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Topic: Removing Text in Legend of Zelda OoT (Read 407 times)
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romnoob
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« on: January 01, 2008, 11:51:34 pm » |
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Hello members of romhacking.net
As you may have guessed I am a noob. I would like to ask for assistance in a personal project I am working on. Obviously I have tried to do some work myself but as I know nothing about rom hacking I require your expertise in the matter.
The project I am working on is a machinima pilot series using "Legend of Zelda - ocarina of time." And obviously I am trying to make it as professional as possible and would like to remove the text boxes or text that appears when link speaks to someone. I am using the "project 64" N64 emulator and using (U) v1.2 of the zelda rom.
The part of my project that I require "your" help in is how to:
-Remove the text box
or alternatively
-how to remove the text but still keep the boxes.
As I have mentioned I am an absolute noob when it comes to ROM Hacking.
So far this is all I have tried: opening up the rom in notepad and deleting/replacing the text.
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InVerse
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« Reply #1 on: January 02, 2008, 12:47:43 am » |
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Removing the text will be a simple task. The text is stored in ASCII format, so all you have to do is open the Ocarina of Time ROM in any hex editor and space over the text (or change it, if you like.) No table file needed, so it's not even necessary to use a hex editor geared toward ROM hacking.
I'm not sure how you would go about removing the text boxes altogether. My emulation experience with N64 is rather limited, let alone my ROM hacking experience, so any suggestions I might make would be purely theoretical in nature. I'm sure there are people with N64 hacking experience that could offer suggestions, however.
Edit: You may need to convert your ROM to .N64 format if it isn't that way already. My regular OoT ROM is in .V64 format and no text appears in standard ASCII format. My OoT MQ ROM is in .N64 format and the text is readily available. I recall hearing that OoT's text was stored in ASCII format before MQ even existed, so I presume it's the format that makes a difference.
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romnoob
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« Reply #2 on: January 02, 2008, 12:56:50 am » |
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thank-you for the hasty reply I will get back to you on how it turns out. tyvm
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romnoob
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« Reply #3 on: January 06, 2008, 12:34:32 am » |
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hex editor worked fine... process of removing the text and still being able to hit A to exit/proceed to the next text box is a bit laborious though.
when i'm finally done an ep i will post the link here so you can see it
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Aeris130
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« Reply #4 on: January 06, 2008, 02:24:19 pm » |
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You'll notice that OOT uses control code like #041A to switch box. If you have several boxes that contains only blank spaces, you can remove these codes to merge them into a single box. If it takes too much time loading them all, you can encapsule the text (aka the blanks) within 08 and 09 (everything in between will load at the same time).
If you only have one 'empty' box, it's ok to store all the blanks at the end of the previous box instead, since OOT doesn't have any way of limit the number of characters that fit into every box (the text keeps reading across the end of the screen if you don't use a new-line code (#01), but this won't affect the game). Just encapsule the blanks within 08 and 09 to make sure the reader won't notice that a lot of blanks are being loaded, since they're "invisible".
Ex: [textbox1][041A][textbox2][041A][textbox3]
--> [textbox1][041A][blanks][041A][textbox3] == gives an empty box in between
--> [textbox1][041A][08][blanks][09][041A][textbox3] == Removes the second box and quick-loads the blanks at the end of box 1 instead.
Or, if the blanks are stationed at the end of the last box, just use #02 to stop reading.
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« Last Edit: January 06, 2008, 03:10:58 pm by Aeris130 »
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InVerse
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« Reply #6 on: January 06, 2008, 04:09:45 pm » |
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Does the N64 have a transparent palette entry? (I assume this is standard but I haven't dealt with palettes outside of NES, so I didn't want to take it for granted. If so, it might be possible to extract the graphics for the text box and "draw over" them with that transparent color, thus rendering them invisible. Combined with the control code information above, it would be like eliminating the text box altogether, even though it would technically still be there.
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danke
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« Reply #7 on: January 06, 2008, 04:53:12 pm » |
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If you wanted to make it quick and easy, you could open the ROM in a graphics editor (not sure which one will support LoZ, but I'm sure there's tutorials out there) and just color over the actual font with the background color. This way, the text will still be in game, but you won't be able to see it.
Or, you could get one of the hi-res plug-ins for your emulator, and rip the font, and then replaces them with blanks, and do it that way for a non-permanent change.
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