The Hyrulian Cave Temple
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The Hyrulian Cave Temple
The cliffs are already done :-) But an dark clowd raises over the land of hyrule :-O I have finished yesterday my area and saved. Today i wanted to work on the area again und used on that area the warp switch button, and this happened. Can anyone help me :-/
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
If the area doesn't show up at all, than the rom got bugged. You could debug this in hex, but with the overworld areas it is much more difficult than indoors, so rather take the backup rom.
It is strange that this bug appeared, since the overworlds are much more stable than indoors and are based on drawing. The problems can however occur, if the hex string is filled with bytes, which have bigger values than the previous ones. One of the problems with modding Alttp today is definitely also the battle with bugs.
It is strange that this bug appeared, since the overworlds are much more stable than indoors and are based on drawing. The problems can however occur, if the hex string is filled with bytes, which have bigger values than the previous ones. One of the problems with modding Alttp today is definitely also the battle with bugs.
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
I have tried to use the backup rom. That means i opened both roms the bugged and the backup in one hm and copy and pasted the overworld from the bugged one to the normal one. I saved and reopened the rom. It seems to work the dark world area appears but it is complet filled with messed tiles.
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
When you copy paste an area, you must always do at least one manual edit= drawing before saving.
The copy pasting will only paste the biggest squares. It is no good if you changed the middle-sized squares or the smallest squares.
If you changed the middle squares and the small square definitions, the hex will also not help you.
You can also check this in hex.
Area 74 is 116 in dec + 1 (because of area 00) = 117 in dec.
The pointers A for areas, start at 1794D, 3 bytes for one pointer. So the pointer for your area 74, should start at 17AA9. The pointer than points to somewhere between 58000 to 68000. The area code ends with FF. So you can check the code in hex.
The pointers B, start at 17B2D, 3 bytes for one pointer. So the pointer for your area 74, should start at 17C89.
This is only if the area is small. If 74 is a big are, 8 codes need to be checked; for area 74, 75, 7C, 7D. And each A and B code (since there are 2 codes for one area).
So you take the 8 codes of any non-bugged area 74 and paste them into the bugged rom. The original codes should be shorter than the bugged codes, and the rest is filled with FF.
Of course the bug can repeat if the new drawings don't fit in the string (and take more place than available).
The copy pasting will only paste the biggest squares. It is no good if you changed the middle-sized squares or the smallest squares.
If you changed the middle squares and the small square definitions, the hex will also not help you.
You can also check this in hex.
Area 74 is 116 in dec + 1 (because of area 00) = 117 in dec.
The pointers A for areas, start at 1794D, 3 bytes for one pointer. So the pointer for your area 74, should start at 17AA9. The pointer than points to somewhere between 58000 to 68000. The area code ends with FF. So you can check the code in hex.
The pointers B, start at 17B2D, 3 bytes for one pointer. So the pointer for your area 74, should start at 17C89.
This is only if the area is small. If 74 is a big are, 8 codes need to be checked; for area 74, 75, 7C, 7D. And each A and B code (since there are 2 codes for one area).
So you take the 8 codes of any non-bugged area 74 and paste them into the bugged rom. The original codes should be shorter than the bugged codes, and the rest is filled with FF.
Of course the bug can repeat if the new drawings don't fit in the string (and take more place than available).
Last edited by Puzzledude on Fri 28 Feb 2014 - 13:13; edited 1 time in total
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
It is a big area, 74,75,7C and 7D. SO i will check this in hex if this helps. How can i avoid this bug?
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
I don't know what is wrong with the rom, so I couldn't tell. But if you post the UPS patch of the bugged rom and the non-bugged rom, I can tell you, by comparing both roms in hex.
Basically you need to go through backups and determine, when did the bug first appear. Then you take the rom just before the bug and the bugged one.
Thus we can see, what HM did wrong and fix it in hex.
Basically you need to go through backups and determine, when did the bug first appear. Then you take the rom just before the bug and the bugged one.
Thus we can see, what HM did wrong and fix it in hex.
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
If you want i can send you the bugged one and the last backup rom. But between this two roms are a few days.
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
Sure. You can send me this on e-mail or PM, so I can see what went wrong.
PS
Using Hyrule Magic means to make a backup every 3 hours. As you can see Parallel Universes is at version around 4800. So almost 5000 files already. Better more than too less.
PS
Using Hyrule Magic means to make a backup every 3 hours. As you can see Parallel Universes is at version around 4800. So almost 5000 files already. Better more than too less.
