magic meter editing

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magic meter editing

Post by wizzrobemaster on Tue 13 Oct 2015 - 22:59

is there any program that allows to edit MP consumption?

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Re: magic meter editing

Post by SunGodPortal on Tue 13 Oct 2015 - 23:09

Not that I'm aware of, but since it is somewhat related I would like to mention this in case you are not aware of it: [You must be registered and logged in to see this link.]

But really, as long as you know the right hex addresses you should be able to do this with a hex editor.

Anyone happen to know if this info is sitting in a doc around here?
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Re: magic meter editing

Post by wizzrobemaster on Tue 13 Oct 2015 - 23:31

auto magic refill seems like a good mechanic to have implemented only if it refills slowly. honestly, one problem with Zelda 3 was its overuse of the magic meter and constantly burning a lot of it.

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Re: magic meter editing

Post by SunGodPortal on Tue 13 Oct 2015 - 23:49

auto magic refill seems like a good mechanic to have implemented only if it refills slowly. honestly, one problem with Zelda 3 was its overuse of the magic meter and constantly burning a lot of it.

The documentation there explains how to customize the rate. You can set it fast, slow, fast then slow, etc. However you like it.
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Re: magic meter editing

Post by Puzzledude on Wed 14 Oct 2015 - 8:52

wizrobemaster wrote:is there any program that allows to edit MP consumption?
Magic consumption is based on the item. All magic consumptions for every item can be edited in hex - Euclid found the addresses for most items - should be in the Zelda Compendium.

Global magic meter consumption can be edited too - normal drain (default), half drain (bat cave update), quarter drain (not in the original) etc. It is also possible, of course, to make the player start with this global magic value drain. This is done by editing out the starting parameters - ie the "integrated Srm", which is a part of the ROM, starting at address 274C6 (no header).

At 27501 (no header) you have the default global magic drain byte:
00= normal global drain (fire rod can be fired 8x on full tank) Alttp normal
01= half global drain (fire rod can be fired 16x on full tank) Alttp magic 1/2 update
02= quarter global drain (fire rod can be fired 32x on full tank) not in original

03= ! double global drain (fire rod can be fired 4x on full tank) not in original
04= same as 00
05= same as 01
further values are unknown, but should repeat.

Of course individual items can also be edited. Magic cape should be around 0x20 of 0x80= max, based on time limit. If this address is looked up based on Euclid's work in Compendium and value set to 0x10, the Cape itself will drain half as before.

If the same is found for fire rod, and put to half, then global drain 00 should be 16 shots on full tank etc, while other items remain.
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Re: magic meter editing

Post by wizzrobemaster on Wed 16 Dec 2015 - 21:22

is there any way to disable the mp consumption for some items?

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Re: magic meter editing

Post by Puzzledude on Thu 17 Dec 2015 - 8:41

wizrobemaster wrote:is there any way to disable the mp consumption for some items?
Yes, find the right hex address and set consumption to byte-value 00. This should be in the compendium, since I know Euclid found those addresses.
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Re: magic meter editing

Post by SePH on Thu 17 Dec 2015 - 9:39

Euclid wrote: Magic Usage rom offsets

(Includes header)
1/2 magic - +1
1/4 magic - +2

Note: Maximum amount of mana is 0x80

0x3B087 - Fire/Ice Rods = 10
0x3B08A - 3 spells = 20
0x3B08D - Magic Powder = 08
0x3B090 - = 08
0x3B093 - Red cane = 08
0x3B096 - = 10
0x3B099 - Torch = 04
0x3B09C - = 08
0x3B09F - Blue Staff (start using) = 10

The blank ones are data as well but we don't know yet what they do.

0x7EF37B - 01 = 1/2 Magic, 02 = 1/4 Magic (I did a rough search on STA 7EF47B and find nothing which stores a 2 since they all have LDA #01 in front of it)

As with the cape, CPU address 07/AE32 - change to EA to have Infinite Cloak (or change it to INC opcode to make you gain magic!)


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Re: magic meter editing

Post by wizzrobemaster on Thu 17 Dec 2015 - 11:32

I am going to the hex addresses of spells and changing the value. nothing is happening when I change the value to 0.

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Re: magic meter editing

Post by Puzzledude on Thu 17 Dec 2015 - 12:14

wizrobemaster wrote:I am going to the hex addresses of spells and changing the value.  nothing is happening when I change the value to 00.
Sure it is happening. I tested this out. But the addresses are slightly different. Fire/ice rod is actually 3B088 (and not 87) if no header. If you put this byte to 00, fire/ice rod will drain no magic. Similar for all other items. It's all there in this table, which starts at 3B087 and is around 3 rows long.
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Re: magic meter editing

Post by wizzrobemaster on Thu 17 Dec 2015 - 12:32

my rom has no header.  which one is the medallion?

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Re: magic meter editing

Post by Puzzledude on Thu 17 Dec 2015 - 12:42

wizrobemaster wrote:my rom has no header.  which one is the medallion?
At 3B08B there is value 10, which controls all 3 medallions. If you put this to 00, it is 0 drain, but 04, 08 is also possible for less drain.
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Re: magic meter editing

Post by wizzrobemaster on Thu 17 Dec 2015 - 12:51

okay it works now. thank you. by editing the magic meter, it would give the gameplay a much smoother experience.

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Re: magic meter editing

Post by wizzrobemaster on Thu 17 Dec 2015 - 18:07

also how do I remove the magic meter restriction for the magic rods and the medallions when I am out of magic?  is that hard coded or is there a way to make them work without any magic required?

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