Airikita Posted October 19, 2012 Share Posted October 19, 2012 So a few hacks involved: - Instant start - fall down immediately after laying/pooping Arwings (otherwise Gohma will be stuck up there) curtosy of Playtendo of Z64 group. - Funky eye color (random, I didn't choose) - Weird camera angles during death sequence & instant-disintegrate (both in one block of code changed (2 digits in hex)) - Hopefully will add more as I still have extras. Each hack uses only one block of code changed (2 digits), except for the dropping after laying eggs... that uses 4 digits. I am contimplating on whether I should keep the Arwings or not... Link will be swordless in the normal gameplay, and will not have a slingshot! I was thinking of Peahats, angry Cuccos, or Tektites... Redeads are not going to help since they're too slow, and I will HOPEFULLY get Iron Knuckles to drop Gold Skulltula tokens, so Gohma pooping out ik's is out-of-the-question. Link to comment Share on other sites More sharing options...
Mauru Posted October 19, 2012 Share Posted October 19, 2012 Nice hack, it seems that Arwings are difficult to kill. Link to comment Share on other sites More sharing options...
Airikita Posted October 19, 2012 Author Share Posted October 19, 2012 (edited) They are, but especially without a sword... killing will still be possible, but any aerial enemies are out of the picture. Some ideas: - Floormaster (CRASH when dead... could get it working?) - Shell Blade - Angry/Attacking Cucco (this does NOTHING!!! *rage*) - Tektite (CRASH when dead... could get it working?) - Like Like (too much craziness, very slow) - Frezzard (meh...) - Running man (for sheer amusement, idk how he will function though..) - Horse (done) - Lizalfos (Doesn't come out of Gohma) - Shabom Any of these would work, but I might just do Horses or the Running Man anyways, but I need a definitive enemy to use with Gohma. Edited October 20, 2012 by Airikita Link to comment Share on other sites More sharing options...
Jason777 Posted October 19, 2012 Share Posted October 19, 2012 Is this an assembly hack on a disassembled actor which you then reassembled? Or did you just change bytes in an actor file based off some information you have? Link to comment Share on other sites More sharing options...
Airikita Posted October 19, 2012 Author Share Posted October 19, 2012 Well, I base it off information that I used to have (my notes got missing when I moved), but I do my own hex-hunt for the values... most of the hacks that are listed (minus the Gohma dropping after laying eggs) were found with a small tidbit of information I found that I repeated, which produces different results in Gohma, and can be applied to any actor. I'm not an assembly hacker, but I use a disassembler sometimes to compare values and commands if needed... however the disassembler wasn't too useful in certain scenarios; I use pure hex otherwise. Also: I had fun with the horses today... so to speak. XD UPDATE: Interesting results by making Gohma spawn HERSELF: Link to comment Share on other sites More sharing options...
Jason777 Posted October 20, 2012 Share Posted October 20, 2012 Well that's pretty interesting. A really easy and accurate way to find the routines where the actor spawns another actor is to take the disassembled actor, open it in a text editor, and do a search for "jal 0x80031F50" (the most commonly used actor spawning function) or "jal 0x80032458" (a function that sets up certain attributes of an actor automatically before calling the actor spawn function. It is used to spawn deku seed and arrow projectiles). Once you have a result, just see which actor is being spawned by finding the value that register $a2 (for function 0x80031F50; you would check register $a3 for function 0x80032458) and the actor's variable can be found at $sp + 0x24 (for function 0x80031F50). From there you would merely modify the value stored in those registers, reassemble the actor with gcc and nOVL, inject it back into the ROM, and you have your hack finished. It would be good to look at this page: http://wiki.spinout182.com/w/Debug_ROM:_RAM_Map#ActorSpawn Link to comment Share on other sites More sharing options...
Airikita Posted October 20, 2012 Author Share Posted October 20, 2012 Well that's pretty interesting. A really easy and accurate way to find the routines where the actor spawns another actor is to take the disassembled actor, open it in a text editor, and do a search for "jal 0x80031F50" (the most commonly used actor spawning function) or "jal 0x80032458" (a function that sets up certain attributes of an actor automatically before calling the actor spawn function. It is used to spawn deku seed and arrow projectiles). Once you have a result, just see which actor is being spawned by finding the value that register $a2 (for function 0x80031F50; you would check register $a3 for function 0x80032458) and the actor's variable can be found at $sp + 0x24 (for function 0x80031F50). From there you would merely modify the value stored in those registers, reassemble the actor with gcc and nOVL, inject it back into the ROM, and you have your hack finished. It would be good to look at this page: http://wiki.spinout1..._Map#ActorSpawn Ok, I'll keep that in mind when I try to modify other things... I got some work to put in for a lot of maps later on. Although, this is going to be a loooong project. UPDATE: Three for one Gohma Attack Squad Formation: I was thinking of keeping things swordless, but I'm probably going to allow the Kokiri Sword... less Deku Sticks. I still need to add something else to this, like a ring of fire around the portal until all the enemies are defeated. I think the miniboss in the Fire Temple (Flare Dancer) has one like that??? Link to comment Share on other sites More sharing options...
Rinku Posted October 20, 2012 Share Posted October 20, 2012 This is very impressive! I wish I could do that. Please keep up the nice work! Edit: To answer your question, yes, the Flare Dancer in the Fire Temple has a flame circle. Link to comment Share on other sites More sharing options...
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