Overworld holes only cause damage

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Overworld holes only cause damage

Post by moegami on Mon 8 Jun 2015 - 15:49

Anyone know how to make this happen? I don't want to mess around with holes too much and I'm tired of falling into the chris houlihan room

**alternative if anyone has a fix for actually making overworld holes work that'd be cool**
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Re: Overworld holes only cause damage

Post by Conn on Mon 8 Jun 2015 - 16:13

Are there any overworld holes causing damage? If not this would be hell to implement I think... You'd need to hook e.g., the fall in water code to be placed again somewhere next to the hole + damage.

If this is the case I can only wish much luck. I'm too busy to code such stuff...
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Re: Overworld holes only cause damage

Post by moegami on Mon 8 Jun 2015 - 16:23

Well I'm thinking you could perhaps change the block type and just use the same routine that is ran in the dungeons? I'm not aware of any overworld holes that cause damage though
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Re: Overworld holes only cause damage

Post by Puzzledude on Mon 8 Jun 2015 - 17:46

alternative if anyone has a fix for actually making overworld holes work that'd be cool
Don't know where the problem is here, since the overworld holes will not cause damage by default and would rather land you in a room. If you don't set the hole value, you will just fall into Hoolihan (debug), otherise the game would be stuck in the black screen.

You can see, how the standard drop hole is made in Alttp, just east of Hyrule Castle (the first hole you drop to in the game at the beginning). The bush must be aligned correctly, and with the bush you need an overworld item, plus the hole item and its value (this is actually a complex entrance with unstandard initial scrolling, since you drop down in the middle of the room).

Edit
In GoT I renounced on overworld items (since they glitch) and hole overlay had false pal (due to reused tree pal has been altered). So I made a hole drawing (holes are visible). So in my case I only need the overworld hole-item (black dot), and not the standard item (red dot) along with it.

The damage-pits are used in Parallel Worlds in the forest of the light world. So you might want to check how they made it there (I never looked into it).


Last edited by Puzzledude on Mon 8 Jun 2015 - 17:55; edited 4 times in total

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Re: Overworld holes only cause damage

Post by Conn on Mon 8 Jun 2015 - 17:48

Phew... difficult. As far I can tell dungeon design is ~completely~ different than overworld design. Thus completely different subroutines are run. To port the damaging holes from dungeons to overworld is a piece of work. Best is you let the holes behave like deep water without flippers.
Thus the routines to let Link reappear next to the hole and invincibility is already done, then you only need a small code sniplet to give a heart loss. Hasn't Euclid made lava seas in PW which gives you damage when falling inside without having you swim?

Edit: the best possibility you have is to use some unused block types and give them the property of deep water. I think Puzz knows how to do that (similar to those water blocks?)
Then you just make them black.
After this you need someone capable of asm (may it be Euclid, Xaser or me) who assigns a heart loss when getting in touch with those black water. Of course also swimming must be disabled. But this is all possible with a short additional code I think
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Re: Overworld holes only cause damage

Post by SePH on Mon 8 Jun 2015 - 21:39

There's only one overworld area in vanilla z3 that has pit damage implemented:

[You must be registered and logged in to see this link.]

You can change it to another area, but you'll need asm if you want to expend the number of areas with pit damage.

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Re: Overworld holes only cause damage

Post by moegami on Mon 8 Jun 2015 - 21:45

One area is perfect for now, since I just wanted the holes in the castle area to just hurt you. Thank you Lord SePH!
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Re: Overworld holes only cause damage

Post by SePH on Mon 8 Jun 2015 - 21:48

Alright, no worries!

And also with this data:

; $DB800-$DB85F DATA
pool Overworld_Hole:
{

.map16

; $DB800 - map16 coordinates for holes
dw $0CE0, $124E, $12CE, $1162, $11E2, $073C, $07BC, $0CE0
dw $003C, $00BE, $003E, $0388, $0170, $03A4, $0424, $0518
dw $028A, $020A, $0108

.area

; $DB826 - area numbers for holes
dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0000
dw $005B, $005B, $005B, $0015, $001B, $0022, $0022, $0002, $0018, $0018, $0014

.entrance

; $DB84C - dungeon entrance to go into
db $76, $77, $77, $78, $78, $79, $79, $7A
db $7B, $7B, $7B, $7C, $7D, $7E, $7E, $7F
db $80, $80, $81, $82


......

It's possible to drop in any place of our choosing in our dungeons.

Oh yeah... and this:


; *$FFD9-$FFFC LONG
Overworld_PitDamage:
{
; Take a heart off of Link and put him in the submodule
; that brings him back to where he fell off from.
; (Damage from pits on Overworld and only in one area, at that)
; Maybe could be used in Dungeons too, but it's not, so... eh.

LDA.b #$0C : STA $4B

LDA.b #$2A

LDX $1B : BEQ .outdoors

LDA.b #$14

.outdoors

STA $11

LDA $7EF36D : SUB.w #$08 : STA $7EF36D : CMP.b #$A8 : BCC .notDead

LDA.b #$00 : STA $7EF36D

.notDead

RTL
}


Ask Conn as what to change here!

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