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Three_Pendants

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Everything posted by Three_Pendants

  1. Ah, I think I see the problem (If my memory isn't failing me completely) the 00 portion of the B8 00 is calling just that single chest type. Change that to 01 or 10 and that may do the trick. Since the variables of the chest actually will decide on whether an accompanying chest in the same area will open... if I'm not completely insane. EDIT: From the wiki... z - Identifier. If you have multiple chests in the same room, and this value is the same, when you open one they all open. Change this so its different to prevent that. NOTE: the identifier is 5 bits long, as you can have up to 31 chests in a room. Feel free to change the 5th least significant bit, ex var 0030 = bombs in chest #16, var 002F = bombs in chest #15, var 0031 = bombs in chest #17. This is proven by reading the 14th function in the chests' actor. Phew, I'm not crazy.
  2. Indeed, I'm doing that for the purpose of what to eventually follow (by breakpointing on it while it's writing) to find the base of where it is and to see just how these events are being called and if they can be changed to other event flags and to possibly see how these events are comprised.
  3. Oh don't get me wrong. It fits Navi very well who I feel has a very proper "strict school teacher" like personality. Tatl on the other hand was very much a teenager in how improper and loose she was with her language and observations. Tael, I had always imagined as a youngish kid who was too frightened to oppose Skull Kid and so when he saw the opportunity to try and help, he took it. I think in Majora's Mask Tatl says something along the lines of Tael "wouldn't know what to do without her." So I kind of always saw her as a bossy older sister to a timid younger brother.
  4. Wonderful! those pointers you gave me MZXRules filled in all (well, some) the one thing I was desperately worried about was the after events of the Deku Tree. They had to be there somewhere! And I noticed when I took your advice of converting codes, I saw that your Deku Tree offsets started in a fairly strange place. It seems (at least as far as I can figure) events actually start at 15E700 in Debug Rom. And that it appears that major game changing events (like the Deku Tree's death which moves a fair number of NPC's and changes their text and animations is in the section before the dungeons. For instance, in the case of the Deku Tree's Death aftermath. 15E704 - Dx4 - (4) Activates when taking the Ghoma Warp This will hopefully clear up a lot more as I move forward. And another update to the actual notes, mostly just Castle Town stuff. I'll repost it in full only to assure that consistency is kept.
  5. As for Tael, Majora's Mask did a wonderful job with developing Tatl through her enemy observations. They weren't just plain "by the books" as Navi was. Changing the "Navi" text in all manners would be your best bet and add a bit of characterization to describing the enemies and I think you could really develop his character well. As for Tunics...It always bothered me that Young Link could not equip the different tunics. It always made no sense to me from a gameplay perspective (story perspective he didn't have them yet, assumedly). Yes they wouldn't do him any good. But since your mod is about using Link and Young Link seemingly in equal fashion I would suggest making all tunics available to both of them. That is of course unless you planned for those timed deaths with Young Link and you need to make short burst trips into the Fire Temple with Young Link to survive.
  6. Nice find with that color scheme site! I wasn't expecting it would follow the same format. Good work.
  7. Tael is adorable! I was always a little upset that he wasn't the one to accompany Link into the Moon in Majora's Mask since it would have given him some well-needed character development, but ah well. I hope you fix that missed opportunity then, haha!
  8. Haha! That is very random. I would imagine though that is beyond the scope of simple event flags and if anything it is involved in the cutscene itself, which... we have a tool for cutscenes now made by JSA I had thought? Maybe that can shed some light into that oddity. However these notes are quite interesting and from what is here it may be clear that a lot of these spots are unused and can be filled if I'm reading it right. Though I am a little bit confused on why the byte that deals with the Stalchildren is located in the Kakariko Village section. Also what do these M4's and M17 portions mean? Does that mean the digit it read when you came across it? This is some great work though and you got basically every Dungeon Switch as well which is quite impressive on its own.