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
Oh man I'am on backup 50? Fuu*** in the future i will go to make more backups :-D Okay i send you the two roms.
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
That's correct. It still didn't arrive. It's also not in the spam folder. Maybe it needs some more time?
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
Okay I've got it. I've exceedet the maximum Mb size so I've send you the two roms seperatel.
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
I've got it now, will see what's wrong with the rom. It needs around 15 minutes, since you've sent it from google mail to hotmail.
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
I've analyzed your rom, and mannaged to debug it, with somesort of the mirracle-luck.
Problems (on bugged rom and backup rom):
1.) overworlds had bugged items all over (I used remove all items from overworlds). Advice: don't add any items in the overworlds, unless you know the code in hex
2.) overworlds had bugged entrances (multi entrance spawned in one of the dark world areas due to changing the overworld global grid). Advice: don't change the global grid anymore; or if you do, always use remove all entrances and whirlpools afterwards.
3.) removed all whirlpools (probably also auto respawned). Don't use any whirlpools (overworld teleporters).
4.) to be sure I also removed all fly locations and holes (add those once the drawing of the overworld is complete)
5.) Do Not use: remove all exits
On the bugged rom only:
Major bug on area 74, due to bugged items, with location outside the drawing area; the result was a major fault in the HM, once the button Warp switch was pressed on area 34.
When the upper 4 parts were done I mannaged to come to area 74 by luck (by starting at area 40) when traversing the dark world, then I quickly redraw it and saved.
Now it works normally. Re-sent you the debugged rom, will probably take 10 minutes to arrive.
PS
The backup was bugged also, it just didn't have that severe bug on area 74. Ive debugged the backup also (no more bugged items and entrances in the dark world).
Problems (on bugged rom and backup rom):
1.) overworlds had bugged items all over (I used remove all items from overworlds). Advice: don't add any items in the overworlds, unless you know the code in hex
2.) overworlds had bugged entrances (multi entrance spawned in one of the dark world areas due to changing the overworld global grid). Advice: don't change the global grid anymore; or if you do, always use remove all entrances and whirlpools afterwards.
3.) removed all whirlpools (probably also auto respawned). Don't use any whirlpools (overworld teleporters).
4.) to be sure I also removed all fly locations and holes (add those once the drawing of the overworld is complete)
5.) Do Not use: remove all exits
On the bugged rom only:
Major bug on area 74, due to bugged items, with location outside the drawing area; the result was a major fault in the HM, once the button Warp switch was pressed on area 34.
When the upper 4 parts were done I mannaged to come to area 74 by luck (by starting at area 40) when traversing the dark world, then I quickly redraw it and saved.
Now it works normally. Re-sent you the debugged rom, will probably take 10 minutes to arrive.
PS
The backup was bugged also, it just didn't have that severe bug on area 74. Ive debugged the backup also (no more bugged items and entrances in the dark world).
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
Okay thank you :-) I have removed all the items and sprites not by the remove all function instead of that i have removed all by itself, that means i go throw each area and removed eatch sprite and item seperately. But thanks you alot to saved my rom :-O
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
You are welcome. Also, in the debugged roms, the items, entrances and whirlpools are already removed.Okay thank you :-) I have removed all the items and sprites not by the remove all function instead of that i have removed all by itself, that means i go throw each area and removed eatch sprite and item seperately. But thanks you alot to saved my rom :-O
You can not remove bugged items and sprites one by one. If you remove all bugged items and save, they will come back again in some other area or in the same area, when you reopen the rom.
Puzzledude- Since : 2012-06-20
Re: The Hyrulian Cave Temple
Yeah I've did this befor you discovered the item and sprites in hex and I've known that i can't use the remove all function so i decided remove all one by one but I didn't known that will cause the same bug.
Spane- Since : 2013-01-22
Re: The Hyrulian Cave Temple
Yes, the only thing that you can not remove one by one are bugged items, but it should work with bugged entrances and whirlpools (which respawn when you edit the global area grid= determine which area is big, which small). This respawn is a HM fault.
Sprites are rarely bugged (in your roms they were not bugged), thus you can remove them one by one, but this is not necessary, since they were not bugged.
Always remove all overworld sprites before you change the global area grid (determine which are is big, which small). Do this is early stage, than leave the grid as it is.
Sprites are rarely bugged (in your roms they were not bugged), thus you can remove them one by one, but this is not necessary, since they were not bugged.
Always remove all overworld sprites before you change the global area grid (determine which are is big, which small). Do this is early stage, than leave the grid as it is.
Puzzledude- Since : 2012-06-20
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