Help with my Hack?

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Post by Founder on Thu 21 Aug 2014 - 10:23

Or add link awakening style key blocks and see if it does the job.

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Post by Charmander106 on Thu 21 Aug 2014 - 15:05

That is what I'm gonna do, but I read about it and that it uses the prison block, I'd like to have both if it's possible.
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Post by Founder on Thu 21 Aug 2014 - 21:30

In PU I used those for small keys and it worked.

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Post by Charmander106 on Fri 22 Aug 2014 - 8:30

I'm trying to keep the original castle dungeon the same (where you save Zelda) so I may have to choose to just have another door be locked.

On another note I want to use the transfer indoor sprites so I could have more sprites to use but it would act weird and cause all kinds of sprites all around the rooms and just crashes the game when I enter them in-game.
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Post by Founder on Fri 22 Aug 2014 - 9:27

If you find the key in the same room as the keyblocks they wont open.

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Post by Founder on Fri 22 Aug 2014 - 10:43

Puzzledude wrote:
SePH wrote:In PU I used those for small keys and it worked.
Yes, I forgot that in the Conker game there are small blocks, that can be unlocked with the small key. Don't know, where this version of the mod is.
It's in the asm patches here: [You must be registered and logged in to see this link.]

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Post by Charmander106 on Sun 2 Aug 2015 - 4:36

Hey guys! Just wanted to show off a little of what I've been doing.

Started working on the overworlds and here is what I have: [You must be registered and logged in to see this link.]

I think I'm gonna make this my hack code-named ALTTP DX. Will most likely change it in the future, if there is a future for the hack...

Also this is WIP and anything can change than what is presented here.

PS I need help with making bushes not pickup-able until the level 1 lift upgrade.
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Post by Conn on Sun 2 Aug 2015 - 5:43

looks good but the name is already given
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lifting bushes with l1 should be not too hard to implement (hook at a certain adress and check gloves) but I'm not sure whether that's of much avail, since you can also cut them down... maybe it's better to simply stick to the native way and block stuff with stone blocks
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Post by Charmander106 on Sun 2 Aug 2015 - 8:18

Well, I could give you the sword very late in the beginning and only after the beginning will you be able to cut through the bushes you couldn't remove earlier.

As for the name, it's a code-name so it won't be the official title, plus I had that name before that hack came out. Proof is [You must be registered and logged in to see this link.], the hack was released in November, my post was posted all the way back in April.
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Post by Conn on Sun 2 Aug 2015 - 8:43

pc $03:D377: 00 -> 01
should do that job with the bushes
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Post by Charmander106 on Sun 2 Aug 2015 - 9:26

Thank you very much conn, it worked. Now this also affects the pots inside the dungeons since pots and bushes are pretty much the same block type? It would be better if you can still pickup pots but not bushes, to mimic the gameplay of Ocarina of Time, but that may not be doable, even with ASM?
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Post by Conn on Sun 2 Aug 2015 - 9:54

Unfortunately I think it's not possible without asm. I tried with $07:15D9: 50 -> 52, which actually will do as you wish, but it unfortunately transforms the bush into a block when you lift it.

an asm code would be actually quite easy
Code:

lorom
org $07d42d
JSL $          ; !!!!!!!give here a free rom address (in snes)

org $          ; !!!!!!!!!give here the free rom address (in snes)
CPY #$02    ; check if bush
BNE end     ; if not proceed to end
LDA $1B     ; check if indoors
BNE end     ; if not zero, then we are indoors -> proceed to end
LDY #$01   ; load "stone value" to Y
end:
LDA $D375,y ; repeat deleted native code
SEC
RTL

You can use this code by simply set the free rom address (in SNES adress) and run it in xkas. Also, don't forget to restore
pc $03:D377: 01 -> 00
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Post by Conn on Sun 2 Aug 2015 - 10:09

I do not know whether you use all-in but here's the code in hex which uses free rom address in expanded, no header 10/2240:

change at 03/D42D: B9 75 D3 38 into:
22 40 A2 A0


write at 10/2240 (free, only 00):
c0 02 D0 06 A5 1B D0 02 A0 01 B9 75 D3 38 6B
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Post by Charmander106 on Sun 2 Aug 2015 - 10:32

Yep, tested the code and found it working! Thank you so much!
Very Happy
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Post by Conn on Sun 2 Aug 2015 - 10:49

nice that I could be of help Very Happy
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Post by Founder on Sun 2 Aug 2015 - 16:12

Before you think porting this to PU....forget it! Every new blockade you add makes me push the release further and further.. so no thank you!

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Post by Conn on Sun 2 Aug 2015 - 17:29

*haha, no worries, though you could adapt the code 1:1. I didn't expect that this code was of so much use, actually I regarded it as obsolete.

I posted it here as working asm:
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Post by Charmander106 on Mon 3 Aug 2015 - 5:37

Alright now the other thing I need is to have those sprites in the village that when touched they call the guards on Link. In Parallel Worlds they don't run and call guards. I would also like to have them like they are in Parallel Worlds, is there some kind of patch or hex tweak around here that will allow me to do that?
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