  9. Wow. Okay? You don't like the tool that's your prerogative, but Do Not insult someone else's work when plenty of others have gotten it to work just fine. Next time exercise restraint before you post such drivel.
  10. This is looking quite promising thus far! I am glad to see you using the Past/Future concept a lot more than OoT manages itself to do so. The darker tone is also a more interesting take on the situation without going way overboard with "darkness".
  11. A slightly poor example (since you have to initiate the conversation with Zelda to start the cutscene. I'll assume you meant something more akin to Impa teaching Zelda's Lullaby and Saria teaching Saria's Song or giving the Forest Medallion) and yes that is based on actor, if I am not mistaken. As I know that everything dealing with the Master Sword is considered "Actor Cutscene" for instance. Thank you MZXrules.
  12. That will help a great deal MZX! I'm glad to see there is other recorded documentation on this, not to mention your concise explanations of where some triggers are added in within the scene itself is absurdly helpful! My thought in using this is then to break on these flags, see where they are being accessed from and secure the route. Possibly so someone can use it for further hacking. (Just need to wait for someone to approve the account to download the aforementioned Bitmapping Flag.
  13. While looking around for why you could not Drop the Master Sword I stumbled upon the Event Flag section of RAM which includes (in theory) all event triggers and how they are triggered. Keep in mind however that these are only normal recordings of that section, there's no actual hacking going on there, only observing. Some notes "DxX" Refers to "Digits" rather than bytes because event dealings all seem to largely in part use half-bytes. The number in parentheses is the number that is actually in the digit when it was recorded. And finally, as far as I can tell. The Deku Tree Death event effect triggers which should change the map and NPC's in a meaningful manner, I could not locate. It may be that it's not in that section of RAM from 15F000 to 15F900. Update of May 6th - Now Includes all event triggers from the Forest (stopping at Lon Lon Ranch) to the Field through all Castle Town events to the Castle Courtyard. 0x015F52C Dx1 - (4) Activates when you get caught at or in Hyrule Castle. 0x015F534 Dx1 (1) - Activates when you refuse the Deku Tree. Dx2 (2) - Activates when you take the Ghoma Warp. Also changes Navi's message. DX3 - (1) Activates when speaking with Mido with Sword and Shield equipped. - (2) When the Deku Tree allows Link Entrance. - (4) Dead Deku Tree appearance, activates when you take the Ghoma Warp, also changes Navi's message. Dx4 - (4) Activates when speaking with Mido first time, activates Saria's second function. After speaking with Saria in this the 4 changes to a C and her initial byte turns into a B Dx5 - (1) Activates when Mido storms off after Deku Tree events (prevents him from re-spawning there) Dx7 - (1) Speaking with Talon and him running off after waking him up. Dx8 - (2) Speaking with Ingo at Lon Lon Ranch before speaking Talon. - (1) Speaking with Malon for the first time. - (4) Speaking with Malon at Hyrule Castle after having spoken with her once to receive Pocket Egg. Also activates the Gate Guard allowing Link access to the rest of the Castle surroundings. - (8) Waking Talon in front of Hyrule Castle 0015F53C - Dx1 - (8) Seen the Master Sword Dx2 - Prelude of Light/Door of Time flags Dx3 - ? Dx4 - ? Dx5 - ? Dx6 - ? Dx7 - (Prelude of Light Cutscene sets this spot to a 2) 0x15F540 - Dx1 - (8) Activates when you meet Kaepora Gaebora in Hyrule Field Kokiri Forest Entrance. Dx8 - (1) Activates when you defeat Ghoma but doesn't appear to do anything when nulled after she is dead? 0x15F548 Dx2 - (1) Intro Cutscene to Inside Deku Tree. Dx3 - (2) Intro Cutscene to Hyrule Castle - (8) Intro Cutscene to Temple of Time Dx4 - (1) Intro Cutscene to Hyrule Field. Dx7 - (1) Intro Cutscene to Lon Lon Ranch 0x15F54C Dx1 - ? Dx2 - ? Dx3 - (Adds 2 (3?) to half-byte Flag that you've gone forward in time for the first time) Dx4 - (2) Activates when you leave Kokiri Forest for the first time. Prevents playing of the Fairy Ocarina Cutscene. 