Edit the doors? Yes, it is possible :D

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Edit the doors? Yes, it is possible :D Empty Edit the doors? Yes, it is possible :D

Post by Spane on Thu 7 Feb 2013 - 6:57

I've just found a way to edit the doors. Normal, if you want to edit it with Hyrule Magic, you see only scrambled tiles. One wrong click and the rom is crap. But I have now found a way how it works. How? Very Happy Of course with hex! Very Happy I will concern myself with it better and then possibly write a small guide.
In this sense, Ahoi Very Happy

~Spane

Spane

Edit the doors? Yes, it is possible :D Image213

Since : 2013-01-22

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Post by Founder on Thu 7 Feb 2013 - 17:45

Whoa amazing discovery once again Spane! I was wondering if there as any way to edit them. If you edit one side (top or bottom) or (left or right) are they mirrored?

Founder

Edit the doors? Yes, it is possible :D Image212

Since : 2012-06-19

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Post by Spane on Fri 8 Feb 2013 - 6:27

The normal doors are exactly 24 bytes long. You have 12 bytes for the tiles and 12 bytes in front, mirror and palette. As an example: At adress 0x4468 and 0x4469 (with header) you see 88 and 28. The 88 means the tile that is used. On a defaul alttp rom tile 88 is block 136 in the dungeon piece editor.
The 28 stands for the palette and in front Very Happy After these two bytes are the next two bytes for the next tile. The next number you see is the 08. That is, the left side of the door. Some doors divide their 24 bytes, but the up doors and down doors can be made up separately.

Door Data: (With Header Very Happy)
0x4468 - 0x447F = Door 000 Normal (Bg1)
0x4480 - 0x4497 = Door 001 + 002 Normal (Bg2)
0x4498 - 0x44AF = Door 003 - 00B Normal (Bg1)
0x44B0 - 0x44C7 = Door 00C Closed (Bg1)
0x44C8 - 0x44DF = Door 00D Wall (Bg1)
0x44E0 - 0x44F7 = Door 00E Small Key (Bg1)
0x44F8 - 0x450F = Door 00F Big Key (Bg1)
0x4510 - 0x4527 = Door 010 + 011 Small Key (Bg1)
0x4528 - 0x453F = Door 012 + 013 Small Key (Bg2)
0x4540 - 0x4557 = Door 014 Bombable 1 (Bg1)
0x4558 - 0x456E = Door 015 + 016 Big Key (Bg1)
0x456F - 0x4586 = Door 017 Bombable 2 (Bg1)
0x4587 - And so on here comes the bombable wall Very Happy

08 = normal
28 = in front
68 = in front + mirror on y
48 = mirror on y

Spane

Edit the doors? Yes, it is possible :D Image213

Since : 2013-01-22

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Post by Founder on Thu 25 Apr 2013 - 21:16

Found that list of block types while color coding MathOnNapkins RAM addresses! I'm astonished there's this much of them.

I already knew about some of them like the Cane of Somaria ones since I moved those tiles into the main set of dungeon tiles = it never changes between dungeons! Instead of them beeing in only one very specific dungeon tileset, I can now use Somaria platforms in every tileset!

Others like the key, chests, torches, screen transitions are obviously new to me! I think I'll compile a full list of the tiles along with their pictures (started this a while back actually). I do know Somaria platforms sadly don't work on overworlds... yes I've actually tried! It's hard to guess which ones work on overworlds/dungeons and which don't, so I'm thinking we might actually need a complete database of those block types afterall! Thanks to MathOnNapkins he pretty much saved a lot of time!


List of Tile types:

0x00 - normal?
0x01 - collide
0x02 - ???
0x03 - ???? what the hell is this?

0x08 - swim / deep water
0x09 - shallow water (not swimmable)

0x0A - ????
0x0B - ????

0x0C - moving floor (Mothula's room)
0x0D - spike floor (hurts)
0x0E - ice floor
0x0F - more ice floor?

0x1C - top of water staircase
0x1D - in room staircase
0x1E - in room staircase
0x1F - in room staircase

0x20 - Pit / Hole tiles

0x21 - ????

0x22 - stairs that slow you down

0x23 - Lower half of trigger tile (Object 1.1.0x35 also uses it, but it seems like a broken mess)
0x24 - Upper half of trigger tile

0x26 - Boundary tile for In-floor inter-room staircases
0x27 - white statues (dungeons) / fences (overworld)

0x28 - Ledge leading up
0x29 - Ledge leading down
0x2A - Ledge leading left
0x2B - Ledge leading right
0x2C - Ledge leading up + left
0x2D - Ledge leading down + left
0x2E - Ledge leading up + right
0x2F - Ledge leading down + right

0x30 - Up Staircase to room 1 of 5
0x31 - Up Staircase to room 2 ( " )
0x32 - Up Staircase to room 3 ( " )
0x33 - Up Staircase to room 4 ( " )

0x34 - Down Staircase to room 1 of 5
0x35 - Down Staircase to room 2 ( " )
0x36 - Down Staircase to room 3 ( " )
0x37 - Down Staircase to room 4 ( " )

0x38 - Boundary tile for straight up inter-room staircases
0x39 - Boundary tile for sraightt up inter-room staircases

0x3A - ????
0x3B - star tiles that change up the floor

0x3D - inter-floor staircases?
0x3E - inter-floor staircases?
0x3F - inter-floor staircases?

0x40 - Thick Grass (and smashed in moles?)

0x42 - Gravestone

0x44 - Spike Block (dungeon) / Cactus (overworld)

0x48 - (overworld) Normal blank ground
0x4A - ????

0x4B - Orange Warp Tile (Dungeons) / Blue Warp Tile (Overworld)

0x4E - Mountain rock tile found in only a few select areas
0x4F - Mountaon rock tile found in only a few select areas

0x50 - (overworld) bush
0x51 - (overworld) off color bush
0x52 - (overworld) small light rock
0x53 - (overworld) small heavy rock
0x54 - (overworld) sign
0x55 - (overworld) large light rock
0x56 - (overworld) large heavy rock
0x57 - (overworld) rock pile

0x58 - chest 0
0x59 - chest 1
0x5A - chest 2
0x5B - chest 3
0x5C - chest 4
0x5D - chest 5

0x5E - upward staircase tile

0x60 - ????

0x62 - bombable cracked floor

0x63 - minigame chests?

0x66 - blue / orange block that is down
0x67 - blue / orange block that is up

0x68 - conveyor belt
0x69 - conveyor belt
0x6A - conveyor belt
0x6B - conveyor belt

0x70 - pot or bush (or mole?)
0x71 - pot or bush
0x72 - pot or bush
0x73 - pot or bush
0x74 - pot or bush
0x75 - pot or bush
0x76 - pot or bush
0x77 - pot or bush
0x78 - pot or bush
0x79 - pot or bush
0x7A - pot or bush
0x7B - pot or bush
0x7C - pot or bush
0x7D - pot or bush
0x7E - pot or bush
0x7F - pot or bush

0x80 - open door?

0x8E - send player to overworld? (well supported so far >_>)

0x90 - screen transition with BG toggle (BG0 <-> BG1)
0x91 - screen transition with BG toggle (BG0 <-> BG1)
0x92 - screen transition with BG toggle (BG0 <-> BG1)
0x93 - screen transition with BG toggle (BG0 <-> BG1)
0x94 - screen transition with BG toggle (BG0 <-> BG1)
0x95 - screen transition with BG toggle (BG0 <-> BG1)
0x96 - screen transition with BG toggle (BG0 <-> BG1)
0x97 - screen transition with BG toggle (BG0 <-> BG1)

0xA0 - screen transition with dungeon toggle
0xA1 - screen transition with dungeon toggle
0xA2 - screen transition with dungeon toggle
0xA3 - screen transition with dungeon toggle
0xA4 - screen transition with dungeon toggle
0xA5 - screen transition with dungeon toggle

0xB0 - Cane of Somaria line (up/down)
0xB1 - Cane of Somaria line (left/right)
0xB2 - ???
0xB6 - Cane of Somaria line node (question mark shaped)

0xC0 - Torch 0x00
0xC1 - Torch 0x01
0xC2 - Torch 0x02
0xC3 - Torch 0x03
0xC4 - Torch 0x04
0xC5 - Torch 0x05
0xC6 - Torch 0x06
0xC7 - Torch 0x07
0xC8 - Torch 0x08
0xC9 - Torch 0x09
0xCA - Torch 0x0A
0xCB - Torch 0x0B
0xCC - Torch 0x0C
0xCD - Torch 0x0D
0xCE - Torch 0x0E
0xCF - Torch 0x0F

0x0D0 - ????

0xF0 - Key door 1
0xF1 - Key door 2
0xF2 - Key door 3
0xF3 - Key door 4
0xF4 - ????

Founder

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