Grave stone entrance

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Post by Jared_Brian_ on Mon 6 May 2019 - 1:18

How do i make it so you can dash into the tomb stones to make them open as you can see i was messing around with holes and entrances in different ways, i have set the over lay with the one with the entrance to show the sprite as being open, and ive tried to copy everything i could from the tombstone that opens in the un hacked alttp but i dosent work is that something that is hard coded in? that i would have to change the hex for?[You must be registered and logged in to see this image.]
thanks in advance -Jared_Brian_

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Post by Devan2002 on Mon 6 May 2019 - 6:42

I think it might be hardcoded to the room it's typically in (one tile east from the Sanctuary).
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Post by Jared_Brian_ on Mon 6 May 2019 - 13:02

if thats the case then does anybody know where that would be found in the hex and how i could edit that?
or another idea i just had is there anyway i could switch the positions of overworld areas 32 (the tile where i want to put my grave entrances) and area 14 (the tile with the original grave yard to the east of the sanctuary) so that when i walk from the sanctuary to the east i end up in area 32 and when i walk down from where the flute boy is i end up in area 14(the grave yard area)(and when walking out of them)?

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Post by Puzzledude on Mon 6 May 2019 - 13:54

or another idea i just had is there anyway i could switch the positions of overworld areas 32 (the tile where i want to put my grave entrances) and area 14 (the tile with the original grave yard to the east of the sanctuary) so that when i walk from the sanctuary to the east i end up in area 32 and when i walk down from where the flute boy is i end up in area 14(the grave yard area)(and when walking out of them)?
No, obviously. The IDs of areas are fixed and will rise sequentially.

What you want is to change the one byte in the ASM code which loads area 14 and change that to 32-dec ie 20 in hex. But this is not so easy, since the complex grave entrances also need the new coordinates changed.
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Post by Puzzledude on Mon 6 May 2019 - 13:59

This is from the Compendium and was written by Euclid. Those are the notes for Graveyard ASM.
Code:
Graveyard hex
Open Hyrule Magic, go to overworld Area 14, then toggle the address calculator button ON and click next to the Push Grave you want to work out co-ords.
7E0020, C0
7E0021, 04
7E0022, 47
7E0023, 02

Those are the x and y coordinates of the grave.

For example:
25, 11 is the original position in the game and we want to have 04, 11 there instead.

That's -21 in the x position. yyyy yyxx xxxx <-- the format

The first two values are the x and y positions (7E0020-23)
The 3rd one is 0592

05B2 that's the default value already in the rom for the staircase in Area 14
0592 left of where the original is supposed to be located
x, y = 05, 92

4th value = 3rd value – 80 … so in this case it would be 0512

7E0020, C0
7E0021, 04
7E0022, 47
7E0023, 02

05 92
05 12
jump to hex offset 49B46

you should see C0 04, you should replace it with the values in 7E0020, then 7E0021. This also happens to be C0 04.

At 49B64, you should see 90 09,
replace it with what you see in 7E0022 replacing the last digit with 0 and then 7E0023 for the 09.

At 49BBE, you should see B2 05, put 92 05.
At 46FD9, you should see 32 05, put 12 05.

The values for the hole one is like right after every single one of the stairs offset with the exception of the 4th value.

46FE0, a bit after the other 4th value.

Pegasus boots useless on gravestones:
At 49C42 change from D0 to 80
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Post by Jared_Brian_ on Mon 6 May 2019 - 14:39

dang i had looked in the compendium but couldn't find anything there, i guess i just skipped over it.

Puzzledude wrote:What you want is to change the one byte in the ASM code which loads area 14 and change that to 32-dec ie 20 in hex. But this is not so easy, since the complex grave entrances also need the new coordinates changed.

so if i just follow the instructions there and change the coordinates of the grave that can be opened AND in another place i would have to change another ASM byte to get it to work in another area?(if so do you know where that byte is?) or is just changing the coords enough?
forgive me for me very limited knowledge of hex editing...

edit:
ok yah i realized that yes i would have to change that other byte, so do you know where it is? which byte i would have to change for it to load 32 instead of 14?

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Post by Puzzledude on Mon 6 May 2019 - 17:03

The byte to load the area is at
49A0F,
byte 0E (is 14 in dec) to byte 20 (is 32 in dec)

then the coordinates need to be calculated via Hyrule Magic's Addr calc. These coordinates are global rather than local, so area 00 far upper left is 0000 0000.
Area 32 approximately where you have it is 40 0D  and 5B 05.
At least this is where I drew the grave.

Then at
49946= C0 04 into 40 0D
49964= 90 09 into 5B 05.

This then worked for me, but Not Recomended. Since even though I drew the overlay correctly, the animation did not occur. Only the sound played. Once you go to another area, the grave is indeed opened.

I suggest you renounce on the complex event and make the grave opened by default.


