzzledude on Wed 23 Jan 2013 - 8:04

6) Yes, this bug happens all the time, luckily we can now solve it easy.

7) As you might know, when you hit with the sword against the wall or another (guard's sword) in Gates of Darkness/Time, you hear like something is hitting the wood. But in Alttp is sounds normal, like hitting on iron.

Also, if you collect a rupee in Gates of Time, the sound is to high and strong, it is different/normal in Alttp. Another thing if the arrow hits your shield (again the wrong sound, in comparisment to Alttp).

So I've found the hex location of sound effects in Alttp and Gates of Time (some bytes shifted from the original), and copy/pasted the ones from Alttp to regain the correct sound effects.

10) No idea, but I know for a fact that some torches are not to be touched, otherwise the game gets corrupt.

11) In Gates of Time, when you collect the silver arrows, they are in the false hud location. This is because the Hud is different, and the silver arrows were not adopted to the new hud. The new hex values fix this by moving them a bit to the right, to their correct place.


13) The barrier works only in this area, on the exact spot. Asm is required to move the area or spot, as suggested by MathOnNapkins.

14) Not really. This is just the way, to hex change any tag, or any room header data. You can make the Ganon's door open in every room, but it would not lead to Triforce shrine. You can get there only from room0, with the special byte that controls this.

But with asm, this can be changed: In Parallel Worlds, you can come to Triforce shrine from room 14 aswell.

avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Vital hex addresses

Post by Puzzledude on Wed 23 Jan 2013 - 8:26

Here is the rest of the TXT file, which is dealing with the Ending sequence



Last edited by Puzzledude on Wed 8 Jun 2016 - 14:27; edited 2 times in total
avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Vital hex addresses

Post by Puzzledude on Tue 29 Jan 2013 - 8:09

This really is an incredible job by Euclid. Who knows how he did it. Since he had to add all the new data for hacker credits and preserve the original credits, plus, the text has to go up quicker, to match the music interval correctly (so more credits have to go through in the same amount of time).
avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Vital hex addresses

Post by Euclid on Tue 19 Feb 2013 - 2:22

That PW ending, there's a trick to it.

I doubled the scrolling speed Smile

Along with my perl scripts i can insert the ending at the back of the rom and have it scroll up twice as fast. If you guys want to decipher my perl scripts i can put them up for you.
avatar
Euclid



Since : 2012-06-21

Back to top Go down

Re: Vital hex addresses

Post by Spane on Sat 23 Feb 2013 - 10:03

1. Change maximum of rupess: (with no header)

On address - 0x6DBEC - you see E8 03 <--- Maximum amount of rupess (in dec = 1000)
On address - 0x6DBF1 - you see E7 03 <--- There where the rupess counter stops (in dec = 999)

A little test:

Open your windows calculator and choose dec. Now typ 100 and convert to hex. You see 64 so your bytes are 00 64 <--- Maximum amount of rupess.
Typ 99 and convert and you see 63 so your bytes are 00 63 <--- rupess counter will stop here.
Go to address 0x6DBEC and replace the E8 03 by 00 64.
Go to address 0x6DBF1 and replace the E7 03 by 00 63.
Save the rom in your hex editor and open it in hyrule magic. Go to entrance 01 and put 300 rupees (number 70) in a chest. Play the rom on your favourite emu and open the chest. The rupees counter will stop at 99.
Euclid managed to change the bytes to 10 27 (10000) and 0F 27 (9999) so you can hold up to 9999 rupees in parallel worlds but i think the rupees counter needs asm to hold the 1000 digits Very Happy

2. Remove annoying low life beeping sound
Go to the adress 0x6DCA1 and you see the byte 2B. Change it to 00 and you will have no annoying low life beeping sound or replace it with other bytes and you will have other sounds Very Happy Play a little bit with the bytes Razz

Greetz Spane

Spane



Since : 2013-01-22

Back to top Go down

Re: Vital hex addresses

Post by Puzzledude on Sat 23 Feb 2013 - 14:04

Spane wrote:
On address - 0x6DBEC - you see E8 03 <--- Maximum amount of rupess (in dec = 1000)
On address - 0x6DBF1 - you see E7 03 <--- There where the rupess counter stops (in dec = 999)

2. Remove annoying low life beeping sound
Go to the adress 0x6DCA1 and you see the byte 2B. Change it to 00 and you will have no annoying low life beeping sound.


This is really good news! I was always wondering how to turn that annoying beeping off. I know players, who considered a two harts to be the minimum health, for they knew that in one more hit comes the beeping.

avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Vital hex addresses

Post by Puzzledude on Sun 24 Feb 2013 - 6:50

That woot2 by Math on Napkins rellay is some awesome ASM modification! I will look in the hex code to find the actual data, so that we can choose which Asm new things to include (like use of R button, or flashing magic bar, while I would not include all the bomb-hacks yet, since it is not entirely finished (can make a bug with Link holding hands up with no bomb, as described in the readme).

SePH, do you happen to have a green magic autorefill code, as presented in Parallel Worlds. I think it is in optimal rise-level rate (and when you get half magic it rises faster, but still at the optimal rate). (The refill in woot2 is somewhat to fast). I know players who really would panic in the dungeon when running out of green magic, so a small autorise is really a huge relief for them. But we dont want to give them to much slack, with the magic filling up to fast.
avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Vital hex addresses

Post by Euclid on Mon 25 Feb 2013 - 6:01

The auto fill code was put as part of the redraw code of the hud - quite lazy i know since i have to disable it when the dialog box is up =P Afraid that i can't help you much but the only thing i can tell you is that it fills up 1 magic every 255 cycles of the 1A (timer) variable, ie the code below gets put somewhere and get called.

LDA $1A A5 1A
AND #$7F 29 7F
BNE $0D D0 12
LDA $7EF36E AF 6E F3 7E
CMP #$80 C9 80
BEQ $05 F0 05
INC 1A
STA $7EF36E 8F 6E F3 7E

That bomb hack had sprite issues i believe.
avatar
Euclid



Since : 2012-06-21

Back to top Go down

View previous topic View next topic Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum