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mzxrules

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Everything posted by mzxrules

  1. Does this mean that the chamber of sages is in Lorule? Or maybe the devs were just inconsistent with the triforce/medallion placement due to being stressed out.
  2. I plan on buying this soon. It will be my first pokemon since Crystal version waaaaaaaay back in 2001.
  3. Cosmo would put his name on his own rom hack: The rom builder doesn't do a whole lot. It simply replaces some v1.0 files with my modified files (which are embedded into the program), adjusting the DMA table accordingly. I don't want to release the source at this time because things are kind of messy
  4. There is one grotto scene, where each room is a different grotto (thus can have it's own object/actor sets). Room 0 is a "generic" grotto that can be entered from a number of different scenes, which is why the behavior of Farore's Wind would have to be modified for things to work out right. I think an early alpha of the Lost Woods used that type of tree?, and had Poes in it. I remember it looking weird because it appeared as if the trees moved along the surface of the ground, rather than Link walking toward the trees. I'm a little hesitant to believe that because the order the scenes are listed is different in Debug Rom.
  5. You can find Dungeon Rush here I believe https://www.the-gcn.com/topic/2403-ocarina-of-time-dungeon-rush/?p=39418 Also, you aren't removing Navi, you are really removing an actor that causes that particular Navi dialog to occur. I think Navi isn't her own actor, she's part of Link (ovl_player_actor).
  6. Because the Navi and Owl "events" are triggered by their respective actors, the best way to stop these events from happening is to simply remove the actors that trigger them from the map file that they reside in, rather than write code to force the appropriate flag to be set on when the file is created. This is what I did in Dungeon Rush in most cases.
  7. You can't set a Farore's Wind point within a Grotto (scene 62 specifically). This is because some grottos are reused multiple times, and thus do not have a unique return point.
  8. It doesn't seem like Link is taller, but rather that Link is much closer to the camera in the debug shot than in the shot of the guy with the green pants. Yes. The Bombchu shop can always be entered at night, but the shopkeeper won't appear until Dodongo's Cavern is beat (which is an event separate from having the Goron Ruby for some reason). Edit: Just read this from the thread you linked. This explains why Farore's Wind has it's own special case behavior for when entering Grottos.
  9. ZeldaUniverse is reporting that a 100% clear will take about 18 hours, that in Hero Mode enemies will deal 4x damage, and that there may be something extra for completing hero mode? Also, it appears there won't be any restrictions on the number of items that can be rented.
  10. I don't understand the appeal of Coke or Pepsi. My favorite sodas are Root Beer / Cream, but Dr. Pepper / Dr. Generic Brand is like the universal soda when it comes to my family since everyone likes it.
  11. Pro tip: You overuse ellipses. It's fine in the topic but in your post you're using it when you should be using a commas or period.
  12. This doesn't make much sense. Gohma is considered dead when the clear trigger for the boss room is set on. The devs wouldn't write directly to the specific scene save data (wherever the proper spot is within 15E660 - 15F9B0) because that would involve hardcoding every flag. Instead you have a spot that holds the switch, clear, chest flags for the current scene (well, for permanent flags at least). Whenever the scene changes the values stored here are copied into the save data of the scene being left, then the flags from the save data for the next scene are copied over here, meaning that any changes done directly to the save data will be lost when the scene changes, and that no actor will check this location directly since the flags stored there aren't being actively updated.
  13. Incorrect. Angle of view is (to oversimplify things I don't fully understand) camera zoom. Smaller angles result in less of the game world being view-able, but more of it will be stretched out on the screen, while larger angles result in more of the game world to be view-able. Thus moving from a larger to smaller angle then causes you to "zoom in", while moving from a smaller angle of view to a larger one will cause you to "zoom out". But anyway, x rotation and y rotation are calculated by finding the angle using the Camera Position and Camera Focus Point coordinates, which requires a bit of trig to figure out. I might post how later.
  14. You can already re-battle certain trainers (who will have stronger pokemon) via the phone system, which means you should definitely crank up the stats on their pokemon a bit more. Also this: Apparently the guy on the right is named Cable
  15. So I4 simply sets all channels to the same value?
  16. How do I know you're not playing Yellow version?
  17. Link Between Worlds isn't a remake.
  18. I've decided to change the dungeon order for Dungeon Rush: Master Quest as the Fire Temple requires magic and Din's Fire to progress past the first room. The level progression is now Forest -> Great Fairy Fountain <-> Water -> Fire -> Shadow. Furthermore, Din's Fire will no longer be a starter item, and will instead be inside the chest containing Ice Arrows in the old mod.
  19. mzxrules

    cant get npc

    Basically, the Kokiri Children that appear in Kokiri Forest are hard coded to spawn in that scene. See this thread: https://www.the-gcn.com/topic/2436-zelda-oot-how-to-load-the-normal-kokiri-in-any-desired-map/
  20. I've implemented a fairly ingenious way to skip having to pull the Master Sword without having to write any actual asm. Basically what I've done is I've created a special scene file that contains a cutscene with an 03E8 command that calls the same routine that pulling/dropping the master sword calls (index 0008). Then to activate the cutscene every time, I used the "on entrance" cutscene table. Normally "on entrance" cutscenes activate only once, but there is one important exception: the cutscenes which give you Epona! If an "on entrance" cutscene sets the Epona flag, it will always activate. Or in other words, you can now obtain Epona in Dungeon Rush: Master Quest! Too bad you can't ride her.
  21. Ok so a while back Petrie was working on figuring out how chests are displayed on map. From my IRC logs he was able to figure out that ovl_map_mark_data (located at 00C27940 to 00C2E420) contains the data used to display the chests on the minimap screen (but NOT the pause screen map), and maybe more about the format in which this data is stored than I do. Each room except for the transition room into the boss room has it's own minimap that shares the same room number (ex: Inside the Deku Tree, minimap 0 is of room 0, minimap 1 of room 1 etc.). Then if a room spans multiple floors, it's added on to the end of the list (ex: Deku Tree's room 0 spans 3 floors, has 12 rooms, so minimap 10 (-1 for no boss transition minimap, -1 because it's an index) is floor 2, minimap 11 is floor 3). The format is pretty gross and I still don't quite understand it. It appears that you have up to 0x72? bytes per minimap, at least that's what it seemed like Nintendo was using. If you set values wrong you'll end up displaying the next minimap's chest data? First 2 bytes serve as a sort of header. The first byte sets the icon to display (options are chest, boss skull, nothing, crash), while the second is the number of icons to display. Following that you have one byte for chest flag, one for x, and one for y coordinates relative to minimap's left corner. Higher Y values will place the chest icon closer to the bottom of the screen rather than the other way. FF is used as a terminator somehow; At the very end of the file are some virtual addresses and relative offsets. The last word in the file is used to seek back to the start of a bounded array of relative offsets. The elements in this array point to virtual addresses that in turn point to the data for minimap 0 for scenes 0-9. The first word in the array of relative offsets is the number of elements in the array. Each relative offset is in the form 82xxxxxx. From this, I was able to port the Debug Rom version of ovl_map_mark_data into v1.0 J for Dungeon Rush: Master Quest. What remains now is to see if I can't port over the chest icon data for the map screen.
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