Zelda III Compendium Maintenance

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Zelda III Compendium Maintenance

Post by SunGodPortal on Tue 12 Jan 2016 - 23:26

Hello folks. SGP here.

I've finally begun working on a new version of the compendium or whatever it ends up morphing into. I've created this thread to announce that, but also to create a place for people to make suggestions and for me to ask questions/verify data from time to time.

I'd like to split it up into a number of documents instead of one ridiculous and overwhelming doc. I figured the section on Hyrule Magic will stand on it's own. I will also be updating it to reflect the most recent version of Hyrule Magic as it appears that some of the data only applies to previous versions. Some of that data will also be edited for mistakes (there are a few). That's what my main focus will be. The other sections will be separated and possibly discarded if their content can easily be found elsewhere.

Right now I'm just getting my feet wet so I only have one question for the time being. I have a copy of Paint Shop Pro 9 and while it works fine, I was wondering if anyone knew of anything more recent that could be used to import/export graphics directly from/to Hyrule Magic without corrupting the palettes?
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SunGodPortal
                             
                             

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Re: Zelda III Compendium Maintenance

Post by SunGodPortal on Wed 13 Jan 2016 - 3:14

If it isn't too much trouble I'd like for you guys to list the things in HM that you feel are too dangerous to use. The things that are flat out useless or are just hopelessly broken.

This will help me in this project.
Very Happy

Also, what is the exact reason why it is so dangerous to make modifications to rooms above 255? I remember it ruining one of my ROMs before but that was a while back.
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Re: Zelda III Compendium Maintenance

Post by Puzzledude on Wed 13 Jan 2016 - 7:30

Here is something to get you started:
-never use the command clear all overworld exits
(since it will also remove some mandatory things like exit to triforce shrine - so you can never finish the game - and this is fixable only in hex)
-never use the command clear all indoor rooms
(will simply put all pointers to one empty room instead of erasing data, which will result in stuffed rom and thus bugged rom when editing further)
-do not use overworld items (use remove all overworld items instead), overworld items will eventually bug out, even if you use the purifying code
-do not use overworld whirlpools (use remove all instead), whirlpools will eventually bug out
-do not change the global grid of areas often, when/if you do, remove all overworld sprites first,
when if you do, the program might reinsert all unusable entrances and whirlpools, thus you will need to use: remove all overworld entrances and whirlpools
-after editing monologues, always check the hex address E8000 after, and put it to 01, if it is 80 the camera shake got bugged
-be careful with rooms above 255, and don't fill them with too much data; after editing these rooms, check the naming screen as it might be slightly corrupted
-when your room exceeds 1.024 kb, expand it to 2MB, otherwise the title screen and naming screen will display bugged.

-it is smart to build all overworlds on a separate rom in that order:
-remove all overworld items, entrances, whirlpools and sprites - it is best to not use the command remove all - the best is to manually remove them one by one. This is valid for sprites and entrances, the only safe "remove all" command is for whirlpools and items.
-adopt global grid, re-remove what's been added automatically added
-draw the areas out
-start reinserting entrances and exits
-start reinserting sprites
-finish houses and caves (use a lot of backups here)

-construct all dungeons on a separate rom or each dungeon on a separate rom, which is compatible gfx and entrance wise (can be a problem if a dungeon has multiple entrances)
-insert new ASM last before merging
-merge everything together in hex (rom no longer editable with HM)

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Re: Zelda III Compendium Maintenance

Post by Puzzledude on Wed 13 Jan 2016 - 9:45

Yes, I've also done all things listed and ran into trouble or bugs. Whirlpools are unstable, since they warp you to another overwolrd area. I always had problems here. Of course if you can make them work, the better.

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Re: Zelda III Compendium Maintenance

Post by SunGodPortal on Wed 13 Jan 2016 - 19:04

I wasn't sure where to put this for now but since this thread is about the compendium and related to learning ALttP modding/hacking I figured it wouldn't be totally out of place. Also good for backup since it took an hour or two to make this.

Block numbers and GFX sets:
GFX 33
0000-0336
0983-1139

GFX 34
0337-0982
1140-1415

GFX 35
2021-2272
2819-3088
3518-3578

GFX 36
2273-2514
3089-3220

GFX 37
2582-2818
3221-3517

GFX 39
2515-2581
1416-1613
3579-3661
3912-4064
4309-4401

GFX 41
1614-2020

GFX 43
3662-3911
4065-4308

GFX 47
8246-8769

GFX 59
5976-6187
6560-6667

GFX 60
5060-5122

GFX 61
6201-6458
6668-6874

GFX 62
4402-4663
5123-5392

GFX 63
5501-5689
5905-5975
6459-6559
6875-7056

GFX 64
5690-5904
6175-6200
7056-7231
7387-7566
7660-7715
7853-7975

GFX 65
4664-5059
5393-5500

GFX 66
7232-7386
7567-7659
7716-7852
7976-8126

8127-8160 GFX 33 (forest overlays)
8161-8245 (rain overlay, actually compatible with many GFX sets)
8770-8787 GFX 59 (pyramid background)
8788-8819 GFX 34 (mountain background)
8820-8861 GFX 81 (triforce room)

8864-8871 GFX? spare?

This list will give the user a general (though not complete) idea of what pieces in the overworld block selector are compatible with the GFX set they are currently viewing/using so long as they haven't been reconfigured. Some of them overlap and the compatible blocks for each set are not stricly limited to the entries listed above. Again, this is not meant to be a complete and detailed list. It's just to make the process of looking for the right block less annoying.


Last edited by SunGodPortal on Thu 14 Jan 2016 - 23:06; edited 1 time in total
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Re: Zelda III Compendium Maintenance

Post by Trovsky on Wed 13 Jan 2016 - 19:28

May I suggest making a wiki for Zelda 3 hacking? It sounds better this way as everyone can edit freely and it seems like a better way to store information about the game.

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Re: Zelda III Compendium Maintenance

Post by SunGodPortal on Wed 13 Jan 2016 - 19:47

May I suggest making a wiki for Zelda 3 hacking? It sounds better this way as everyone can edit freely and it seems like a better way to store information about the game.

This is def needed, but I also feel that Hyrule Magic itself needs a stand-alone, downloadable manual. That part is what I actually want to focus on. If someone else could handle a wiki concerning everything else that would be nice.
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Re: Zelda III Compendium Maintenance

Post by SunGodPortal on Thu 14 Jan 2016 - 22:52

I went over the things Puzz listed above and while I think some of it, for example belongs in the opening section about the interface, much of it (and things like it) I believe would be best for a section focused on attempting to avoid bugs. The current model has a place set aside for this sort of thing yet has nothing in it.

I think if too much of that stuff (and the tutorial-esque explanations) find their way into the basic sections (overworld editor, dungeon editor, monologue editor, etc...) it will only clutter things up and make it more difficult to quickly answer simple beginner questions like "What does this do?".

Anyway, right now I'm just about done revising the overworld chapter. I'll probably do the text editor next.
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