Link's Wintery Wonders

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Link's Wintery Wonders Empty Link's Wintery Wonders

Post by Devan2002 Tue 24 Jul 2018 - 19:08

This romhack is currently my latest project. All indoor areas are blue (to represent it freezing in ice), any non-cave or non-house has Ice Palace's blockset (as in there are icicles along the walls). The overworld for the Light and Dark World's are covered in snow and full of ice physics. All indoor areas are also going to have ice physics.


Planned features:


Currently, the overworld water is not frozen (mainly due to the logic of how the dam will drain if the water was frozen), but I might make the lakes and rivers frozen (though this doesn't make flippers useless, as they are needed for Swamp Palace).


Noted bugs:


Be careful because indoor staircases can get you out of bounds, I plan to have a failsafe so that you can't go out of bounds (like a barrier around the edge of all rooms (besides dark rooms because that screws with the lamp cone).

Armos Knight Boss Room (EP and GT): For some odd reason, have this oddity when the last one is stomping, it will make the screen jitter (and despawn fired arrows). If done at the top of the room, it soft locks. A failsafe was added in as the top of the room is lowered (to get the GT big key, you need to head through the bonkable wall left of the boss room in GT).

Due to issues with overworld ledges, they have been made to not function, this is because they don't treat ice physics as passable ground, meaning that the game will either freeze because it doesn't know where to put Link, or it will make Link take an unrealistic jump either into water or somewhere not meant to be reached.

If you enter an entrance, there's a possibility that you'll get stuck in the wall, sometimes you'll move partially into it, other times, you'll move so far in you get stuck. If you get stuck, mirror or save and quit (depending if you have the mirror or not).


Major Changes:


Now due to ledges not working, any ledge that prevents progression is either removed, or given a ladder (Death Mountain in particular). Ledges still work indoors.

Since you can't jump off of ledges, you can't go down the well, instead, the cave into it now connects to the 5 chests (which still contain their vanilla items).


Screenshots (Some are not final):


Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-24_17.40.59Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-24_17.41.17Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-24_17.43.27Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-24_17.42.57Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-24_17.41.25Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-23_11.40.46

Requests:

Since this is being made with Hyrule Magic, I'm going to need to fix the file name screen and the watergate overlay.

Also, I might need assistance with the green stuff as seen here Link's Wintery Wonders Links_Wintery_Wonders_Test_2018-07-24_18.07.47
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Post by zarby89 Tue 24 Jul 2018 - 21:07

HM can't change the background color that's kinda surprising but meh :
Code:

public static int hardcodedGrassLW = 0x75645;
public static int hardcodedGrassDW = 0x7564F;
public static int hardcodedGrassSpecial = 0x75640;

it 2byte color you build your color like that :
0BBBBBGG GGGRRRRR
you can do that with windows calculator in programmer mode, start with blue (in decimal mode) so if you want 128 blue
enter 128 / 8 then press LSH 5 then press =
then you ADD green if you want 64 then + 64 / 8 then press LSH 5 then press = and then red you enter + 72 / 8 then = and the 2 hex value you have at the top is your color ! you just need to change the byte order in the ROM so if your value is 231A you put 1A23 in the rom
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Post by Devan2002 Wed 25 Jul 2018 - 0:35

zarby89 wrote:HM can't change the background color that's kinda surprising but meh :
Code:

public static int hardcodedGrassLW = 0x75645;
public static int hardcodedGrassDW = 0x7564F;
public static int hardcodedGrassSpecial = 0x75640;

it 2byte color you build your color like that :
0BBBBBGG GGGRRRRR
you can do that with windows calculator in programmer mode, start with blue (in decimal mode) so if you want 128 blue
enter 128 / 8 then press LSH 5 then press =
then you ADD green if you want 64 then + 64 / 8 then press LSH 5 then press = and then red you enter + 72 / 8 then = and the 2 hex value you have at the top is your color ! you just need to change the byte order in the ROM so if your value is 231A you put 1A23 in the rom

I feel like it would be better for someone to assist me on that, because, it's too complicated for me.
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Post by Puzzledude Thu 26 Jul 2018 - 16:04

