Patch update

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Re: Patch update

Post by Conn on Tue 10 Feb 2015 - 17:02

Patch update:
when playing the flute in a dungeon (on overworld it normally calls the bird, indoors it was formerly unused), it will now make secret platforms visible (similar to lightning a torch or using ether). It will drain magic according to your upgrade (10, 8 or 4 magic meter points). So it could be regarded as a (poor) lens of truth now. When encountering an area with secret platforms you may need to warn players that it will drain magic to use. With the feather you now have the possibility to add really hard to find treasures (make invisible platforms somewhere you only can reach with the feather, and that lead to a treasure).



Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
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Re: Patch update

Post by Conn on Tue 10 Feb 2015 - 18:19

Well, bro, dunno what you hacked but I tested and no prob.

But there's a Problem with my last hack... it does not work in Caves. I will fix this tomorrow Wink
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Re: Patch update

Post by Conn on Wed 11 Feb 2015 - 7:15

I hope the same. If it still doesn't work, countercheck on your pc with zsnes or whatever. When I Play it works... also Keep in mind that the all-in is a template to be adjusted in HM. I didn't adjust the game to find the extra items in chests (you can only test them using the attached srm).

I made the flute compatible to Caves as well:
Please redownload/reapply:

Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip



Note, it will only work in rooms where the cgram Colors are missing - I do not know the HM adjustments to enable invisible floors:
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Re: Patch update

Post by Puzzledude on Wed 11 Feb 2015 - 9:11

This is just great


Also, is it possible to release this as an ASM code, since it is difficult to find this specific code in the All-in file.

Ironically some emulators are capable to cheat this, so you see the floor regardless (without litting the torch). But yes, this is a HM choice of the room palette, to not be able to see the floor by default, and to be able to see, when the torches are lit (just a matter of HM pal edit of the room, which is easy to do).



When I download, I notice srm on the list. What can I do with srm?
I really don't know why you are involved in any kind of romhacking community. The art of romhacking usually means that the person must be intelectually above average; to be able to "hack" the rom, which you are not, if you don't know, what to do with the srm save file.

Isn't it obvious, that you put it into whatever folder the emu reads the saves from and start the game with all the items, so you don't need to solve the entire game from the beginning before you even get the flute, to test the whole thing.

Using foreign srm (the one from Alttp) on the all-in file (which is a hacked game) can also have negative (crash) results.
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Re: Patch update

Post by Conn on Wed 11 Feb 2015 - 10:40

Great that you appreciate the patch, Puzz Smile

I'm rather happy that you've asked about the asm, I noticed a mistake; I made a RTL instead of a JMP back. Usually this results in an immediate game Crash; this time the code swallowed it but usually it breaks later then, so please redownload:
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip


Some "bugs".
(1) If the torch is lit before using the flute you cannot use the flute. If you use the flute and then light a torch, the floor Switches from flute-green to the torch-blue Color, but when the timer of the flute reaches "00" the floor gets invisible again, regardless of the torch still burning.
(2) Using ether makes the floor invisible again
but both "bugs are very Little, and not worth Fixing (as I doubt I can too without writing a Monster asm)



Here's your asm (but please test whether it works, I made it out of a disassembly:


Code:


;header
lorom

org $07A3FC   ; jump to free space when flute was played
JMP $22F200

org $01CE82
JMP $22F270   ; jump to free space if countdown is running to make  floors invisible again
NOP

org $22F200    ; main code
LDA $1B        ; are we in a dungeon?
BNE $04    
JMP $07A400   ; overworld: jump back to execute call bird routine
JMP $F2B0     ; we are in a dungeon

execute:  
LDA $7EF37B   ; do we have magic upgrade?
TAX             ; store it to X        
LDA $7EF36E   ; load magic meter points
SEC                    
SBC $22F260,x   ; substract the value in dependence of magic upgrade
BCS $09      ; are we below 00 (no magic?
end:    
LDA #$3C
STA $012E   ; play error sound
JMP $07A3DA   ; continue with normal routines
STA $7EF36E   ; store new value to magic meter
REP #$30        
LDA #$8D81   ; load dark green color            
STA $7EC5F6   ; store to cgram
LDA #$12A5    ; load light green color  
STA $7EC5F8   ; store to cgram
SEP #$30  
LDA #$C0     ; set countdown timer (c0 is the value also the torches are lit)    
STA $04FF     ; store to countdown ram
INC $15      ; flag to update cgram
LDA #$01          ; flag to indicate we are in flute mode
STA $7F5030   ; use free ram to have the flag
JMP $07A3DA   ; continue with normal routines

org $22F260      ; magic meter drain dependent on your upgrade
db $10, $08, $04 ; 10=meter drain Points when no upgrade, 08=L1, 04=L2 upgrade

