Very interesting zelda debug video

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Very interesting zelda debug video

Post by Erockbrox on Fri 4 May 2018 - 2:05

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Erockbrox



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Re: Very interesting zelda debug video

Post by SePH on Fri 4 May 2018 - 2:21

Interesting that didn't know about that unused sound at 7:30. I wonder if it can be triggered using the monologue. Hmmmmphh.

Here's a video for you Erock, this one made me think about you and that E.T. area you so badly wanted in Conker :-P



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SePH



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Re: Very interesting zelda debug video

Post by Puzzledude on Fri 4 May 2018 - 9:56

If anyone has a contact of this person, you can tell him about the Trinexx feet glitch.

You can tell him, that I am telling him, that this is due to Trinexx sprite programing, which will not allow this sprite to be off screen while alive. This is pretty much the same with all bosses except Mouldrum (who goes to nop when he's out of screen).

But Trinexx is normal, such as Helmasaur. And if you put any of these bosses to a big room for instance, the same boss will spawn on the left side, if the boss get's out of boundaries on the right side (and same for all sides). However the shell of the Trinexx is a moving object and will not spawn, this is why only the legs spawn.

Furthermore, when you defeat the first phase and the shell explodes, this shell object is actually "teleported" to the upper quadrant of the same room, which should also be visible with debug/bug-mode.
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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 17:40

so here is something funny i discovered. if the main head is destroyed first, then the supporting heads still remain visible but unkillable. also if you edit the hookshot damage to hurt him, the sprites can get messed up.

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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 18:09

those unused rooms are only the JP version right? I have never seen them HM and I recall Zarby mentioning that as well.

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Re: Very interesting zelda debug video

Post by zarby89 on Fri 4 May 2018 - 18:16

They are in every versions of alttp (i don't know for gba tho), HM do not show them because they are unused there's no pointer pointing to them so unless you know where they are in the rom it almost impossible to see them you can change room objects pointer with a hex editor and load them in HM easily Very Happy

go to position : 0xF8000 with hex editor and change the
bytes
6A 84 0A E2 90 0A
by :
27 AD 1F F1 AD 1F

load your rom with HM the room 0 and room 1 should be the unused rooms
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Re: Very interesting zelda debug video

Post by SePH on Fri 4 May 2018 - 19:16

Awesome, I'll check it out :-)

so here is something funny i discovered. if the main head is destroyed first, then the supporting heads still remain visible but unkillable. also if you edit the hookshot damage to hurt him, the sprites can get messed up.
All parts of the Trinexx sprite have to be inserted in the correct order for the sprite to work properly, can't remember the correct order through :[
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Re: Very interesting zelda debug video

Post by Erockbrox on Fri 4 May 2018 - 20:22

All parts of the Trinexx sprite have to be inserted in the correct order for the sprite to work properly, can't remember the correct order through :[

this is most likely why i never got this boss to work on my own. also any luck on getting that new sound to happen with the monologues???
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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 21:08

zarby89 wrote:They are in every versions of alttp (i don't know for gba tho), HM do not show them because they are unused there's no pointer pointing to them so unless you know where they are in the rom it almost impossible to see them you can change room objects pointer with a hex editor and load them in HM easily Very Happy

go to position : 0xF8000 with hex editor and change the
bytes
6A 84 0A E2 90 0A
by :
27 AD 1F F1 AD 1F

load your rom with HM the room 0 and room 1 should be the unused rooms
do these bytes only exist on a vanilla copy because my hex editor cannot find them.

wizzrobemaster
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Re: Very interesting zelda debug video

Post by Puzzledude on Fri 4 May 2018 - 21:20

All parts of the Trinexx sprite have to be inserted in the correct order for the sprite to work properly, can't remember the correct order through :[
This is easy, you just mimic ALTTP. I have also made a Tronexx with 2 ice heads and 2 fire heads (causes slowdown), but it work with one ice head and 2 fire heads (no slowdown). With fast rom even 2 ice to 2 fire heads (and main head) is possible.
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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 21:25

