!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on May 10, 2011 9:56:46 GMT -5
If you really want to know, I never thought I was going to get this deep into editing Zelda64. I started doing simple changes for fun and now I'm totally reworking a lot of it. I should post a thread in the incomplete mods forum and tell everyone what I'm doing in it so far. XD
|
|
|
Post by Jason777 on May 10, 2011 17:50:02 GMT -5
Alright, since it is apparant that you know the text ID table's format then I would like to ask what you would like to put as the new Big Skullata's description so I can confirm that what I am doing works
|
|
!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on May 10, 2011 18:06:13 GMT -5
This is what I want it to say, "What?! You don't even know about the Skulltula? It's protected by a hard shell, but its stomach is soft!"
Which would translate to this in hex: 0805 4457 6861 743F 2120 596F 7520 646F 6E27 7420 6576 656E 206B 6E6F 7701 6162 6F75 7420 7468 6520 0540 536B 756C 6C74 756C 6105 443F 2049 7427 7320 7072 6F74 6563 7465 6401 6279 2061 2068 6172 6420 7368 656C 6C2C 2062 7574 2069 7473 2073 746F 6D61 6368 0169 7320 736F 6674 2109 02
|
|
|
Post by Jason777 on May 10, 2011 20:23:30 GMT -5
Which exactly are the Big Skullatas?.. LOL
Are as far as I can remember there are Golden Skullatas, Skullatas, & Skullwallatas:P I've been searching for a while in-game
|
|
!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on May 10, 2011 21:09:16 GMT -5
Haha! XD
Okay, for whatever reason, the Big Skulltula and regular Skulltula are the same. Some use the Skulltula description, some use the Big Skulltula description. They're both the same I think. I do know the Big Skulltula is in Underground Grotto 2 and one of the other ones by Gerudo Valley, (Maybe 7?). I want to change the Skullwalltula one too but I'm hoping I'll learn enough from doing this one to figure out how to do it on my own.
|
|
|
Post by Jason777 on May 10, 2011 22:18:02 GMT -5
I got it to work!... Although it prints a useless junk box until you press A to get it to procede to the next box which contains your description. Also, the text needs to be formatted correctly to fit lines & the box correctly. I bet the best way to fix the junk box problem is to find the two bytes (text ID) that control the Skulltulas string call and then change it to the text ID that contains your new text. As for the fitting problem... Well text control commands can handle that
|
|
!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on May 10, 2011 22:38:03 GMT -5
Awesome! So, what exactly did I do wrong?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 10, 2011 22:51:37 GMT -5
You said the game doesn't like loading text if all the pointers in the table aren't in sequential order? You could write a program that splits the text up, lets you modify it any way you want (ex. text files), then re-inserts it and fixes all of the pointers, but it's a big ask unless you're into programming. I started something like that for Majora's Mask but unfortunately the text commands are completely different so it's no help.
|
|
|
Post by Jason777 on May 10, 2011 23:30:18 GMT -5
Well since I don't know exactly everything that you did, I'll tell you everything that I did.
1st: I went to the end of nes_message_static and just inserted a random number of bytes that I think would be enough to fit your new message.
2nd: I started off your message with 0x08 command (to print text instantly) on the hex side, wrote your description on the text side, and then ended your message with a 0x02 command (to inidicate the end of a string) on the hex side. Not to mention, I took note of the new end of nes_static_message.
3rd: I went to the end of the text ID table (0xBC66E8 in the ROM) and wrote over the text ID entry of "FFFC". The modified data looked like:
07B3 20 00 07 XX XX XX
07B3- text ID of the new string. 20 - textbox attributes. A blue transparent box at the bottom of the screen. XX XX XX- offset start of the new message
NOTE: If you haven't noticed, 07B3 is unused and the "B3" part of the ID comes directly after the "B2" in the previous text ID of 71B2.
4th: Directly after text ID 07B3's entry, I wrote in an entry for text ID FFFC. Its entry was comprised of its XX XX XX values being the offset directly after the end of the new message you put in (after the 0x02 command).
5th: Directly after text ID FFFC's entry, I wrote in the termination ID's entry (ID FFFF is the termination ID- it ends the table). Its entry was comprised of its XX XX XX values being one byte directly after text ID FFFC's XX XX XX value.
NOTE: I didn't really increase the table count but I could if I wanted to. If you didn't notice, I skipped over the text ID entry that was originally after text ID FFFC's entry- we didn't need it. I'm not entirely sure we need FFFC's entry either. However, we do need FFFF's entry since it is the termination ID entry.
6th: Finally, I went to the Big Skulltula's string in nes_message_static (0xCB44) and wrote over the beginning of the message with a 0x07 command (calls a message). The command looked like:
07 07B3
07- Command 07B3- text ID of your new message.
...And that's all I did.
NOTE: You can increase the text ID table ALOT since the data that follows directly after it is the text ID table (it has a different format) for the French language.
|
|
|
Post by Jason777 on May 11, 2011 6:26:43 GMT -5
very interesting, If I see it correctly I could overwrite the french and the german table too get a humongous text table? I believe so but I don't think you can increase nes_static_message a whole bunch more
|
|
!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on May 11, 2011 13:43:27 GMT -5
Alright!!!! I got it to work! I would love to get rid of the junk box before the actual description, but at least we've gotten this far now!! ^_^
*bows to the almighty Jason*
|
|