0x15F550 - Dx1 - (2) Activates when you get Bullet Bag Upgrade in Shooting Gallery. Dx5 - (2) Activates when you get Bullet Bag Upgrade in Lost Woods. Dx6 - (8) Activates when you get Heart Piece from Treasure Chest Game. Dx7 - (8) Activates when you get Heart Piece from Skull Kids. 0x15F558 Dx1 - (1) Flag for having spoken with Mido (When changed to a 2 Mido will repeat his spiel) (When changed to a 3 Mido will give the abbreviated version) Dx3 - Flag for having spoken with Saria inside of her house (Before reaching Zelda) Dx4 - Flag for the Saria Cutscene in Kokiri Forest with Becomes a B after speaking with her after speaking with Mido. Dx5 - (4) Flag for speaking with Kokiri Girl by little pond who tells you about the Deku Tree. 0x15F55C Dx2 - (1) Flag for speaking with Kokiri Girl who tells you about the Forest Training Center. Dx3 - (4) Activates when speaking with the Kokiri on the Shop Roof, prevents her from repeating the first portion of her text. - (1) Activates when speaking with Kokiri Boy cutting grass with (his hands?). Dx4 - (4) Activates when speaking with Kokiri Guard who won't let you leave. Prevents the first part of his text. 0x15F568 Dx2 - (8) ? Activates when ?first entering? Hyrule Castle Dx3 - (1) ? Activates Only When speaking with Malon for the first time. Dx6 - Activates when you speak with Ingo for the first time as an adult. 0x15F56C Dx2 - (8) Activates when you first mount a horse Dx4 - Activates when you refuse Ingo's request for a race. (And will deactivate once you leave the riding section) Dx7 - (8) Activates when speaking with Fado 0x15F570 Dx1 - (2) Activates when speaking with explaining man in Blue in Castle Town Market. Dx2 - (4) Activates when speaking with laughing man in Red in Castle Town Market. - (1) Activates when speaking with skinny girl in blue in Castle Town Market. Dx3 - (4) Activates when speaking with old woman in Castle Town Market. - (2) Activates when speaking with man who has his arms crossed in Castle Town Market. - (8) Activates when speaking with Professor Shikashi in Castle Town Market. Dx4 - (1) Activates when speaking with man by Potion Shop in Castle Town Market. 0x15F580 - Dx8 - (2) Returning Richard to Lady in Blue in Castle Town Market Night. 0x15F58C - Dx4 - (1) Entered the Deku Tree? (I don't see the reasoning for this) 0x15F590 Dx8 - A peculiar flag that when you start the game is activated, but when nulled gives you Deku Sticks on B? When you equip the Kokiri Sword (and likely any sword) This byte is cleared. 0x15F598 Dx4 - (8) - Entering Lon Lon Ranch(?) Dx5 - (4) ? (Seems to activate when you enter the Hyrule Market Town, may deal something with Malon) - (8) ? (Seems to activate when you enter Hyrule Castle, may deal something with Malon) Dx6 - (4) ? Dx7 - (1) (Activated with Saria Cutscene in Kokiri Forest) Dx8 - (1) Activated with Fairy Ocarina Cutscene. Hopefully should have a more detailed list in a couple of days, hopefully.
  14. Hmm, maybe because Deku Sticks are Item 00 the game wants to put them on the B Button in those circumstances but at the start of the game is stopped by this event flag? I have no idea. But the damage a Deku Stick does is determined by the individual Enemy Actor's damage tables. Curiously enough in most cases the damage just happens to be the same as the Master Sword. EDIT: Seems I may be onto something in that regard. When you equip the Kokiri Sword (and likely any sword) that byte is cleared. So it seems that it's something like "show Blank", probably and I am willing to bet it's used in this same manner in the Ganon battle.