org $22F270   ; restore invisible floors when countdown is over
DEC $04F0,x   ; check if countdown is running
BEQ $04    
JMP $01CE93   ; if not return to game
CPX #$0F        ; are we in the last countdown for flute ($04ff)?      
BEQ $04    
JMP $01CE87   ; no, - return
LDA $7F5030   ; is the free ram flag set
BNE $04
JMP $01CE87    ; no, - return  
LDA #$00                
STA $7F5030   ; unset flag
LDA $7EC5F6    ; check if torch is lit
CMP #$40
BEQ $11          ; if yes branch $11 bytes
REP #$30  
LDA #$0000   ; make bg again to black
STA $7EC5F6
STA $7EC5F8
SEP #$30    
INC $15       ; set update cgram flag
JMP $01CE93   ; return

org $22F2B0   ; extra check (had to test some stuff so this is here
REP #$30                
LDA $7EC5F6   ; check if specific bg is black
BEQ $05    
SEP #$30                
JMP end      ; it is not black so cancel rest of code
SEP #$30                   
JMP execute   ; it is black so we continue




Last edited by Conn on Thu 12 Feb 2015 - 18:15; edited 6 times in total
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Re: Patch update

Post by Puzzledude on Wed 11 Feb 2015 - 12:00

I tested this out:
Works normally (flute ouside calls bird), flute inside, no effect unless the room has special floor, then:
use flute= green floor appears until the timer runs out (uses magic)
light torch= blue floor appears until timer runs out
torch+flute= flute disabled
torch+ether= no effect
flute+torch= green floor changes to blue floor, floor disappears when flute timer gets to 0 (although the torch is still lit)
flute+ether= floor disappears

If the hack-maker thinks of any of the above as a problem, simply don't include torches in this room.

I will probably use this ASM in the IQ hack.

Hex decoded (i.e. upper ASM assembled with Xkas and tested):
CE82
DE F0 04 D0 0C --> 5C 70 F2 22 EA

3A3FC
A5 1B D0 DA --> 5C 00 F2 22

117200 (new code)
A5 1B D0 04 5C 00 A4 07 4C B0 F2 AF 7B F3 7E AA AF 6E F3 7E 38 FF 60 F2 22 B0 09 A9 3C 8D 2E 01 5C DA A3 07 8F 6E F3 7E C2 30 A9 81 8D 8F F6 C5 7E A9 A5 12 8F F8 C5 7E E2 30 A9 C0 8D FF 04 E6 15 A9 01 8F 34 50 7F 5C DA A3 07 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 10 08 04 00 00 00 00 00 00 00 00 00 00 00 00 00 DE F0 04 F0 04 5C 93 CE 01 E0 0F F0 04 5C 87 CE 01 AF 34 50 7F D0 04 5C 87 CE 01 A9 00 8F 34 50 7F C2 30 A9 00 00 8F F6 C5 7E 8F F8 C5 7E E2 30 E6 15 5C 93 CE 01 00 00 00 00 00 00 00 00 00 00 C2 30 AF F6 C5 7E F0 05 E2 30 4C 1B F2 E2 30 4C 0B F2


Last edited by Puzzledude on Wed 11 Feb 2015 - 12:19; edited 2 times in total
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Re: Patch update

Post by Conn on Wed 11 Feb 2015 - 12:16

Sorry Puzz, again a bug:

The bug creates a new torch when blowing the flute as you can see in this screenshot:


Fixed (redownload):
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

The Problem was here:
Code:

INC $15      ; set update cgram flag
JMP $01CE87  ; return

must be
INC $15      ; set update cgram flag
JMP $01CE93  ; return
I already fixed this in the above asm, in your hex code it is here:
E2 30 E6 15 5C 87 CE 01 00 00
-> E2 30 E6 15 5C 93 CE 01 00 00


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Re: Patch update

Post by Puzzledude on Wed 11 Feb 2015 - 12:26

Just noticed that extra torch. It appeared once the green floor disappeared. But the torch had no use (could not be lit), and disappeared again after leaving the room.

It is fixed, when changing that byte from 87 to 93 (tested with the 93 byte and the fake torch no longer appears).
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Re: Patch update

Post by Conn on Wed 11 Feb 2015 - 12:31

cool, now it seems another nifty patch is accomplished Wink
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Re: Patch update

Post by Conn on Wed 11 Feb 2015 - 16:24

I also think this was my last hack for a time (but I said this frequently and frequently got a new idea. Guess I feel like SePH here having a burden which I also cannot release :p

I also tested the all-in further and could neither reproduce the bug, darkie spoke about with zsnes (formerly I used snes9x). Only thing I noticed is that you will get 4 super lamps on your way to Zelda, but this is because Nintendo wanted to go sure you have a lamp when going to the sanctuary and made several chests with lamp/5 rupee option. With my super lamp patch you always get a lamp, so remove those additional chests when using it with HM and just leave 2 (one for the lamp the other for the super lamp).

I think my hacks are so far finished so I also hope you guys can proceed with your projects. Since you requested a asm, Puzz, I hope you use nevertheless my complete items hack for GoT, for Morningstar/force boomerang and all the other nifty items I additionally hacked into. This last flute secret patch is also merged with the latest version of the complete items hack:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
you should always ensure to use the latest version, as there were also a lot of adjustments, bug fixes and so on... (also valid for Moegami - please reapply that patch Smile )
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Re: Patch update

Post by Puzzledude on Wed 11 Feb 2015 - 16:38

In GoT I will definitely use around 80 percent of all your ASM codes. Everything will probably not be possible to add, due to some specifics.

Also, a lot will be used in the IQ hack (probably the first game to be released, where players will see your codes). Your ASM combined with some of my ideas can form some very interesting rooms to play.

If there are some minor things I will not use, it will surely be used by Moegami or Spane in their hacks, and of course I believe everything or at least 95 percent is used in Conker hack.
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Re: Patch update

Post by Conn on Wed 11 Feb 2015 - 17:41

nice Smile I'd only recommend to reapply the complete_items hack for GoT instead of using only that flute_secret.asm (unless you requested that to use in a special hack like that iq hack). The reason is that I usually announce updates and bugfixes here, but I am not sure I always did ^^ so best is to reapply
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Re: Patch update

Post by Conn on Thu 12 Feb 2015 - 4:15

Again a small update: I fixed the torch bug, so when playing the flute and light a torch afterwards, the floor is visible now until the torch burnt out:
Code:

LDA $7EC5F6    ; check if torch is lit
CMP #$40
BEQ $11          ; if yes branch $11 bytes

updatedabove asm as well as
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

I also looked into ether, but this is really something more complex, and way too Little to fix, just Play the flute again ^^
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Re: Patch update

Post by Puzzledude on Thu 12 Feb 2015 - 11:39

Conn wrote:Again a small update: I fixed the torch bug, so when playing the flute and light a torch afterwards, the floor is visible now until the torch burnt out:
Code:

LDA $7EC5F6    ; check if torch is lit
CMP #$40
BEQ $11          ; if yes branch $11 bytes

updatedabove asm as well as
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

I also looked into ether, but this is really something more complex, and way too Little to fix, just Play the flute again ^^
Great. I think both of these are really not problems, since it is logical to have no torches in such rooms, where the Flute will be used to show the way.

By the way, I see you got pass the complex nature of uploading hacks on Romhacking and made the MSU-1 for SMW as well:
http://www.romhacking.net/hacks/2320/
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Re: Patch update

Post by Conn on Thu 12 Feb 2015 - 13:17

Yes, I thought that maybe the torches are still used in early dungeons where you don't have the flute. Then there's my desire to squeeze all bugs :p

lol* yes, romhacking doesn't make it easy for contributors, my first Submission was rejected because I didn't give the iso name of SMW. I then just copied/pasted it from the Internet. But I also refuse to update my old Submission of bszelda as it is not very user-friendly to submit files there (and lots of improvements were made, I actually finished the Project after 10-12 years just 2 weeks ago on both AST and bszelda (rh compatibility, msu, new spc... ... ...).

SMW msu-1 works perfectly now; here's the Topic:
http://www.smwcentral.net/?p=viewthread&t=77056&page=1&pid=1195702#p1195702

But I think Kiddo still has Problems to find appropriate cd-Quality Music. Other than on Zelda there are only few orchestrated remixes.

Speaking of which... These themes are really beautiful:
https://www.youtube.com/watch?v=ySlhqWFk6MI&list=PLBdL0iJj-imbjg-BRh5a9UUUk_GI_J1kq
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Re: Patch update

Post by Conn on Fri 13 Feb 2015 - 19:34

Again an update @_@
The thing is: in native Zelda, the 1st flute has no use at all, but this floor visible patch works also with the 1st flute. So I had the idea to make this an upgrade, too:
blue ocarina: makes floors visible (digable or chest item #20
red ocarina: makes floors visible and calls the bird (release statue or chest item #74).

You can also give the 2nd, red ocarina an own monologue (new default monologue in HM dec241=hexF1, the blue ocarina still has the native monologue) - but only if you get it out of a chest (and not releasing the bird from the statue which naturally has no monologue).
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

SePH, if you wish to have this upgrade in PU as well, let me know Wink As you changed the master sword with the flute, you may want to renounce on this one.



