+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Help finding Link's Awakening DX stuff
Pages: [1]
Author Topic: Help finding Link's Awakening DX stuff  (Read 2 times)
Xkeeper
Guest
« on: February 13, 2008, 08:57:50 am »

http://datacrystal.org/wiki/The_Legend_of_Zelda:_Link's_Awakening mentions "Z4DXME2", and some other wikis I found mention it as well (or "ZDXAMV_V2"), but I can't find anything on either...

...

Any documents on the matter would be useful, as well. Jigglysaint's old one has some data in it, but it's missing things like where the data for how to draw the special objects (like doors/dungeon enterance), as well as a whole mess of other things...
Jigglysaint
Guest
« Reply #1 on: February 13, 2008, 02:33:34 pm »

My old document seems to be good for only a certain version.  Nephi was also apparently coded with that one specific version in mind.  Not quite such which one that is though, but I know downloading a newer one seems to have extra stuff added(possibly bug fixes).

I have a bookmark file for Hex Workshop that would be far more useful than my old document ever was.  I guess I can't attach files, so I'll have to figure some other way of giving it to you.

Of course right now I'm working on Sword of Vermillion.  Too many games, not enough attention span.
Xkeeper
Guest
« Reply #2 on: February 13, 2008, 06:14:36 pm »

Can probably send it as an attachment via email (xkeeper@gmail.com).

I've actually been going though levels with Nephi and optimizing them, and having more information on how things are done would help...
Artemis251
Guest
« Reply #3 on: February 14, 2008, 08:03:39 am »

Not much of what I've found is technically up, but there are some parts that you may find useful:

http://artemis251.fobby.net/zelda.php

There's info on savestate stuff, too, if you're interested, but again, it's not as thorough as I'd like it to be.
Xkeeper
Guest
« Reply #4 on: February 14, 2008, 11:53:18 pm »

Interesting. Too bad you don't have some AIM/etc contact for easier communication.

Though, I'm curious; where did you get your room maps from? (The actual graphics)

...

As an aside, this currently shows some basic data.

Some things that would still be of use:
- How to handle special F# objects (doors, enterances)
- What tiles are animated, and what the different animations are for
- Any information on what palettes are used for what tiles (or if it's just static)

Currently, I can make some (bad) room graphics by going into VBA, writing 00-FF into the RAM room layout, pause cycling,  and screenshotting; this gives something like this image.

Yeah. I'll probably hard-code Level 1 support for now.


(Side-note: AIM = "XkeeperNaN", should you in fact have it and feel like contacting me)
Jigglysaint
Guest
« Reply #5 on: February 15, 2008, 01:49:59 pm »

I can aswer pretty much all of those questions, but I'd rather do it on AIM than e-mail.  I've got the locations of the FX objects ASM, major events, palletes, even the pointers to all the enemy ASM data.
Xkeeper
Guest
« Reply #6 on: February 16, 2008, 02:53:28 am »

Yeah. Thanks, I'll keep some of your stuff in mind.

Just informing me that the GB's banks were 0x4000 bytes in size did a lot...

Tonight might be spent programming test.php to view template data... that alone will probably make the loader/drawer functions a bit better.

(Hard-coding Fx object support is also on the todo list, as is a complete rewrite of how the drawer works)
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC