Removing the warped transitions on OoS rom

View previous topic View next topic Go down

Removing the warped transitions on OoS rom

Post by moegami on Sun 4 May 2014 - 16:44

I used the legends of hyrule rom as a base for my hack so all the transitions are the warped kind instead of the moving ones, does anyone know how to change this so i get normal transitions back? Either through a hex method or I can email you my rom to fix.
avatar
moegami



Since : 2013-07-04

http://zeniea.com

Back to top Go down

Re: Removing the warped transitions on OoS rom

Post by SePH on Sun 4 May 2014 - 17:12

Maybe these can help, all I have on those transitions in the guide;

Euclid wrote:F) TRANSITION BETWEEN OW AREAS

Need to alter the way Overworld moves from area to area?
At hex address 12CDD change the value to 80 = Changes the scroll to fade out.

Euclid wrote:Overworld areas always blank-out

Remember how when you enter/exit Area 00 or 40 you'll get a "blank out" before going into the next screen? This actually does good when going say, from a brown grass area to a green grass area, or go from a non-raining bg to a raining bg (the swamp in dark world is a good example, if you have joined that screen with the other screens and don't feel like getting rid of the raining overlay.)

Well here's how to make it always blank-out.

02AAE3EA
02AAE4EA

Enter these 2 codes, or if you want them permanently, just hack these codes into your rom.

rom with header offset: 12CE3 and 12CE4 - change to EA

If you want them in particular spots, I’m afraid that requires some asm programming work and some free space in the rom, checking for 0 is actually takes less space to program than say, check 1B and 0

Here's a rough dump of the code

# pop the "Current area code" off the stack
$02/AADA 68 PLA
# check if the area is 0 or #40, (only #40& 3F and 0 & 3F gives 0) and that jumps to 02/AAE5.
$02/AADB 29 3F AND #$3F
$02/AADD F0 06 BEQ $06
# if it is 0/#40, load the current area code (stored in $8A, anything other than 0 or 40 will make it jump to another section of the code.)
$02/AADF A5 8A LDA $8A
$02/AAE1 29 BF AND #$BF
$02/AAE3 D0 0F BNE $0F
# here's the initialisation routine for the "blank out" sequence by setting the "sub module" bits to appropriate values (thanks to MathOnNapkins for those bits, which made finding this way easier)
$02/AAE5 64 B0 STZ $B0
$02/AAE7 A9 0D LDA #$0D
$02/AAE9 85 11 STA $11
$02/AAEB A9 00 LDA #$00
$02/AAED 85 95 STA $95
$02/AAEF 8F 11 C0 7E STA $7EC011
$02/AAF3 60 RTS

avatar
SePH



Since : 2012-06-19

Back to top Go down

Re: Removing the warped transitions on OoS rom

Post by moegami on Sun 4 May 2014 - 17:28

I think you have misunderstood, I'm trying to get the normal transitions back because my rom is entirely fade-to-black transitions.
avatar
moegami



Since : 2013-07-04

http://zeniea.com

Back to top Go down

Re: Removing the warped transitions on OoS rom

Post by SePH on Sun 4 May 2014 - 17:50

Haven't misunderstood... These codes above are to add fade-to-black transitions everywhere. I assumed that by comparing the original Zelda 3 rom and those hex addresses, you'd be able to get the original values that were written there and revert the transitions back to normal! Wink
avatar
SePH



Since : 2012-06-19

Back to top Go down

Re: Removing the warped transitions on OoS rom

Post by moegami on Sun 4 May 2014 - 17:56

Ooooh! Yep, I compared them and it worked Very Happy thanks ahaha
avatar
moegami



Since : 2013-07-04

http://zeniea.com

Back to top Go down

Re: Removing the warped transitions on OoS rom

Post by qwertymodo on Fri 31 Oct 2014 - 15:26

I can't tell you how much I wish I'd known this info 2 years ago when I started mapping PW. There's a 1-pixel row on the top and bottom of each area that can only be seen during a vertical scroll between areas, so I was unable to screenshot that row on areas with fade-out transitions, meaning I had to manually recreate that 1-pixel row by finding, copying, and pasting the correct tile, all by hand in GIMP. 2 years after I started, I still haven't finished the icy overworld as a result of this. But now, with this info, I've managed to patch out the fade transitions and now I should be able to finish up the icy overworld much more quickly... Smile
avatar
qwertymodo



Since : 2014-10-21

Back to top Go down

Re: Removing the warped transitions on OoS rom

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum