Guards warping you at the beginning if they catch you!

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Post by Founder Sat 5 Dec 2015 - 1:10

I often come across potential ideas for asm hacks but often forget them, so every now and then I'll come here to write some notes...


Here it goes:

I'm assuming you guys have played Ocarina of Time (who hasn't).

In one part of the game you sneak inside Hyrule Castle to reach Princess Zelda. Once inside the castle itself you come across guards who are protecting Zelda. If they catch you, you get teleported back at the beginning.

I would like to see is its possible to implement such a thing in Zelda 3.

You enter a specific dungeon in which you need to sneak past many guards. If they see you and start running after you, then you get zapped back to the entrance just like if you used the mirror!

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Post by Conn Sat 5 Dec 2015 - 5:56

I think it is possible with area sprite collision check (0e20-41, green soldier, probably with the X-value for the damage table), then a dungeon check (by entrance or whatever) and then:

Code:

stz $5d
stz $5e
stz $4b  
stz $0345  
stz $0112                      
LDA #$19                ; warp to entrance
STA $11    
LDA #$33                ; Play warp sound
STA $012E  
 

This may do the job. But speaking for myself I just like to finish my tasks, after 3 years of developing this project, I'd like to finish my part on it. Maybe Euclid has interest to implement this?


Last edited by Conn on Sat 5 Dec 2015 - 6:00; edited 1 time in total
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Post by Euclid Sat 5 Dec 2015 - 5:59

I didn't know the warp hack is so short

With that code, yes it is theoretically possible.

I would probably put the hook on the SFX of the soldier chasing you and guard it (so it doesn't affect everywhere) with the room numbers.
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Post by Conn Sat 5 Dec 2015 - 6:05

Just edited my post with "$0e20-41, green soldier, probably with the X-value for the damage table to differ ), then a dungeon check (by entrance or whatever)."

Is the guard chasing sfx you are talking about a sfx or a spc? When in village and the old woman encounters you, it is a "call-guards" spc. I do not know how this would behave with my msu, but also should work, as it works with the native and the PU version is similar...
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Post by Euclid Sat 5 Dec 2015 - 6:25

I'm sure it writes something into $012E or $012F when it starts chasing you - that sound is pretty distinct.

Yes it's also the same one as the villager calling guards, thus the reason why you would check (guard is the word i use above) to make sure you're in the correct $A0 rooms before you execute the branch code.
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Post by Conn Sat 5 Dec 2015 - 6:54

Just checked, it is spc ($012c-0c):

Code:
Overworld:
-01 (01)Triforce + title screen
-02 (02)Overworld
-03 (03)Rain
-04 (04)Rabbit
-05 (05)Lost Woods
-06 (06)Introduction
-07 (07)Kakariko Village
-08 (08)Portal SFX
-09 (09)Dark World
-0A (10)Master Sword
-0B (11)Name select screen
-0C (12)Guard summoned
-0D (13)Skull Woods
-0E (14)Minigame
-0F (15)Title screen only

but no problem, the msu code should handle it and restream the normal music after the guards catched you(at least I hope Wink ).
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Post by Euclid Sat 5 Dec 2015 - 17:13

Conn I thought seph wanted to warp the player as soon as "soldier notices you".

I was more thinking on the lines of the blue/green soldier starting to chase you SFX, rather than touching an NPC.
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Post by Conn Sat 5 Dec 2015 - 18:22

No needs to apologize SePH, it's just real-life business keeping me exhausted all day, then I also have other projects on the run (e.g, bszelda and ast msu)... at some point I just want to finish that all, lay back and retire ^^
My current mood has nothing to do with your project or personally; it's just too much. And in all these situations I make the escape forward and finish all things I can finish to make a hook in my mind on it, so I never need to think about it anymore Razz

But yes, this request is very little, so no worries it will be done. Guess it can be implemented in 1 hour, however, I'm grateful that Euclid takes this part Very Happy

I was more thinking on the lines of the blue/green soldier starting to chase you SFX, rather than touching an NPC.
Ah I see, yes, this makes more sense and really will be challenging. It's an awesome idea in any case. But how is it done then? They see you and you immediately will be warped to the entrance? In this case I'd rather not start playing the guard summonded spc ($012c-0c), rather a brash sfx. This is much easier and doesn't interfere with msu. If you have the motivation you could also insert a text at this occasion with:

Code:

LDA #$XX
STA $012e/f ; harsh sfx
LDA #$XX   ; monologue number, many are free, e.g 358  
STA $1CF0  
STZ $1CF1  ; or Sta $01 if monologue >256
LDA #$02      
STA $11    
LDA #$0E        
STA $10    

This will make a monologue appear on the screen (like, "got'cha nigga squirrel". However, you'd need an intermediate code then, so that you are beamed out as soon you pressed the monologue away. My technique here to when
$11 gets from #$02 to #$00 (zeroed) again, then check if monologue $1cf0 (2 byte read) was the monologue XX, and if yes, zero $1cf0, $1cf1 (safety) and execute the entrance warp code $11 -> #$19...
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Post by Euclid Mon 10 Oct 2016 - 8:13

I'm up for the challenge - i'll need the rom with the guard sprite + monologue number on sight (I might have to restrict it to specific rooms so it doesn't affect any other code), but what are you going to put in the weed factory?

Won't make it for October release though - but maybe 31st December.

PS: if it's a weed factory, i gotta stick on that weed hdma effect 24/7 inside lol

PS2: isn't it Royal Hyrulian Weed Factory (as opposed to Hyrulian royal)
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Post by Conn Mon 10 Oct 2016 - 9:20

Regarding the release date I am with Euclid. Except the release date... Very Happy Why not simply: We are done when we are done? I mean the rest is only polish ups anyways..

I remember you desperately wanted to release the beta at a certain date. In one week I had to make a complete testplay AND fixing the bugs simultaneously. That was no fun at all.

Your ideas sound great, SePH and Euclid Razz


but what are you going to put in the weed factory?
Since it is separated from Tingle Shop, what do you think about the idea moving the old floppy there as reward and make it another item, like an ingredient for fairy dust (mecaline cactus, coke leaf, or... coka cola Very Happy )? Original old floppy chest then should be replaced by rupees (to not stir in compass sound asm), and a few monologues changed next to gfx, that's all.
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Post by Conn Tue 11 Oct 2016 - 6:51

So no Koka Kola Razz
Regarding retireness I see myself retired, too (really FINISHED - YAYYY!!!). Just one open question left:
https://www.zeldix.net/t371p75-to-do-list
As you apparently do not want to change the monologues again, I guess neither Euclid's nor my suggestion for the batcave trigger is going to be addressed.

Remaining is the question to make the apple more secret (and thus increase the propability for end1 rather than end2 in case batcave still closed). Making a check for another item (next to L1 spin) to make it appear is a simple code change, nothing you have to change. If you like the idea, I'd go for an item from L8-L10 so you need to go back. But I cannot remember which items you get in later dungeons and which might be suited; though - maybe a small monologue change as tipp at Tingle to go back would be nice then, but this again would involve monologue change... oh my Very Happy

PS: don't mind, at this stage all things are only suggestions, so do as you think what is best Wink - I probably will never play the game after its release, it's just after the bilions of times I started it to playtest, I just can't Razz it's from a psychological view maybe strange to not be able to enjoy the work, but this also happened with bszelda - maybe you can even retrace it Woot!!
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Post by Euclid Wed 12 Oct 2016 - 2:32

Move the lifering to the weed factory as well! Surely there's no harm in having that item early.

As for end 1/2 - because the screens already mention the apple, unless seph moves the apple away from the shop it aint happening.

we can change the trigger condition for the apple to something else but seph has to rework the monologue.

Because the galaxy book is also in the shop we can't move the shop.

Moving spin2 will mean having to fix chuck.

It's too hard!
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Post by Euclid Wed 12 Oct 2016 - 2:39

i keep thinking ring because of the ring shape, yea the life belt in triforce shrine. Spawns bees and puts the player to 1 hp
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Post by Floki Wed 12 Oct 2016 - 3:06

So in other words:

-Move 'Golden Floppy' to the royal weed factory
-Move 'Lifebelt' to the kokiri milk bar (add a mini puzzle in there)
-Move 'Galaxy guide' to the substation (where floppy was)

-block path to heaven shop + pond with 'The one ring' in D9
-block warp to the 1st pond with 'Hammer' in D7


Last edited by Lord SePH on Wed 12 Oct 2016 - 3:29; edited 1 time in total

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Post by Euclid Wed 12 Oct 2016 - 3:25

IMO all above except don't bother blocking heaven shop + heaven pond.

Kinda need them there to allow people to kill ganon after d7 - otherwise they're stuck till jedi anyway.

The shortest path to victory would then be
ganon's
substation bow
weed factory floppy
tingle drug store powder
zora casino gloves
spencer lighter
retro feather
heaven pond eden bow
(heaven's hammer)
(triforce medal)
(jedi sword2/one ring)
source
ganon

() - assuming sword1 spin is not good enough to hit him.

edit: if the weed factory is optional - wouldn't you want to put an optional item in there? Maybe swap galaxy book in weed factory and leave the floppy where it is...
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Post by Floki Wed 12 Oct 2016 - 3:33

Alright sounds like a plan!

The weed factory entrance going to be 60 and so far I only use room 1 with layout 0. Will see if I need more than four small rooms. Eight maximum should be good.

Don't think I need to add puzzles in there since its more like a stealth section (kinda when you infiltrate oot castle to reach princess zelda), so I'll send you the latest rom in a couple hours!

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Post by Euclid Wed 12 Oct 2016 - 5:49

should items be disabled in weed factory? its kinda easy if you can boomerang/kill the soldier....
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Post by Conn Wed 12 Oct 2016 - 5:50

I think blocking pond1 with hammer pegs is indeed a good idea that solves some issues Very Happy
If I understand correctly you find the pond2 with the eden bow then before pond1; and will not get the apple at Tingle immediately. This thus gets more secret as you need to return after finding pond1. Also the scale isn't immediately upgradeable

Smile
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Post by Floki Wed 12 Oct 2016 - 5:55

@Euclid: If you can manage to disable items it would be good yes.

@Conn: I knew you'd be happy!

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Post by Conn Wed 12 Oct 2016 - 7:08

Awesome... something left for me to code? Guess not, so... *sneaking away to celebrate happy retireness

Razz
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Post by Euclid Wed 12 Oct 2016 - 7:15

Hmm. If you can tell me some ram addresses to disable items and sword that'll save me some work XD

Apart from that I have another idea - why don't we force the player to have the weed effect on while inside the room? Though it might get expensive if it takes a couple of tries. Otherwise I can probably stick it as an effect while being in the room.
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Post by Floki Wed 12 Oct 2016 - 7:20

If you can manage to get the weed effect it would be awesome and probably be more challenging since you'd walk much slower!

Right now it's really easy to make it through the rooms and avoid those soldiers.

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Post by Euclid Wed 12 Oct 2016 - 7:34

I'll see what I can work out over the weekend - i'll try to make the weed effect stick inside along with disabling A B X Y

Worse case scenario is at a certain point in the room I'll check whether they have weed taken - if not warp.

Edit: do note that I may not be fixing the maps to include weed factory and if seph uses room 1 i'll need to fix up the glitch checking in ending asm, so look out for an update to that as well.
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Post by Floki Wed 12 Oct 2016 - 9:24



Managed to add room 1 completely/fixed with graphics but don't think I have space for another room, so I'll probably add the chest where the warp is in that video!

(I still have skuj room to add after that too and I had to remove some details in my other rooms to finish that room because I've been out of dungeons objects for a while now)

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Post by Conn Wed 12 Oct 2016 - 9:54

Hmm. If you can tell me some ram addresses to disable items and sword that'll save me some work XD
I think you can do it only framewise, highly speed consuming, but it is ok I think:

Hook here:
$80/83F2 25 F0       AND $F0    [$00:00F0]   A:2000
$80/83F4 85 F4       STA $F4    [$00:00F4]   A:2000
$F4 is filtered joypad, B is #$80, y is #$40. STZ $F4 will disable button presses.

Means, pseudocode for disabling B, Y:
Code:
org $8083F2
JSL disable button

org $disable button
AND $F0
STA $F4   ;  execute native code replaced by hook
LDA $A0   ; room or entrance ($010e)
CMP #$xx ; are we in room x or entrance x?
BEQ $01
RTL
LDA $F4   ; get value stored to $F4 (A was overwritten with room number.)
AND $C0   ; B (80) or Y(40) pressed?
BEQ $06   ; if zero, neither Y nor B pressed, continue
LDA $F4
AND $0F   ; keep other button presses like walking
STA $F4
RTL
Start is #$10, select #$20, walking directions are the lower bits. With this code these presses should not be affected.


The A-Button is much easier:
$0379[0x01] -   Flag that, if set, A button isn't read.
No need to disable X. Just hook where A is regularily cleared and disable it in that room:
$8E/FF37 9C 79 03    STZ $0379  [$86:0379]
$8E/FF3A 6B          RTL
(Here I already hacked for feather I think (030f is checked before), you can simply hook with a jmp, not jsl without breaking anything.)
Pseudocode:
Code:

org $ 8eff37
JMP A button

org $A button
LDA $A0     ; or entrance (010e)
CMP $xx
BEQ $04
STZ $0379
RTL
LDA #$01
STA $0379
RTL


BTW: I think this is not needed, but in case keys are stored, or the room progress (where we had the problem with the countdown timer in tardis) the following code must be executed when warping:

LDA $040C              ; Save keys
LSR A
TAX
LDA $7EF36F
STA $7EF37C,x            
JSL $82B929   ; save room progress
But as said, I do not think this is necessary... EXCEPT: you can get beamed out by the guards after opening the reward chest. If the chest is in the same room as the warps, the JSL $82b929 must be run (to avoid respawn), like
Code:

....
LDA #$19                ; warp to entrance
STA $11 
JSL $82B929  ; save room progress
RTL   

I hope this helps Very Happy
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