Very interesting zelda debug video
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Re: Very interesting zelda debug video
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
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
Floki- Since : 2012-06-19
Re: Very interesting zelda debug video
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.
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.
Puzzledude- Since : 2012-06-20
Re: Very interesting zelda debug video
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.
wizzrobemaster- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
those unused rooms are only the JP version right? I have never seen them HM and I recall Zarby mentioning that as well.
wizzrobemaster- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
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
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
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
zarby89- Since : 2016-10-30
Re: Very interesting zelda debug video
Awesome, I'll check it out :-)
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 :[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.
Floki- Since : 2012-06-19
Re: Very interesting zelda debug video
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???
Erockbrox- Since : 2013-02-05
Re: Very interesting zelda debug video
do these bytes only exist on a vanilla copy because my hex editor cannot find them.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
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
wizzrobemaster- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
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.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 :[
Puzzledude- Since : 2012-06-20
Re: Very interesting zelda debug video
Puzzledude wrote: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.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 :[
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- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
wizzrobemaster wrote:do these bytes only exist on a vanilla copy because my hex editor cannot find them.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
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
yes they exist on vanilla make sure you have an unheadered rom otherwise the location would be 0xF8200
zarby89- Since : 2016-10-30
Re: Very interesting zelda debug video
I went to f800o on an unheadered copy. I used a byte search and they did not show up. this was a US rom.
wizzrobemaster- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
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
Floki- Since : 2012-06-19
Re: Very interesting zelda debug video
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.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?
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.
Puzzledude- Since : 2012-06-20
Re: Very interesting zelda debug video
Puzzledude wrote: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.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?
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- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
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?
wizzrobemaster- Ganon
- Since : 2015-01-04
Re: Very interesting zelda debug video
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 you had 5 sprites? also can the sprites get mirror flipped?
Wizz at it again.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?
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.
Puzzledude- Since : 2012-06-20
Re: Very interesting zelda debug video
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.
wizzrobemaster- Ganon
- Since : 2015-01-04
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