  15. I managed to locate where events are in RAM and have been doing some experiments, but I've come across a curious oddity. When you start the game a specific byte is marked as 01, I had thought that this was just the basic "Start the game cutscene" flag so it wouldn't repeat. But to my surprise when I nulled it and left the room it put a Deku Stick on the B Button. I tried other combination of bytes, but none of them did anything else, only a nulled byte gave me a Deku Stick. When you equip the Kokiri Sword, the Deku Stick on B is gone and won't reappear. Now I'm curious... Why would the game have a byte to prevent this from appearing? And to what purpose? This is a bit of a leap, but since there was no external code scrounging I was going through and what I changed was Absolutely an event flag. May it be in the beta that you started the game with Deku Sticks equipped to B until you got the Kokiri Sword?
  16. A lot of interesting information. Some is plausibly usable. Some of it just confuses me to no end.
  17. That is bizarre. I wouldn't have a clue as to what would cause that. Is the freeze similar to your freezes as what happened with Zelda? Or is it a literal game crash? That it would load another character's text is odd enough though.
  18. And there's the rub. The game isn't so exact with things like this and leads me to believe that there must be some sort of "event flag" system somewhere in the game's programming. Things like the text of the Kokiri changing, Various NPC's appearing, all of that is clearly not based on what quest items you have. However some things that I've learned where the Quest Items are taken into account is songs. If you talk to someone in File 1 you will see they will say their "You already completed this part" lines and that's because the game is looking to know if you know their songs. Malon, Saria, Sun's Song altar all work like this. It may also be for this reason that Impa doesn't show up (as far as memory recalls) in File 1 after talking with Zelda. There's a lot of moving parts to this all it seems. EDIT: Alright! Managed to find the location of the Sun Song's Altar learning. Now you can choose to learn any song (or obtain any quest item) you'd like from it. Downside is that everytime you speak to it the cutscene will repeat because there's some check it does to see if you have 8000 in your Quest item portion and if you don't it will think you won't have its primary purpose. Unfortunately I'm not sure where to look for that. The clues I came across all ended up in dead ends. This is located in RAM at... 84E4E AND 84E8E as FEB0 (FEB0 is taking its cue from a curious address that adds FEB0 which just so happens to match the location of the Sun's Song quest item) Use the list from... http://www.the-gcn.com/topic/1867-zelda-oot-how-to-choose-which-items-quest-equipment-or-otherwise-you-wish-to-obtain-from-most-npcs/?p=28317 To find what you're looking for. The ROM locations will be given upon request. EDIT 2: Bah! Nevermind. Apparently this is used for all quest items and is used in a manner to get to a specific value. Changing this changes the receiving of All Quest items.
  19. Bah, it would figure... there's nothing special going on here (well actually it does illuminate one thing for me.) The game will Always give you the "after speaking" message if you already have the Goron's Bracelet, which makes sense. That means in this particular case there is no event flag at work, but what is at work is the game checking for the Goron's Bracelet which means that this is a viable lead in some respects. I should be able to set a breakpoint on this especially and move forward. But what other NPC's also react like this... I know the Kokiri Emerald doesn't Appear to do all that much (it may make Saria's actor spawn in her home) Ah well. One step at a time would be best.
  20. Hmm, that would hint then that there must be a version without that of simple 1102 then... I'll take a look and see if I might have missed it around that section. Thanks Naxylldritt. EDIT: Even turning into an Adult without the Hylian Shield the game still references this area since I tried an experiment and went forward without a shield and changed the 1122 to 2200 and I was equipped with the Goron Tunic and Iron Boots (though only equipped with them, I did not actually have them in my inventory). Changing it to 2230 changed nothing. The game seems to be noting somehow that you go into the future without a Shield (or at least a Hylian Shield). Hah. Some pretty good programming there. As for how it is taking note of this, I am not entirely sure, but its a non issue. If for whatever reason you wanted the player to go into the future with something other than default equipment, that's the ticket.
