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Author Topic: Zelda 3 Room Header Data  (Read 500 times)
stsb77
Guest
« on: September 11, 2007, 05:53:25 pm »

I would like to know anything you can tell me about the room header data in Zelda 3. Starting offsets and ending offsets would be appreciated, as well as the structure of the data. Also, if the location of the ASM that interacts with this data is known, that would be extremely useful.
MathOnNapkins
Guest
« Reply #1 on: September 15, 2007, 05:21:54 am »

I would have answered this sooner but I've been lazy :/

http://mathonnapkins.googlepages.com/ZeldaDocs_08_15_07.zip

These documents should contain what you need. Look in Zelda_ROM.log for "header"

As for the locations in the code for handling headers, they're in bank 01. Knowing the rom offests of the data should be enough to find them with a hex editor in that bank.
stsb77
Guest
« Reply #2 on: September 15, 2007, 08:45:31 am »

Thanks, I had actually already found it, and am currently in the process of moving it (to remove the limitations associated with it), but I'm sure you've got other info in that file that will help me. I also moved the "pits that hurt the player" data as well. Not to mention (though I am) the fact that I made a list for the fading routine of the overworld, so that I can make any overworld section become a fading one (like the entrance to the master sword, Zora's Domain, etc.). Is there a way to make overworld editing easier? I find it hard sometimes to find the "right" tiles.
MathOnNapkins
Guest
« Reply #3 on: September 15, 2007, 09:09:43 am »

You seem pretty capable, I figured you had already found it. And yeah, those documents contain practically everything I know about the game that can be expressed in a straightforward manner - so far. I submitted them to RHDN and hope to update them on a semi regular basis.

I'm [slowly] working on a replacement editor for Hyrule Magic, and it actually already moves headers for you automatically as well as several other types of data. It also lets you use as much of the header as you want. (all 14 bytes per room, for all 320 rooms). As for overworld editing, I haven't even started on that, but if you have any ideas on how to make it easier feel free to say.
YoshiRPG
Guest
« Reply #4 on: October 04, 2007, 06:01:03 pm »

Sweet , there has not been a new version of Hyrule Magic in a very long time. Will this new program you are working on , be able to edit sprites and npc graphics. That would be awesome.

MathOnNapkins
Guest
« Reply #5 on: October 04, 2007, 07:10:24 pm »

Something similar to sprite tool for SMW would be more appropriate. I've got a system in the works for that, but it will likely be text based rather than graphical. LTTP suffers from a lack of NPCs that do much other than stand there and wait for you to talk to them. (Yeah, some follow you but eh.)
YoshiRPG
Guest
« Reply #6 on: October 05, 2007, 11:45:56 am »

When you say text based do you mean that it will only be able to change enemy stats, .

Another thing I would like to see are new Bosses in LttP, maybe like that Boss from the original Legend of Zelda from Level 3, you know that 4 headed thing that rotated. I can't remember what the boss was called that one.

By the way , what ever happen to that LttP hack The Legend of Zelda Dark Prophecy, was that Hack ever completed, or was it abandoned because I was unable to find it anywhere. 
MathOnNapkins
Guest
« Reply #7 on: October 05, 2007, 01:24:01 pm »

Dark Prophecy is mostly complete, but there is still a lot of work to do.

Quote from: YoshiRPG on October 05, 2007, 11:45:56 am
When you say text based do you mean that it will only be able to change enemy stats, .

Meaning it will be like a scripting language to some extent. Changing existing enemies is quite difficult UNLESS you're just editing stats, in which case it's usually easy. But I'm working on developing a new system that is more readily changeable.
« Last Edit: October 05, 2007, 08:09:38 pm by MathOnNapkins »
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