Charmy Needs Help

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Post by Charmander106 on Wed 23 Apr 2014 - 0:03

Okay so I just want to know if some of the original light world map tiles had any garbage tiles that I could replace for new tiles? I also have no intentions of editing any of the original tiles that are used.
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Post by White_Yoshi54 on Wed 23 Apr 2014 - 2:39

Well Joey, I have no idea about garbage tiles.. however I did circle tiles that I didn't use that don't seem to have much affect on anything.

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The RED tile are the ones I didn't use, that you might/not be using that you can over-write.

the BLUE tiles are comepletely unknown that you probably aren't going to use.

Be aware that when you graphically edit this stuff it changes hex data as well, so be careful! Smile

Best of luck, and I hope this helped
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Post by Founder on Thu 24 Apr 2014 - 23:57

All the tiles are used at some point, but it doesn't mean you can't change some of them into other graphics to save space.

For exemple, here's the map graphics as I've changed them in Parallel Worlds to give you an idea of what can be done!

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^^Don't forget there's two different palettes for the two overworlds and that all tiles are shared. You have to make up with the 256 tiles/256 colors limit :/

And the end results:

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Post by White_Yoshi54 on Fri 25 Apr 2014 - 6:01

Gee, SePH, mate. You could've done a little bit better shading the clouds? =P
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Post by Charmander106 on Fri 25 Apr 2014 - 6:22

Thanks seph, now I understand. Like I said I'm just gonna work with what is already there. Alright back to hacking!
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Post by Charmander106 on Mon 28 Apr 2014 - 6:34

I had an idea that that the master sword event and area take place at the top of Tower of Hera and was wondering if it would be possible or not?
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Post by Founder on Mon 28 Apr 2014 - 15:59

Puzzledude wrote:Yes, it is possible; since Master sword is a sprite, which reacts on 3 pendants. If you have those and stand above this sprite and press A, the event will go automatically (you just need to set the gfx blk and pal correctly, which can be difficult, since it is hard to read those, if the area is a special one, like the forest meadow).
It's easy to know which Sprite GFX and Sprite Palette those special areas are using.

Open Area 80 (master sword + under the bridge areas) or 81 (zoras domain) and then click the exit button at the top. Then double click on either exit 0180 or 0181. You'll find the correct Sprite GFX and Sprite Palette information there(ignore the greyed out info at the top since those aren't the right ones).

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Then go to any areas of your choosing, and enter those in the top area:

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After that go in the 16x16 block editor and scroll at the bottom, you'll find out the master sword graphics/pendants and its animation are loaded in the area correctly.

More information about that sprite taken from my incomplete compendium guide:

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with the gfx tiles locations it's possible to go one step further and add other sprites in those tilesets to make your areas even more custom, but this goes down into the graphics schemes which is definitively  harder to manage then the rest of the game, especially for newbies Smile

But there you have it, moving that event to another screen as basic as it gets!

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Post by Charmander106 on Mon 28 Apr 2014 - 17:02

I actually didn't plan to move the master sword but to use the forest meadow and change it to the top of the tower. Which means I want another exit in the Tower of Hera into the area where the master sword is. This I think would require some ASM changes?
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Post by Charmander106 on Mon 28 Apr 2014 - 17:31

So could I just take the mountain area and split the layout there with 4 screens and just block the top one as top of the tower?
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Post by Founder on Mon 28 Apr 2014 - 18:48

Charmander106 wrote:Which means I want another exit in the Tower of Hera into the area where the master sword is. This I think would require some ASM changes?
This is very easily possible to do.

If you open HM and go to Area 00, you'll notice that the hollow tree that goes to the Master Sword area doesn't use any entrance to get there. 

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It's a special teleporter that works using specific tiles. It's possible to move this special teleporter to another area of your choosing and be able to enter the secret meadow from anywhere. 

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There's no asm involved here, you simply need to do simple hex changes to make another area load the secret meadow once ''Link'' touches those special tiles.

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It's of course possible to change the graphics that loads in Area 80 and 81 to other gfx sets but the graphics will appear glitched in HM.

They are located in the exit of those areas (0181, 0182, 0183).

Here's an exemple of what I mean.

My Area 81 (in parallel worlds) as it appears in HM:

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And it's properties:

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That area just plays fine in the game however and it is known as the waterfall cavern.

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Post by Founder on Mon 28 Apr 2014 - 19:00

Forgot to meantion, but you can also change the position that Link enters those special areas!

Here's the original game area under the bridge and it's properties:

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And mine in parallel worlds... I was able to create a bigger area then the original one that didn't used the overlay under the bridge:

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So in all, you can move both the secret meadow, area under the bridge and zoras waterfall teleporter tiles to any area in the game!

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Post by Founder on Mon 28 Apr 2014 - 19:22

No worries :-P

If were speaking of adding normal entrances/exits (yellow and white dots) into those areas this is of course not working.

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Post by Charmander106 on Tue 29 Apr 2014 - 17:54

Thanks guys, I'll be playing with that in the moment but now another question is that I would like to export my OV map data, along with other data as well, and import into another ROM so that I can have separate ROM's to edit individual portions to kinda make editing this game more manageable.
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Post by Charmander106 on Wed 30 Apr 2014 - 22:45

Here is what the tower looks like: [You must be registered and logged in to see this link.]
Note, this is just for testing purposes and will most likely be changed from the final release.

Now what I want is the boss room in the Tower of Hera to have another Entrance/Exit to reach the balcony area to get to the Master Sword area.

The map thing was just a sort of convenience in which I wouldn't have to rebuild the map from scratch on another ROM. It doesn't matter as much since I actually have the map pretty much done and just needs a few more touches before I let you see it.
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Post by Charmander106 on Thu 1 May 2014 - 6:52

Yes now I want to add a entrance to the boss room in the tower? I just don't want to have to overwrite a room with an already existing entrance, if it's possible.
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Post by Spane on Thu 1 May 2014 - 7:04

You have to overwrite one existing entrance to get a new entrance. You can not add more entrances when already in the game. So a little tutorial:

Search for an entrance you wouldn't use in your hack. If you have the new version of hyrule double click on the entrance button and you see on the lower left part of you screen "Starting location" and "Room".
In the box next to "Room" you have to write the roomnumber of your bossroom. Close the complete rom and save.
Now double click on the exit button which belows to the entrance and change here the room number also.

Save and close the rom completely again. Open it again and you have successfully added an entrance to your bossroom.

Now you have only one remaining problem, because if you beat the boss and get the pendant you will be portet outside the dungeon to your first entrance so you have to change this also. I think what will need asm but that's not my territory :-D

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Post by Charmander106 on Sun 4 May 2014 - 12:44

Alright I've been away for a few days but I'm back now.

So I want to add another floor and edit the room header but HM keeps saying that there is no more room for the room headers, how would I go about solving this?
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Post by Charmander106 on Sun 11 May 2014 - 11:44

Here it is, the Tower of Hera now leads to the master sword area:



There are problems that obviously need fixing before it's really done but It's close as I want it ATM.
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