Puzzledude wrote:
All parts of the Trinexx sprite have to be inserted in the correct order for the sprite to work properly, can't remember the correct order through :[
This is easy, you just mimic ALTTP. I have also made a Tronexx with 2 ice heads and 2 fire heads (causes slowdown), but it work with one ice head and 2 fire heads (no slowdown). With fast rom even 2 ice to 2 fire heads (and main head) is possible.

when having two ice heads, did they both require the fire rod and were you able to have alternate sprites in the same game or is empty space required for that addition?

wizzrobemaster
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Re: Very interesting zelda debug video

Post by zarby89 on Fri 4 May 2018 - 21:26

wizzrobemaster wrote:
zarby89 wrote:They are in every versions of alttp (i don't know for gba tho), HM do not show them because they are unused there's no pointer pointing to them so unless you know where they are in the rom it almost impossible to see them you can change room objects pointer with a hex editor and load them in HM easily Very Happy

go to position : 0xF8000 with hex editor and change the
bytes
6A 84 0A E2 90 0A
by :
27 AD 1F F1 AD 1F

load your rom with HM the room 0 and room 1 should be the unused rooms
do these bytes only exist on a vanilla copy because my hex editor cannot find them.

yes they exist on vanilla make sure you have an unheadered rom otherwise the location would be 0xF8200
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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 21:28

I went to f800o on an unheadered copy. I used a byte search and they did not show up. this was a US rom.

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Re: Very interesting zelda debug video

Post by SePH on Fri 4 May 2018 - 21:35

Erockbrox wrote:also any luck on getting that new sound to happen with the monologues???

No.

But MoN already made a list of sound values dozen years ago. It either has to do with sounds you can add in the monologues or other sounds that happen in the game. Again, cant remember (Alzheimer already?) which ones can be used in the monologue but here's both lists if someone wants to try and finding the sound used ;-)

$012E[0x01] -   (Sound)

   Sound Effects 1
   
   0x00:   none (no change)
   0x01:   small sword swing 1 (Fighter Sword)
   0x02:   small sword swing 2 (Fighter Sword)
   0x03:   medium sword swing 1 (Master Sword and up)
   0x04:   fierce sword swing 2 (Master Sword and up)
   0x05:   object clinking against the wall
   0x06:   object clinking Link's shield or a hollow door when poked
   0x07:   shooting arrow (or red Goriyas shooting fireballs)
   0x08:   arrow hitting wall
   0x09:   really quiet sound
   0x0A:   hookshot cranking
   0x0B:   door shutting
   0x0C:   loud thud / heavy door shutting
   0x0D:   magic powder noise
   0x0E:   fire rod being fired
   0x0F:   ice rod being fired
   
   0x10:   hammer being used?
   0x11:   hammer pounding down stake
   0x12:   really familiar but can't place it exactly
   0x13:   playing the flute
   0x14:   Link picking something small up?
   0x15:   Weird zapping noise
   0x16:   Link walking up staircase 1
   0x17:   Link walking up staircase 2 (finishing on next floor)
   0x18:   Link walking down staircase 1
   0x19:   Link walking down staircase 2 (finishing on next floor)
   0x1A:   Link walking through grass?
   0x1B:   sounds like a faint splash or thud
   0x1C:   Link walking in shallow water
   0x1D:   picking an object up
   0x1E:   some sort of hissing (walking through grass maybe?)
   0x1F:   object smashing to bits
   
   0x20:   item falling into a pit
   0x21:   sounds like a plop on wood, can't remember where it gets used
   0x22:   loud thunderous noise
   0x23:   pegasus boots slippy sound
   0x24:   Link making a splash in deep water (but having to come back out)
   0x25:   Link walking through swampy water
   0x26:   Link taking damage
   0x27:   Link passing out
   0x28:   item falling onto shallow water
   0x29:   rupees refill sound
   0x2A:   whiffy sound
   0x2B:   low life warning beep
   0x2C:   pulling master sword out
   0x2D:   taking magic power damage from enemy
   0x2E:   Seems like a sound related to Ganon's Tower opening
   0x2F:   Seems like a sound related to Ganon's Tower opening
   
   0x30:   chicken getting owned
   0x31:   big faerie healing your wounds
   0x32:   sounds familiar but can't place it. Whooshing noise
   0x33:   cheesy noise that happens when Agahnim makes chicks disappear
   0x34:   cheesy noise that happens when Agahnim makes chicks disappear
   0x35:   faint rumbling noise
   0x36:   faint rumbling noise
   0x37:   spin attack has powered up
   0x38:   swimming noise
   0x39:   thunderous noise while Ganon's tower opens
   0x3A:   some kind of clinky hit
   0x3B:   sounds like magic powder but unfamiliar
   0x3C:   Error noise
   0x3D:   something big falling into water? (Argghus?)
   0x3E:   playing the flute (quieter)
   0x3F:   magic powder

$012F[0x01] -   (Sound)
   
   Sound Effects 2
   
   0x00:   none (no change)
   0x01:   master sword beam
   0x02:   unintelligble switch noise
   0x03:   ????? yet another loud thud
   0x04:   Nutcase soldier getting pissed off
   0x05:   shooting a fireball (Lynel)
   0x06:   ?????
   0x07:   giant metal balls coming out of nodes
   0x08:   normal enemy taking a big hit
   0x09:   normal enemy dying
   0x0A:   collecting rupee
   0x0B:   collecting single heart
   0x0C:   text scrolling flute noise
   0x0D:   single heart filling in on HUD
   0x0E:   sound of a chest being opened
   0x0F:   you got an item sound 1
   
   0x10:   switching to map sound effect
   0x11:   menu screen going down
   0x12:   menu screen going up
   0x13:   throwing an item
   0x14:   clink (not sure what it's used for)
   0x15:   loud thud 1
   0x16:   loud thud 2
   0x17:   rats
   0x18:   dragging something
   0x19:   zora shooting fireball
   0x1A:   minor puzzle solved
   0x1B:   major puzzle solved
   0x1C:   doing minor damage to enemy
   0x1D:   taking magic power damage from enemy
   0x1E:   keese flitting around
   0x1F:   Link squealing like a bitch when he falls into a hole
   
   0x20:   switch menu item
   0x21:   boss taking damage
   0x22:   boss dying
   0x23:   spin attack sound
   0x24:   switching between different mode 7 map perspectives
   0x25:   triggering a switch
   0x26:   Agahnim's lightning
   0x27:   Agahnim powering up an attack
   0x28:   Agahnim / Ganon teleporting
   0x29:   Agahnim shooting a beam
   0x2A:   tougher enemy taking damage.
   0x2B:   Link getting electromucuted
   0x2C:   bees buzzing
   0x2D:   Major achievement completed (e.g. getting a piece of heart)
   0x2E:   Major item obtained (e.g. Pendant or Heart Container)
   0x2F:   obtained small key
   
   0x30:   blob popping out of ground
   0x31:   Moldorm's weird track like noise
   0x32:   bouncing off a bungie
   0x33:   short unknown jingle
   0x34:   Sounds like defunct version of sound 0x35 below. Seems to be unused.
   0x35:   Sound that plays in response to picking up a heart container during
           a boss fight.
   0x36:   Sound of a beam being fired (Mothula, Wizzrobes, etc).
   0x37:   Neat sound... consider using as a confirmation (though make sure it's not buggy)
   0x38:   ...
   0x39:   ...
   0x3C:   Obtained mid level item (e.g. bombs from a chest)
   0x3D:   ...
   0x3F:   More minor fanfares

Or you could try changing a monologue into:

