Upgrading Items

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Re: Upgrading Items

Post by Conn on Sun 13 Oct 2013 - 9:32

I really like your ideas but you know the asm for all this is difficult. You need tiles in menu (where we run out of place), for chest, in use, you also need to code what happens when use. Coding was awful when you remember all the bugs in the feather and morning star (getting also tired of it ^^ already added... 5? new items).

As for
Flippers and boots: I think we have enough restrictions already how to keep the player away from areas.

Sling shot: cool idea, but why an upgrade? Make the first wooden bow to sling shot and the silver bow to a bow.

Lantern / fire rod probably is the best idea, you'll get a free space in menu if you like to add another item.

Sword: you saw the punch hack which is as good as the deku stick but doesn't require additional tiles.
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Re: Upgrading Items

Post by Puzzledude on Sun 13 Oct 2013 - 10:20

Regarding the sword. The fist has already been implemented, so the deku sword would be similar to it. Why not rather improve the Gold sword, which I've done a while back:
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The Firesword will burn enemies in one hit with the spin attack (like Firerod) and make a Gold sword damage with normal attack. Similar with the Ice sword (makes Icerod damage). You also have a Super Sword, which I made: hold the sword and let the enemy hit it (stabbing) = Ice sword, spin attack = Fire sword, normal attack = Gold sword damage.

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Re: Upgrading Items

Post by Conn on Sun 13 Oct 2013 - 10:51

That's a pretty cool hack ;)you should give the addresses at single hacks (think no ips is necessary since the changes are so small).
Btw: the table you hacked is the same as my recent L0-knock hack reads from

code:
Damage sword strike is normal strike
Spin attack is charging and releasing
Stabbing is charging and stab with charged sword into enemy without release
Code:

03/6d33: 01 02 03 04 (damage sword strike by level: L1 L2 L3 L4)
03/6d37: 02 03 04 05 (damage spin attack by level: L1 L2 L3 L4)
03/6d3b: 01 01 02 03 (damage by stabbing by level: L1 L2 L3 L4)

Damage code:
00: boomerang freeze
01: normal sword
02: Master Sword
03: Tempered Sword
04: Golden Sword
05: Golden Sword Spin
0b: fire rod
0c: ice rod
My favourite is to burn enemies with L3/L4 with spin and ice enemies with L4 only; it would therefore be:
03/6d39: 04 05 -> 0b 0b (fire through spin L3 L4)
03/d6de: 03 -> 0c (ice by stabbing L4)
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Re: Upgrading Items

Post by SePH on Sun 13 Oct 2013 - 15:27

Oh yeah! Totally forgot about the fire and ice sword by Puzzledude, I'll probably just use your own selection Conn (I'm lazy I know and don't want to argue tonight Razz)

I'm with Conn here, I think we have enough items to restrict the player in the game but the torch/firerod combo is a really good idea (then again we need a new item to fit in the location)...

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Re: Upgrading Items

Post by Conn on Sun 13 Oct 2013 - 16:18

*lol, great ^^ would love to see that implemented in PU - you can help yourself with the addresses I gave I guess.

Let me think... the lantern is only used to light dark screen ingamed. So this could be completely renounced on, and map this to the fire rod as L2 lantern.
So yeah, if anybody will hack something like a feather/iron boots whatever, this is the place to use!
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Re: Upgrading Items

Post by Conn on Sun 13 Oct 2013 - 17:51

this is doable - you'd need to set the lantern on 7EF345-02 (01 is firerod). Then you need to hook the pointer to execute lantern animation in case it is 02 (did that a few times for shovel/morning star/force-boomerang, etc.).
Of course you also need to set the menu tiles on the firerod, change text and so forth.

There are only few addresses when the lantern is read, these must be mapped to 7ef345 instead of 7EF34A then.

Then you need a new item and create everything... it depends upon the item you want to create, if it is just an upgrade it is easy (but then you won't need the new free menu space). If it is something totally new like the feather you need to write the asm.
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Re: Upgrading Items

Post by Conn on Sun 13 Oct 2013 - 21:48

Seph, I was just reconsidering having this damage mapped on the spin attack for 3 reasons: (1) not all monsters can be burned or iced, at least no bosses, making spin useless (2) it will spoil the goldpotion and make this almost useless (advantage is that you can charge and hit several times quickly on the same monster - if it is already burnt or iced there's no point (3) you will have to renounce on highest 05 damage with golden sword...

I'd rather tend to leave
Code:
03/6d39: 04 05
native due to these reasons.

Stabbing however is in any case possible and cool and does not have these side effects. Though I would love to have both icing and burning in one sword, this isn't possible I think (could try with having another button pressed as well, but... - maybe you have ideas).

I'd therefore make in any case:
Code:
03/6d3d: 02 03 -> 0c 0b
(ice by stabbing L3, burn by stabbing L4)
Burning is stronger than icing since it kills instantly - further it would fit with your laser saber :p


Last edited by Conn on Mon 14 Oct 2013 - 16:10; edited 1 time in total
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Re: Upgrading Items

Post by SePH on Mon 14 Oct 2013 - 14:09

I won't be using dark rooms in PU.. so you can implement the lighter/fire mushroom to use the same slot if you want.

The reason for this is that I'm using the FAA object to create other dungeon objects! That object is the overlay of the lamp. You can either edit it to something like the very first post in the thread we are in OR you can use those FOUR different sides to create other objects! If I have to choose between using dark rooms or have four big sheets to create objects in dungeons, I'll choose the later one hands down. And beside the lamp isn't even used in all Zelda games so it's useless as it can be in PU! And don't we all agree that dark rooms were used to death in PW and we received much criticism because of that! So I don't even feel bad for not using dark rooms!

I've changed the torchlight into lighter for that reason but as a trade off, will also make the lighter infinitely useable (won't use magic/battery anymore) <---which makes sense in comparision to real life lol

Alright I've changed back the 04, 05 and and the other into 0c, 0b (although your 03/d6dd address is the wrong one Wink)

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That's funny you mention changing this now since I've already added my lightsabers yesterday Wink

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0- You'll first start the game unarmed.
1- After that you'll then find a baseball bat or frying pan.
2- Then at long last you'll get your first lightersaber! The green one!
3- Next up, you'll get the blue one, which will now also freeze enemies!
4- And I've kept the dark side of the force last, the red one it is! BURN enemies BURN! Feel the wrath of a sith lord Razz

So it's really an amazing coincidence you mention switching the freeze-burn function of your previous post now!!

Regarding my ending still using the mastersword, I might either change it or keep it as a memento in memory of what this game once were Wink

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Re: Upgrading Items

Post by Conn on Mon 14 Oct 2013 - 16:09

Hej that's pretty cool!!!!!
(changed also the address to the correct one

As for another item introduction... I really don't feel for it - but we at least could :p
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