shadow
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Post by shadow on Nov 14, 2012 1:14:40 GMT -5
Ok uhm... how can I make link have one heart without an code, or give link certain items.
kinda new to the ASM hacking scene.
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Deleted
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Post by Deleted on Nov 14, 2012 1:38:24 GMT -5
Ok uhm... how can I make link have one heart without an code, or give link certain items. kinda new to the ASM hacking scene. wiki.spinout182.com/w/Code_notes is good if you want to figure out how to change the maximum capacity for items like bombs and arrows. There also used to be info on that page for how enable certain items for adult / child link, but someone's removed it unfortunately. The values are almost certain to be somewhere in code.zasm though. I would try figuring out where code.zasm is loaded in ram, and subtracting that from the first part of the gameshark code, and placing the second part at that address. eg. if the gameshark code was '80D50000 0050' and I found code.asm was being loaded at '80000000', I would subtract '80000000' from '80D50000', go to that offset in code.zasm, paste-write '0050', and test it in game.
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shadow
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Post by shadow on Nov 14, 2012 4:34:26 GMT -5
Imagination is amazing isn't it.
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Deleted
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Post by Deleted on Nov 14, 2012 7:27:59 GMT -5
Ok uhm... how can I make link have one heart without an code, or give link certain items. kinda new to the ASM hacking scene. You don't need assembly codes for that. Somewhere in the ROM is the default information a file starts with (hearts, magic, items, etc.) but I don't remember where it is... iirc you can find it by searching for 'ZELDA' (or 'ZELDAZ' for file 1 on the debug ROM) but I don't recall the structure. It should be the same as the one used for save files if you can find that somewhere.
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Post by Jason777 on Nov 15, 2012 8:22:23 GMT -5
I think most of you don't realize why shadow is using a savestate (besides DeathBasket, probably)-- The map area and all of the actor placement is all part of a ROM modification while the fact that Link starts off with one heart is part of a GS code. He can't just hand out a PPF because then the GS code wouldn't take effect. He simply does not know how to patch GS codes.
The process for patching GS codes varies for each code. For something like an assembly hack you may need to write a hook and place your hack in a file that is always loaded (for example, code.zasm). Maybe you might have to learn how to DMA pieces of data from ROM to RAM.
Assuming that the "one heart" GS code affects something in code.zasm (which I'm pretty sure it does) and the code is only a simple value changer and not an assembly hack, patching the code should be extremely easy using a method that is very similar to what SoulofDiety explained above. Thankfully, you won't have to do anything too complicated to patch this code, shadow.
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Deleted
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Post by Deleted on Nov 15, 2012 8:57:32 GMT -5
Assuming that the "one heart" GS code affects something in code.zasm (which I'm pretty sure it does) and the code is only a simple value changer and not an assembly hack, patching the code should be extremely easy using a method that is very similar to what SoulofDiety explained above. Thankfully, you won't have to do anything too complicated to patch this code, shadow. Not exactly. When you create a new file on the file select screen the game takes the default file stats from somewhere in code (8012A4E0 for file 2 or 3) and copies it somewhere in RAM and to the game's save file. Once a file is loaded, the stats for that file get copied to 8015E660 (I think) and that is where they are read from and stored to during gameplay. To start with whatever number of hearts/magic/items/anything you want you need to find the default file stats in the ROM (should be at BA1680 or something), change those and then start a new file on the game.
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shadow
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Post by shadow on Nov 16, 2012 17:41:50 GMT -5
I changed all the values on that line to 10, and only one item got effected (bombs)
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shadow
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Posts: 57
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Post by shadow on Nov 19, 2012 22:51:46 GMT -5
I decided I would put Project Nightmare on a hold until I have time to do it, but for now a surprise project has popped up, when I finish that project, I'll be finishing up this project.
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