Wednesday, June 16, 2010

New Features and a To-Do List

Alright! I know I've missed the last couple days, but I'm here to make it up. For starts, let me announce that ZOLE is nearing it's end (Hold on!). However, ZOLE is only the level editor I'm going to be making for the game. I'm looking into making another tool that you probably won't hear anything about for a while as I haven't done any research on yet. But before that, here's a list of what needs to be done before anyone should get excited (It may seem like a lot but some of the things aren't really that much to make).

-Minimap editor - I need to find the data for this.
-Gale seed spot editor - Already found the data.
-Dungeon room order editor - Already found the data, but I want to integrate it into the minimap editor.
-Graphics/tileset decompressor + repointer - This will require a small ASM hack. Not all tilesets will be able to be decompressed, as it will require over 1MB of space, so it's a choice.
-Text editor - I have no idea how text works. The text probably uses dictionary compression as around 0x60000 I believe you can find random words used in the same each starting (or ending?) with 00. Note this may not be added as it could use a totally different system than I'm thinking of.
-Dungeon name editor - Might have a little trouble with this. I've done a slim search and found nothing before.
-Dungeon portal editor - I know this gets grouped with interactions, but many people won't want to have to know ASM to edit half the simple things in the game.
-Small indoor exit warp editor - I know I said I was just going to include a tutorial, but a separate editor would just be easier for all of us.
-Full Seasons compatibility - This will not be added before the first release.

So that's the checklist. Now, I've added two things today. First thing, a palette editor. It allows the selection of any palette and then a preview of what the selected area would look like with it applied (Oh how this is useful). Here's what it looks like.



Ugh, what an ugly palette, but hey, it's just a demonstration. Right now, it only edits basically "uncompressed" palettes, which is every single palette used in tilesets except for 1 (It can still be edited just fine though). I don't want to explain what I mean by "uncompressed" so just read on.

The next thing I added is small but useful, a start editor. It really doesn't need a screenshot as it's a few labels and numeric boxes so I won't post one.

But that's all. Oh, and a heads up: I'm going to be making a forum specifically for Zelda hacking, since there doesn't seem to be one (Maybe just for the Oracles games, since I don't know half the Zelda games that are even out there nowadays). But until (hopefully!) tomorrow, see ya later!

4 comments:

  1. 28507, two byte pairs. That is the warp data for each dungeon. Works exactly like in Link's Awakening. I'll try and figure out the minimap, which shouldn't be too hard to figure out given my skills.

    ReplyDelete
  2. Didn't look for the minimap yet, but messing with portals I was able to figure out that 7E 01 is used in Hero's Cave to make the protals that connect rooms. I found that I can extend this by using empty space to create an entire list of warps to allow transportation between dungeons. In fact if I do a hack, I would have a great use for such a system. Only problem is that both rooms need to be in the same bank, so that means no warping from level 8 to level 1.

    ReplyDelete
  3. I found somthing at 586f. It's not much, but if you change it to an 08, the minimap gets buggy colours. I also found that pallete 07(though not related to the above data) is the present minimap pallete index. I suspect the minimap data is between 4000 and 7FFF since that's where the room order data, the pallete and tileset ASM pointers are, and the scrolling data is located. In other words, screen transition data.

    ReplyDelete
  4. Cool, thanks. I did a brief check on dungeon warps a while ago and I guess they use a system similar to regular warps (All I know is the map is stored at CC48 like all other warps and it's written like normal). But, I'm going to look into it anyway just to get a full grasp on it.

    ReplyDelete