Jump to content
  • 0

What is causing chests to already be open in dungeons?


giadrosich
 Share

Question

Okay. I'm getting chests that are already open for some reason in my rom. I've been doing a route test checking to make sure everything is in the right place, ect. But in Jabu-Jabu and in Bottom of the Well, I've run across the dungeon item chest that is already open. I started this file on a fresh new rom with the modifications, did nothing on the first file but make a name, started the second file and went straight to the chest without doing anything.

 

What the heck is going on?

 

In the video I only show bottom of the well, but the same thing happens in Jabu.

 

In the well, you are supposed to get the Megaton Hammer, and in Jabu you're supposed to get the hookshot. They just aren't there.

 

Is there something wrong with the coding? I've double checked the chests and even tried to spawn a new hookshot chest in Jabu, but it spawned already open. I have no idea what's going on or how to fix it. :/


Here is a video of starting the file and getting to the chest.

 

http://www.youtube.com/watch?v=Pw3VO2vyIFk Skip to 5:31 if you don't want to see the long shenanigans to get into the well.

 

Edit: I'm using chest actor 000A and variable B1A0 because you have to spawn it by hitting the switch at the bottom of the well.

Link to comment
Share on other sites

Recommended Posts

  • 0

You're aware of chest flags right? I'm about 99% sure that's in an issue with the chest flags... but you say that you started a fresh file... You should probably check it out: http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Chest_Flags

I was not aware of this. That would explain it....now how do I fix it? How does one find the flags for the chests that are already in there? 0_o The variable isn't the same on all of my chests, and I'm only using B1A0 on that one chest.

 

Edit: With a quick test, I know that the one in bottom of the well is because of an extra bombchu chest I added in, but I need to scour through Jabu. I don't remember adding chests in that one.

Link to comment
Share on other sites

  • 0

Flags are common to all actors within a scene, so it might be linked to another actor, not necessarily a chest. Just keep changing the flag on both the switch and the chest until there isn't a conflict. You can alternatively check all the actors in the scene that could be tied to flags, but that would likely take longer.

Link to comment
Share on other sites

  • 0

Flags are common to all actors within a scene, so it might be linked to another actor, not necessarily a chest. Just keep changing the flag on both the switch and the chest until there isn't a conflict. You can alternatively check all the actors in the scene that could be tied to flags, but that would likely take longer.

Running through Jabu, I found that actually spawning the compass chest and opening it also spawns the hookshot chest and opens it. How do I change the flag so I can avoid that? Why did changing the contents of this even cause it to happen--I literally only changed the contents, I didn't even move the darn thing or anything, it's in the same room.

Link to comment
Share on other sites

  • 0

Are you sure you didn't change the flags? Post the variables for each chest, along with which chest contains what.

I don't think I did. I didn't even know what flags were 'till now. I'm not even sure how to change them.

 

Here's the variables for the two chests that are conflicting.

 

Compass Chest is B800

Hookshot Chest is 1100

 

As you can see, the compass is spawned by a switch, and the hookshot is spawned by a clear trigger. How could they possibly be fighting that way?

 

I spawned the compass chest by hitting the cow, then got the item. I then went to the hookshot chest and it was open. I did another test where I did not spawn or open the chest, and then went to check the hookshot. It was invisible as it should be for that room.

Link to comment
Share on other sites

  • 0

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.
Link to comment
Share on other sites

  • 0

 

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.

 

Yeah, both chests share the same flag.

 

Change the last digit of either.

 

Awesome, yeah, I changed the hookshot to 1101 and that worked like a charm. That's so weird. I'll have to check the other chests.

Link to comment
Share on other sites

  • 0

Flags are common to all actors within a scene, so it might be linked to another actor, not necessarily a chest.

Incorrect. Chest actors have their own dedicated set of permanent flags, so other actor types will never conflict with chests (unless recoded to do so of course).However, what you say is true for switch-like and collectable (pots) type actors, but they never mix (for example, steping on a switch might accidentally set another switch off in another room, but breaking a pot will never accidentally set a switch).
Link to comment
Share on other sites

  • 0

Oh man, I remember when I first started changing chests in my mod. Took me a week to figure this one out and once I got my answer I was sooo mad at myself. I feel your pain :)

XD Yeah, I feel really dumb, but at least it was a simple fix (kinda). Now I just have to go through ALL the dungeons and make sure they aren't conflicting.