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dashing into grave

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leave area and come back (area 32)
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Post by Jared_Brian_ on Tue 7 May 2019 - 0:18

sorry for the slow reply, so which of the 4 corners of the grave did you take the coordinates?
for example that particular grave stone is made up of 4 tile in hyrule magic so maybe which of the 4 corners or blocks that you use for the coordinates makes a difference.
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either way ill give it a shot and see if i can get it to work because i also noticed that walking to the default grave stone and dashing into it (without having changed any of the bytes yet) cased a glitchy animation so maybe the fact that it is in the rainy scene of the game has something to do with it (idk im mostly just throwing out ideas at this point...).

edit: and wait, this may be a really dumb question but arnt the areas in hyrule magic already listed in hex? for example there is already an area 0E and an area 14 listed there so why would you need to convert it again? shouldnt you just put in 32 instead of 20?

double edit: also i cant see the bytes C0 04 at 49946 or 90 09 at 49964 like you said but i can see them at 49B46 and 49B64 like it says in the compendium and i cant see the 0E byte at 49A0F (and no i havent added a header or expanded the rom in any way)

oh baby a tripple: yah im starting to think i should just have it open by default Embarassed so where  exactly are you getting the coords for that spot? when i use the address calculator all i get is this: [You must be registered and logged in to see this image.] and not the 40 0D and 5B 05 values that you got for example and if they are the numbers on top where it says position 053F, 0D2 why do i have significantly different values than you do? (i tried clicking all over the map and i couldnt come up with the same values that you got)

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Post by Puzzledude on Tue 7 May 2019 - 1:49

edit: and wait, this may be a really dumb question but arnt the areas in hyrule magic already listed in hex? for example there is already an area 0E and an area 14 listed there so why would you need to convert it again? shouldnt you just put in 32 instead of 20?
Yeah, I forgot about that. Maybe that's why the animation was not working for me, I had 20, should be 32.

Which means 49A0F is a wrong address. You should thus search for A0 14, instead of A0 0E. Or also A2 14 or A9 14 in proximity of 49A00.


double edit: also i cant see the bytes C0 04 at 49946 or 90 09 at 49964 like you said but i can see them at 49B46 and 49B64 like it says in the compendium and i cant see the 0E byte at 49A0F (and no i havent added a header or expanded the rom in any way)
But you do have a header, since 49946+200 (header)= 49B46.
So it is 49B46 with header and 49946 with no header. The coordinates locations are correct, the area loading is not.


and not the 40 0D and 5B 05 values that you got for example and if they are the numbers on top where it says position 053F, 0D2 why do i have significantly different values than you do? (i tried clicking all over the map and i couldnt come up with the same values that you got)
The 0D2 is definitely wrong, since you don't see the last digit, you also need to enter the values in hex reversed, so the 053F is 3F 05 in hex.

Your values are not much different from mine:
your 053F= 3F 05, which is only 2 squares up from my 5B 05 (=055B). Same for 0D2, which is missing the last digit, which should be around 0, so 0D20= only 2 squares up from my 0D40 (=40 0D). Means I drew the grave 2 squares more to the bottom of the area 32.

To figuere out where to click, go to original game and click on Add calc and then click on the original position of the grave in area 14, and click until you get close to 04C0 (=C0 04) and to 0990 (=90 09) and you'll see it is just slightly to the left from where Link hits the grave if he runs towards it).
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Post by Jared_Brian_ on Tue 7 May 2019 - 16:31

ok i managed to produce the same result as you with the animation not playing until you reload the area.

Which means 49A0F is a wrong address. You should thus search for A0 14, instead of A0 0E. Or also A2 14 or A9 14 in proximity of 49A00.
how close to that address are we talking about because i couldnt find any of those within a reasonable distance near the other values such as 49B46 or 49B64 or 49A00 or 49C00 like weve been talking about, and ive tried changing even some of them that arnt so close and had no change.

But you do have a header, since 49946+200 (header)= 49B46.
So it is 49B46 with header and 49946 with no header. The coordinates locations are correct, the area loading is not.
oh i guess i had added one when i started the project ages ago...

The 0D2 is definitely wrong, since you don't see the last digit, you also need to enter the values in hex reversed, so the 053F is 3F 05 in hex.

Your values are not much different from mine:
your 053F= 3F 05, which is only 2 squares up from my 5B 05 (=055B). Same for 0D2, which is missing the last digit, which should be around 0, so 0D20= only 2 squares up from my 0D40 (=40 0D). Means I drew the grave 2 squares more to the bottom of the area 32.

To figuere out where to click, go to original game and click on Add calc and then click on the original position of the grave in area 14, and click until you get close to 04C0 (=C0 04) and to 0990 (=90 09) and you'll see it is just slightly to the left from where Link hits the grave if he runs towards it).
ohhhh ok yah mi using a Linux machine so that could be why the window doesn't display correctly.

ok so after all that said i had another idea of why it might not be working, the compendium mentions something about a 3rd and a 4th value found at 49BBE and 46FD9 that you have to change but mi not exatly sure where he is getting those numbers that he inserts there. is there supposed to be 2 other numbers showing up when using the address calculator that i cant see on mine? because i couldn't see the last digit in the x and y coords found there.

ps also dude thank you so much for your help i really appreciate it Very Happy

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Post by Jared_Brian_ on Tue 7 May 2019 - 23:30

and while were on the subject another question: if we cant make this work out is there a way to make the grave open after youve entered the dark world part of the game ie: the trigger that activates the opening of the gates in the castle and causing the more difficult enemies to appear after youve beaten the wizard for the first time?

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