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Topic: Oracle of ages (Read 3 times)
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Dwedit
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« Reply #60 on: March 30, 2009, 06:08:52 pm » |
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I've just uploaded the map viewer program! (with source code) Have fun looking around. Download Oracle of Ages Map Viewer
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Spikeman
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« Reply #61 on: March 30, 2009, 08:15:26 pm » |
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Awesome work. Any plans on an editor in the future?
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Jigglysaint
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« Reply #62 on: March 30, 2009, 09:22:36 pm » |
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Why do people insist on 7zping stuff? I know it's a good compression, but it's still annoying to find a program to use for it.
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Dwedit
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« Reply #63 on: March 30, 2009, 09:39:48 pm » |
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Winrar opens it fine.
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Jigglysaint
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« Reply #64 on: March 30, 2009, 09:48:02 pm » |
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I got it to work, no biggie. As for the editor itself, I must say that it works really well. I was able to view all of the overworld and dungeons without a problem, and all the elements showed up fine. The only thing I found was that if you increase the tileset past a certain number, the viewer crashes. I also would prefer that values be in hex rather than decimal, but that's a personal preference.
Wth a viewer in place, hopefully an editor isn't too far behind. I was thinking of making some sort of fun patch that would make the GBA rings have a use. Basically, GBA Time Ring lets you use the harp anywhere, and GBA Nature lets you use the Rod anywhere. Of course in finding that data I found out that the value of the tile that triggers the rod's effect is $20. That's not good corrupting material.
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Dwedit
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« Reply #65 on: March 30, 2009, 10:28:13 pm » |
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What the heck would the Harp of Ages do in a dungeon? Send you from Level 1 to Level 6?
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Jigglysaint
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« Reply #66 on: March 30, 2009, 11:22:05 pm » |
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What the heck would the Harp of Ages do in a dungeon? Send you from Level 1 to Level 6?
Yes it would. Actually it's very fun to mess with. Only thing is that you need to take some percautions so you won't get stuck. It's for fun only. If you want to try, go to 18E1E and change that value to FF. Now you can warp anywhere in the game with the Tune of Ages. Seasons would be different though, as seasons and planes are not the same thing. It would still be cool to check out winter in places where winter would never be allowed to exist.
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Dwedit
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« Reply #67 on: March 31, 2009, 07:24:27 pm » |
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Looking at Seasons now... Looks like FLAGS1 of FF for an area class means the area class is affected by which season it is, and the following two bytes are a pointer to the real area class data (+8*season) Otherwise, looks the same for now, except there's no plane+2 flag. Of course, addresses of stuff are different, but addresses aren't even consistent across different regions of the same game. NEW: I've released a new version that also views Oracle of Seasons. Download
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« Last Edit: April 01, 2009, 01:00:20 am by Dwedit »
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nosignaldetected
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« Reply #68 on: April 01, 2009, 12:14:21 pm » |
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Incredible work, man.
Given it a go, and it seems to display everything perfectly. Obviously the next logical step would be editing, amirite?
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Jigglysaint
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« Reply #69 on: April 01, 2009, 10:05:44 pm » |
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Hmm, I'm going to try somthing and see if it works. If it does, it would be awesome.
Edit: Well, it seems that it does work, somewhat. What I tried to do was copy the level data from the Ages Rom, and stick it on at the end of Seasons. The Rom doesn't crash, but it seems the pointers don't read properly after 3F banks. My second option could be to just replace the data in it's current location, but what I was hoping to do was to some how merge the two games into one, and somehow be able to get data from one source or the other.
Edit 2: It works actually. I can view Ages tiles properly in the viewer, but I can't make them turn out right in the actual game.
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« Last Edit: April 01, 2009, 11:18:07 pm by Jigglysaint »
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Tauwasser
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« Reply #70 on: April 02, 2009, 04:13:50 am » |
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You sure you actually edited the rom size byte for that? Also, if you change sizes, you gotta make sure that the rom bank routine doesn't and 0x3F or something cYa, Tauwasser
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Dwedit
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« Reply #71 on: April 02, 2009, 11:04:15 am » |
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Do I need to write a document describing the data structures viewed by the editor, or is the source code to the viewer good enough?
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Jigglysaint
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« Reply #72 on: April 02, 2009, 11:15:13 am » |
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It might be good to do a document in case somebody wishes to tackle their own editor or somthing.
As for rom size, where is that typically found?
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Dwedit
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« Reply #73 on: April 02, 2009, 11:50:40 am » |
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Read pandocs, that tells you where the rom size byte is located (hint: 0x148=05 >> 1MB, 0x148=06 >> 2MB)
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Jigglysaint
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« Reply #74 on: April 02, 2009, 12:48:58 pm » |
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That did it. Now the levels are displaying correctly. Of course you know that this means bigger dungeons. Imagine one entire dungeon being the size of 6 regular dungeons? Only thing would be that things like sprite handlers would need to be many times larger, which means total re-write of code. Edit: http://www.youtube.com/watch?v=nRm9byJIaNI It works. All I did was copypaste the data from one rom to the end of the other, then fuggled with the pointers, set the value Dwedit game me, and it works. As you can see, level 7 has walls that are different than the standard wall tiles.
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« Last Edit: April 03, 2009, 12:12:14 am by Jigglysaint »
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