Link to comment
Share on other sites

  • 0

Reposted from my Voyager thread so it's all in one place.

 

Forest Temple door in my rom is unlocked for some reason.

 

This door right here:

lockeddoor_zpsa3af7aa9.png

 

Is not locked in my rom. Picture was taken from a video walkthrough. I went through the temple normally and such, not opening the chest I did change, and the door was still unlocked. So, theoretically, if I open the chest, the door should unlock then, right? By the chest just being there, should the door be unlocked?

 

Here are the keys I get and use:

 

Key 1 - first room
Door 1 - first corridor (leads to main chamber)
Key 2 - Wolfos room
Door 2 - Block room (leads to twisted hallway 1)
Key 3 - Redead room (attached to west courtyard)
Door 3 - West twisted room (leads to first Poe sister room)
Key 4 - In the well
Key 5 - East courtyard (song of time puzzle)

DOOR 4 (second poe sister room upper level-leads into second twisted hallway) <---the one that is unlocked from the start
Door 5 - East twisted room (leads to fire arrow puzzle)
Key 6 - East courtyard (drop from ledge)
Door 6 - falling ceiling room (leads to block Poe sister room)

 

Keep in mind that this is being played on the second file.

Link to comment
Share on other sites

  • 0

How do you even check door flags? I can't see them in ZAP2 (the editor doesn't go to them), and Sayaka GL doesn't display them either. Plus, I haven't added any switches. Like I said, I've only changed the contents of a chest, and I made sure the flags on that one didn't go against any other chests.

Link to comment
Share on other sites

  • 0

Awesome, thanks.

 

After using this, I found out the door in question is actor002E variable02C0.

 

There are only two things I've changed in the dungeon.

 

Chest: 000A / BB24

Fire Temple statues at the start to block the way in: 0040 variables of 0000 / 0001 (two statues)

 

By smashing the 0000 variable statue, is this causing the door to unlock?

Link to comment
Share on other sites

  • 0

That could possibly be the case. Part of the variable of the Statues, as you have theorized is likely a Z, that writes a value into the Event Section of the dungeon and that is likely shared with that locked door. So change the variable on the statue and you should be good to go.

Link to comment
Share on other sites

  • 0

Okay, I didn't really figure it out, but I did do a workaround. Instead of making the statues, I just made the switch at the start of the dungeon rusted, and that way it shouldn't affect anything else in the temple. The door was then locked, and I'll have to do another run-through of the temple to make sure nothing else was screwed up.

Link to comment
Share on other sites

  • 0

I can't get invisible platforms to show up when I hit an eye switch. How do I make them connect? These are the options according to the actor list:

 

012A:0003:0712:Eye Switch (makes transparent platforms appear)

 

01B4:0179:0501:Transparent Platform (appears when torch is lit)
01B4:0179:0701:Transparent Platform
01B4:0179:0801:Transparent Platforms (appear when silver rupees are gathered)
01B4:0179:0F01:Transparent Platform (appears when switch is shot 0F82?)
01B4:0179:1301:Transparent Platform (covers doorway, disappears after switch is hit 1313)
01B4:0179:1901:Transparent Platform
01B4:0179:2601:Transparent Platform
01B4:0179:2701:Transparent Platform
01B4:0179:2801:Transparent Platform
01B4:0179:3601:Transparent Platform (appears after switch is shot)
01B4:0179:3801:Transparent Platform (covers door)
01B4:0179:3901:Transparent Platform
01B4:0179:FF01:Transparent Platform

 

I have tried 3601 for the transparent platform, but it doesn't work when I hit the eye switch 0712. Do I need to have the ending numbers match or something?

 

Edit: I actually tried matching the ending numbers, but that didn't work ether.

Link to comment
Share on other sites

 Share

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.