Code:
[1]  S O U N D  [2]    TEST[Wait 02][Scroll][Scroll][Scroll][1]- Sound 01 - [Sound 01][Wait 01][2]- Sound 02 - [Sound 02][Wait 01][3]- Sound 03 - [Sound 03][Wait 01][Scroll]- Sound 04 - [Sound 04][Wait 01][Scroll]- Sound 05 - [Sound 05][Wait 01][Scroll]- Sound 06 - [Sound 06][Wait 01][Scroll]- Sound 07 - [Sound 07][Wait 01][Scroll]- Sound 08 - [Sound 08][Wait 01][Scroll]- Sound 09 - [Sound 09][Wait 01][Scroll]- Sound 0A - [Sound 0A][Wait 01][Scroll]- Sound 0B - [Sound 0B][Wait 01][Scroll]- Sound 0C - [Sound 0C][Wait 01][Scroll]- Sound 0D - [Sound 0D][Wait 01][Scroll]- Sound 0E - [Sound 0E][Wait 01][Scroll]- Sound 0F - [Sound 0F][Wait 01][Scroll]- Sound 10 - [Sound 10][Wait 01][Scroll]- Sound 11 - [Sound 11][Wait 01][Scroll]- Sound 12 - [Sound 12][Wait 01][Scroll]- Sound 13 - [Sound 13][Wait 01][Scroll]- Sound 14 - [Sound 14][Wait 01][Scroll]- Sound 15 - [Sound 15][Wait 01][Scroll]- Sound 16 - [Sound 16][Wait 01][Scroll]- Sound 17 - [Sound 17][Wait 01][Scroll]- Sound 18 - [Sound 18][Wait 01][Scroll]- Sound 19 - [Sound 19][Wait 01][Scroll]- Sound 1A - [Sound 1A][Wait 01][Scroll]- Sound 1B - [Sound 1B][Wait 01][Scroll]- Sound 1C - [Sound 1C][Wait 01][Scroll]- Sound 1D - [Sound 1D][Wait 01][Scroll]- Sound 1E - [Sound 1E][Wait 01][Scroll]- Sound 1F - [Sound 1F][Wait 01][Scroll]- Sound 20 - [Sound 20][Wait 01][Scroll]- Sound 21 - [Sound 21][Wait 01][Scroll]- Sound 22 - [Sound 22][Wait 01][Scroll]- Sound 23 - [Sound 23][Wait 01][Scroll]- Sound 24 - [Sound 24][Wait 01][Scroll]- Sound 25 - [Sound 25][Wait 01][Scroll]- Sound 26 - [Sound 26][Wait 01][Scroll]- Sound 27 - [Sound 27][Wait 01][Scroll]- Sound 28 - [Sound 28][Wait 01][Scroll]- Sound 29 - [Sound 29][Wait 01][Scroll]- Sound 2A - [Sound 2A][Wait 01][Scroll]- Sound 2B - [Sound 2B][Wait 01][Scroll]- Sound 2C - [Sound 2C][Wait 01][Scroll]- Sound 2D - [Sound 2D][Wait 01][Scroll]- Sound 2E - [Sound 2E][Wait 01][Scroll]- Sound 2F - [Sound 2F][Wait 01][Scroll]- Sound 30 - [Sound 30][Wait 01][Scroll]- Sound 31 - [Sound 31][Wait 01][Scroll]- Sound 32 - [Sound 32][Wait 01]

^^Add more sounds if you want to test more, there's a text limit I believe.


Last edited by SePH on Fri 4 May 2018 - 21:41; edited 1 time in total
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Re: Very interesting zelda debug video

Post by Puzzledude on Fri 4 May 2018 - 21:38

when having two ice heads, did they both require the fire rod and were you able to have alternate sprites in the same game or is empty space required for that addition?
Both ice heads require fire rod and both fire heads require the ice rod. All 4 heads need to be defeated to make the shell explode.

You need to insert the very same sprite which is equivalent to fire head twice, same for ice sprite. The sprites are the same, all you need is have 2 additional sprites inserted, so you need to remove any other 2 indoor sprites in other rooms.
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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 21:42

Puzzledude wrote:
when having two ice heads, did they both require the fire rod and were you able to have alternate sprites in the same game or is empty space required for that addition?
Both ice heads require fire rod and both fire heads require the ice rod. All 4 heads need to be defeated to make the shell explode.