Devan2002 wrote:
zarby89 wrote:HM can't change the background color that's kinda surprising but meh :
Code:

public static int hardcodedGrassLW = 0x75645;
public static int hardcodedGrassDW = 0x7564F;
public static int hardcodedGrassSpecial = 0x75640;

it 2byte color you build your color like that :
0BBBBBGG GGGRRRRR
you can do that with windows calculator in programmer mode, start with blue (in decimal mode) so if you want 128 blue
enter 128 / 8 then press LSH 5 then press =
then you ADD green if you want 64 then + 64 / 8 then press LSH 5 then press = and then red you enter + 72 / 8 then = and the 2 hex value you have at the top is your color ! you just need to change the byte order in the ROM so if your value is 231A you put 1A23 in the rom

I feel like it would be better for someone to assist me on that, because, it's too complicated for me.
The actual location to change the hardcoded grass frame of the Light World is not at 75645, but rather at 5FEA8, both codes are A2 69 26.
Thus the green colour hardcoded grass is colour 69 26.

First thing you need to do, is to know your colour. Easiest way to do that is to make a screenshot of the new snow colour. I did that, and then opened a picture in standard picture editor and press flood. Then colour mixing, to bring up the colour sheme: your snow is: Red=248, Green=242, Blue=255.

Or you can just check under Palette editor in Hyrule Magic, what value you made for the snow, under the palette which could be changed. So it should be Red=248, Green=242, Blue=255 or close to this.


Easiest way now is to make a copy of the Rom and go to Tunic Palette edit and change the Green tunic. Then change the first colour of the tunic to:
Red=248, Green=242, Blue=255,
using Hyrule Magic, then save the rom.

Now you to hex address: DD308, since this is for the green tunic and first 2 bytes is first colour. So Hyrule Magic will now calculate the Red=248, Green=242, Blue=255 into bytes for you. It calculates to DF 7F.

Now go back from copied rom to original rom and go to address 5FEA8 and change from A2 69 26 to A2 DF 7F, and grass-frame will be white (I tested this and it worked for me).


Last edited by Puzzledude on Thu 26 Jul 2018 - 16:05; edited 1 time in total
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Post by zarby89 Thu 26 Jul 2018 - 18:14

hmmm, that's weird both routine seems to be used haha (my addresses are called first, and then your is called not long after)... i'll have to redo a search to find all of them and how they work then Crying or Very sad lol, i'd change both of them to be sure just in case it do not get called properly Embarassed
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Post by Puzzledude Thu 26 Jul 2018 - 18:19

zarby89 wrote:hmmm, that's weird both routine seems to be used haha (my addresses are called first, and then your is called not long after)... i'll have to redo a search to find all of them and how they work then Crying or Very sad lol, i'd change both of them to be sure just in case it do not get called properly Embarassed
Might be, because I was testing in the beginning mode, so 5FEA8 is beginning mode tested. Haven't tested for Part1 mode (after Zelda rescued) and Part2= Agahnim defeated. All in all I found 3 or 4 sequences of A2 69 26.
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Post by Puzzledude Thu 26 Jul 2018 - 18:19

I feel like it would be better for someone to assist me on that, because, it's too complicated for me.
Here's the calculation.

Your snow is, if you press flood in a photo shop or other image programs, is thus Red=248, Green=242, Blue=255.

So 248,242,255

Now you need to divide this by 8, since otherwise this would be 3 bytes and there would be 256 colours, this is reduced to 32 colours then and 2 bytes.

248/8= 31= 1F in hex= 11111 in binary
242/8= 30= 1E in hex= 11110 in binary
255/8= 31= 1F in hex= 11111 in binary

Now all 3 into horizontal and reversed:
11111 11110 11111

Now add 0 in the beginning and merge all:
0 11111 11110 11111=
0111111111011111=


Formula is like zarby said:
0BBBBBGG GGGRRRRR

So brak at half= 8+8 bits
01111111 11011111=

01111111 in binary is 7F in hex
11011111 in binary is DF in hex

Thus 7F DF and reversed is DF 7F.

Your snow is A2 DF 7F at 5FEA8.


Original values were 69 26,
which converts backwards into colour: 72,152,72
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