  21. I am glad to hear that was the answer then. Hmm, perhaps I should explore the default File 1 in greater detail, see if maybe I can't come across some event flags.
  22. Are you using File 1 to test this? I just tested it and on File 1 he will always give his "after speaking to" text. But I loaded up a clean File 2 and free movement'ed my way to Goron City and Darunia had his ordinary text. If it's File 1 it likely has something to do with the event flags already triggered by default of File 1 (wish I could find Event Flags, but I don't even know where to start...)
  23. The first controller should do the trick. There's a few simple Debug controls you can take advantage of in normal testing. D-pad - Left and L will put you in "free movement mode" where Link will freeze up and you press A to elevate him, B to lower him, and the directional pads to move him about. And if you want to go back to normal movement just hit D-pad Left and L again.
  24. Oh right, before I forget you mentioned that you were having problems with putting up with cutscenes (particularly Saria's) over and over and over... well if you press L in any cutscene you will have free movement and can just walk on by without consequence. And finally, if you want to have blank C buttons (except Ocarina spot, because if you don't have the Ocarina it just puts FF (Nothing) into your Left C Button) just change what is below to 00FF. In ROM... 0xAFB922 - 003C - Master Sword being put on B 0xAFB932 - 0001 - Deku Nuts being put on Left C 0xAFB94C - 007B - (Item in 15E6DB put onto Right C - This is actually very interesting. It shows that they may have intended you not to have the OoT when you first used the Master Sword, because there is no reason that this shouldn't read just whatever the OoT's item number is rather than extracting the byte from what is in that area) 0xAFB952 - 0002 - Bombs being on Down C 0xAFB956 - 1122 - Forced equipment from first time age transfer. I cannot recall if the game gives you a Hylian Shield automatically if you do not have one.) Hope this helps!
  25. That makes sense. Thanks for that insight Naxylldritt. I managed to locate how the game puts the Master Sword into your inventory along with how it automatically equips to you a while back. So finding the forced items should not be that difficult of a matter. I'll start there then. EDIT: Well. That was easy. All of the "Force items" code is in one nice little bundle. In RAM - 84782 - Master Sword being Auto-Put on B (003C) 84792 - Deku Nuts equipped to Left C (0001) 847A2 - Possibly what's on A? Very difficult to say. Not important for this. 847B2 - Bombs equipped to Down C (0002) Still looking for the Fairy Ocarina... it doesn't seem to be in the same exact manner as the others. EDIT 2: 847B6 - The forced Equipment (If Link has a Hylian Shield?) for Link upon entering the Chamber of Sages and meeting Rauru. (1122) 1 - Kokiri Boots, 1 Kokiri Tunic, 2 Master Sword, 2, Hylian Shield. Unfortunately though I cannot seem to find how the Ocarina is put onto the Left C Button since even though there is a 0x0007 changing it appears to do nothing. If you do not have an Ocarina though it will not automatically be equipped when you become an Adult anyway. However I am confident that in this chunk of code is all the dealings of what becoming Adult Link entails. EDIT 3: Well except for seemingly Adult Link himself. But the game seems to do a check at every map load to see what age Link is, which makes sense. Oh found it. I just Read on the Young Link Byte, pulled the Master Sword, jumped through Ganondorf's scene and it is just that the Ocarina business is dealt in a little bit of a different manner. It looks at the value currently in that position in this case 847AC- 924D007B - which tells the game to look at what is in a certain register (currently the start of Link's data 15E660), then add 7B to it and extract that value and place it into Right C. So I found where the game puts in the byte (or rather removes it) to make Link into Adult Link but unfortunately that's only one part of it. It would appear that his model is loaded before the age switch so changing just the age switch for that particular occurence still makes Link glitch out in the same manner as using the "Press this to switch ages" code. I wouldn't know how to proceed from there, but that particular byte is at 8EB74
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