You need to insert the very same sprite which is equivalent to fire head twice, same for ice sprite. The sprites are the same, all you need is have 2 additional sprites inserted, so you need to remove any other 2 indoor sprites in other rooms.

so you had 5 sprites? also can the sprites get mirror flipped?

wizzrobemaster
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Re: Very interesting zelda debug video

Post by zarby89 on Fri 4 May 2018 - 22:31



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Re: Very interesting zelda debug video

Post by wizzrobemaster on Fri 4 May 2018 - 23:36

so i noticed that HM messes up the coding where I cannot even find the matching values. I used a headerless vanilla rom and the bytes appear. also i tried to overwrite the hex data that did not have as many edits as the current rom i am editing and it messed up some of the room data where HM cannot edit them. so is this the bug that I keep hearing about as to why HM is so messed up?

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Re: Very interesting zelda debug video

Post by Puzzledude on Sat 5 May 2018 - 10:05

so you had 5 sprites? also can the sprites get mirror flipped?
Yes, I had 5 sprites. And no, you can not mirror them. But you can put the heads, which were supposed to be on the left side, but you put them on the right side, so they are more dificult to hit.


so i noticed that HM messes up the coding where I cannot even find the matching values. I used a headerless vanilla rom and the bytes appear. also i tried to overwrite the hex data that did not have as many edits as the current rom i am editing and it messed up some of the room data where HM cannot edit them. so is this the bug that I keep hearing about as to why HM is so messed up?
Wizz at it again.
Don't you understand how easy this is: you just need to change the first 2 pointers, both having 3 bytes to not point to room 0 and 1, but instead to room beyond 295, thus to 296 or 297. Or any other room, which you think is uneditable but has data in it. However rooms 256-295 are editable. The rest: 296-319 have no data, so they all just point to the same hex code representing an empty room.


Oh, it's unused rooms:
27 AD 1F points to 0FADF1
room data is
51 18 FC E1 00 3A 21 61 FC E6 81 FF 61 02 DA 21 62 FF 66 83 50 1D 03 FD 11 C8 60 29 64 FD 81 CA FD 83 8E 70 3B 03 FE 43 8C 90 29 63 FE 41 C8 A1 1D 03 FF 31 CA CD 2D 64 FF 35 CB 45 2D 63 FD 15 C9 57 5E 04 89 B4 0D 89 C0 0E 88 BB 61 D1 90 0F D1 E4 10 E8 BB 62 94 B5 19 94 C1 1A 94 BA 63 B0 9F 03 D0 9D 1B D0 D9 1C DC BA 64 B0 DF 04 FD E3 B1 70 1F 69 8C 1F 69 FD E1 38 0A 13 C0 0A 52 C0 E8 13 C0 E8 52 C0 89 91 A0 89 D5 A1 D5 91 A2 D5 F5 A3 FF FF BF C3 FC FF FF 45 1D C6 60 1D C6 47 3E C6 87 3E C6 93 1F C6 CC 1F C6 BD 5C C6 98 B6 AC 98 D2 AB D0 A2 AA D0 D2 A9 B1 9F C6 95 B8 C6 95 C0 C6 C9 B8 C6 C9 C0 C6 B1 DC C6 F0 FF B0 40 FF FF

Now write pointer 27 AD 1F at F8000, for this data to be associated with room 0.
Open room 0 in HM and:


Nice find zarby.
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Re: Very interesting zelda debug video

Post by Puzzledude on Sat 5 May 2018 - 10:16

Here's the other room:
Now you write F1 AD 1F to F8000.
Quite unique to have room data in the rom with no pointers pointing to them.
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Re: Very interesting zelda debug video

Post by wizzrobemaster on Sat 5 May 2018 - 17:13

it worked on my vanilla rom, but for an altered rom that used HM, it was messed up because the bytes did not appear. anyway i noticed by placing these unused rooms, you lose ganon's room and stairwell to the lower levels in hyrule castle.

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Re: Very interesting zelda debug video

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