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Re: Patch update

Post by stgiga on Sun 15 Feb 2015 - 15:36

Could you give me an IPS for only the L2 flute? My hack happens to need it, and I cannot use ZCOMPRESS, nor can I repatch, as my hack has had hex values changed.
Thanks.

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Re: Patch update

Post by Conn on Sun 15 Feb 2015 - 17:30

*lol, I thought you refuse to repatch as the diving use magic and the feather makes a short stop after use Wink
I really suggest using these two small adjustments, as the feather is turned into a cheating item otherwise as you can slide across all screens without interaction with any enemies, making the complete game rather pointless. Same is valid for diving. You simply can dodge all enemies, making it pointless as well (so it must cost at least a bit (and the magic drain I hacked into is really really little).
So if you have the possibility to repatch with the latest version you definitively should do that! If you repatch only with the
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
for 24 itmes menu it should be fine as this patch does not influence changed hex values as the all-in.ips does (like monologues etc).

Anyways, it is rather difficult to give you all hex values changed... I posted above an asm with which you can include the visible floors mapping to your ocarina. Making the L2 ocarina red is not so much important. I may be able to trace all changes for you (making it red when out of chest, in menu, with another name.. ..) but this is, as said a piece of work for me, and not really necessary.

By the way, a small warning: you should prevent the possibility of downgrading. This is e.g., possible for swords, shields, boomerang, and the ocarina, if stored in a chest.
Nintendo prevents this by the upgrade system (fairy pond, smiths etc...). But if you store the items into chests, like say the flutes. You can miss the L1 flute, get the L2 flute first and later the L1 flute  then you will be downgraded.
Possibility to prevent this is to have the L2 flute with the bird statue (but this misses the monologue) or better work with a key item.
If you give the L1 flute into a chest which opening causes a door to open, and you get a key item like the glove thereafter, you can give the L2 flute only if you have the gloves collected (block stones in this case). Some thinking must be invested here in your dungeon design.
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Re: Patch update

Post by Conn on Sun 22 Feb 2015 - 7:22

Again a nifty update: I made the all-in and complete items patch run in fastrom mode, so this prevents pretty much game slowdowns, as e.g., experienced when calling the nimbus's gold bees (3 golden bees and monsters on screen is too much for the cpu, so fastrom will prevent the slowdowns occurring here).

I readdressed most banks, if some are missing it is not devastating, as the emulator makes no difference whether the bank is $87 (fastrom) or $07 (lorom). The lorom bank codes will only be executed a bit slower, but the crucial nmi and irq (which takes most cpu) work are all in fastrom mode. To be on the safe side though, I also added a zip folder to each patch that lets you reverse the fastrom settings.

Please redownload/reapply
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

SePH, I also sent you the PU compatible code with reverse patch Smile
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Re: Patch update

Post by wizzrobemaster on Mon 23 Feb 2015 - 0:52

this fastrom mode seems like a nice addition. after all native Zelda was common for slowdowns (as were several other snes games). one addition I would like to see is the removal of the movement bias where when the old man enters the cave no enemies or traps can move when link is immobile.

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Re: Patch update

Post by Conn on Mon 23 Feb 2015 - 5:18

thanks, I think also SePH figured out the advantage of fastrom :p



many bosses on Screen without much lags due to fastrom. I hope SePH doesn't mind that I post it here, as he posted this in a thread not viewable by the public.

Well, your request shouldn't be possible to address. The old man is a sprite as well as all Monsters. You can either stop all or None. Unstop Link may also lead to irritations... The Thing is really unfair, I'm with you here, but also quite Little as the old man does not Need much time to get into his cave.
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Re: Patch update

Post by wizzrobemaster on Mon 23 Feb 2015 - 9:46

is there any way of speeding up the old man's movement? it seems the only solution is to relocate the dead rocks and the falling boulders. like I said, I find death mountain to be a poorly organized section due to the ether medallion being there, a bad warp location, and the south east corner only containing a couple items. still hyrule magic can edit several of these issues.

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Re: Patch update

Post by Conn on Mon 23 Feb 2015 - 10:40

There could be a speed table of sprites, at least I notced while playing PW that the soldiers are moving faster, making them kill me since there was no escape anymore. Possibly Puzz or Euclid have such a list somewhere.
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Re: Patch update

Post by wizzrobemaster on Mon 23 Feb 2015 - 16:08

the old man also slows you down when dashing, but that is so he can keep up.

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Re: Patch update

Post by Conn on Sun 1 Mar 2015 - 20:39

To avoid getting a second head when cutting grass with fastrom:


Please reapply the updated Versions:
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Also sent you a PU Fox, SePH.

It could be a wise idea to test a bit with the all-in Rom if anybody has time to find unexpected Happenings (as this double head when cutting grass.
Fastrom clearly has a big Advantage and I am sure we can hunt such bugs all down Wink
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Re: Patch update

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