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[ALTTP, SNES] Black Magic

Started by ICB, July 17, 2011, 04:47:41 PM

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mdtaUK

Quote from: Zhs2 on May 16, 2012, 08:53:46 AM
Quote from: mdtaUK20. Not sure if possible, but the ability to have something like the Eagle Tower from Link's Awakening.  Destroy pillars to remove a floor of the temple
Basically, custom fake enemy with specific vulnerabilities that either sets a bit or triggers a script when killed (the former for multiple enemies of the same type that need to be killed before a script is triggered, which is what I am assuming you were going for.)

The destroying an object bit can be done in that way, but I am not sure you can modify the exits to change where a door will take you.  Without this, you can not re-arrange a dungeon, or bypass an entire floor.

MathOnNapkins

Quote from: mdtaUK on May 16, 2012, 09:09:21 AM
The destroying an object bit can be done in that way, but I am not sure you can modify the exits to change where a door will take you.  Without this, you can not re-arrange a dungeon, or bypass an entire floor.

I will look into whether that's feasible to do. It conflicts a bit with my current engine modifications, but I think I can work around it.

mdtaUK

Quote from: MathOnNapkins on May 16, 2012, 11:45:51 AM
Quote from: mdtaUK on May 16, 2012, 09:09:21 AM
The destroying an object bit can be done in that way, but I am not sure you can modify the exits to change where a door will take you.  Without this, you can not re-arrange a dungeon, or bypass an entire floor.

I will look into whether that's feasible to do. It conflicts a bit with my current engine modifications, but I think I can work around it.

The Ability to re-assign exits on trigger would be the key thing to implement.

ICB

All of these ideas are great. Another I would add to the list is items that are available in a shop. I think of a couple useful reasons for this:

1. New item after a specified event
2. Can't buy certain item until specified event

And while this is all cool to brainstorm, I wouldn't mind having the basic stable editor released without these and other extra features. That way we could at least get started working on maps and other hack ideas.

Qactis

Some more:
1. Script to set the type and graphic of a specific tile in the room (for example setting a floor to a cracked floor, and then a pit fall, or setting a regular floor to a torch or something that was invisible previously), could also be used to lock link into a specific area in a room for a fight.
2. Script to spawn an enemy in a specific part of the room, either immediately, or after another script is set.
3. Load sprite at location
4. Show text
5. Play sound
6. Play track
7. Set link's health/magic
8. Give/Take item. Could be useful for creating an event where link loses an item temporarily, and after conditions are met, later retrieves it.
9. Cause screen rumble
10. Currently selected Y item, could be used to point link in the right direction after some text.
11. Move specified tile slowly to new location (kind of like the expanding walls), specifies what tile to play under the moving tile which is slowly revealed as the original is moving.
12. Activate effect of Y item, whether or not it is selected (perhaps this could be done by temporarily equipping the item, using it, then unequipping it before the player can see it happen). Could also do something like NPC walks up and plants bomb here, and then the bomb blows up a wall, where link wouldn't have known to bomb that location. Idk just throwing ideas out here.
13. Change from light/dark world
14. Tile or enemy custom scripted reactions to specified Y item. (bookshelf moves when you charge into it, etc)

dark_samus

all great idea's but don't overwhelm him right now he can get to it in later releases or Black Magic but for now we need a good editor because Hyrule Magic is pure hell to edit with

mdtaUK

Quote from: dark_samus on June 22, 2012, 11:32:16 AM
all great idea's but don't overwhelm him right now he can get to it in later releases or Black Magic but for now we need a good editor because Hyrule Magic is pure hell to edit with

Think of it as a wish list, and you tick them off as and when you can, without pressure!

faustus0111

#57
Just a few suggestions for black magic...


1 - Have the Overworld in ALttP be expanded upon - Like, just have more of it.

2 - For the music...if it could somehow be like a MIDI sequencer type of program in the way some Digital Audio Workstations are, that would be wonderful. FL Studio is a nice example.


I know these may be kind of pushing it, but...I would LOVE to have the ability to do these things in an ALttP ROM Editor.

MathOnNapkins

Quote from: faustus0111 on August 11, 2012, 08:10:24 AM
1 - Have the Overworld in ALttP be expanded upon - Like, just have more of it.

Most definitely I will be allowing that. The "special areas" will be subsumed into the rest of the normal areas. It's going to be tricky, but I think it can be pulled off. The only real limitation will be the number of event flags available, which will be considerable. On the other hand, it requires a bit of a rewrite of the save game handling.

Quote from: faustus0111 on August 11, 2012, 08:10:24 AM
2 - For the music...if it could somehow be like a MIDI sequencer type of program in the way some Digital Audio Workstations are, that would be wonderful. FL Studio is a nice example.

That's just one of those things that always gets pushed down the road. It sucks, but until the more gameplay related stuff is out of the way...

Quote from: faustus0111 on August 11, 2012, 08:10:24 AM
I know these may be kind of pushing it, but...I would LOVE to have the ability to do these things in an ALttP ROM Editor.

Yes indeed!

mdtaUK

Quote from: MathOnNapkins on August 23, 2012, 03:34:42 PM
Quote from: faustus0111 on August 11, 2012, 08:10:24 AM
1 - Have the Overworld in ALttP be expanded upon - Like, just have more of it.

Most definitely I will be allowing that. The "special areas" will be subsumed into the rest of the normal areas. It's going to be tricky, but I think it can be pulled off. The only real limitation will be the number of event flags available, which will be considerable. On the other hand, it requires a bit of a rewrite of the save game handling.

Quote from: faustus0111 on August 11, 2012, 08:10:24 AM
2 - For the music...if it could somehow be like a MIDI sequencer type of program in the way some Digital Audio Workstations are, that would be wonderful. FL Studio is a nice example.

That's just one of those things that always gets pushed down the road. It sucks, but until the more gameplay related stuff is out of the way...

Quote from: faustus0111 on August 11, 2012, 08:10:24 AM
I know these may be kind of pushing it, but...I would LOVE to have the ability to do these things in an ALttP ROM Editor.

Yes indeed!

As for the music request, there are existing free MIDI tools out there, and then you can just import, same with graphics editing.  Object creation would be needed.  For example taking a chest object (in the abstract functioning sense) and using that as a basis for a new object with its own graphics.  So you could create a custom chest design that functions the same as a chest, but you can add additional flags/tags to it using Math's custom scripting.  So a chest which activates a trap, or chests which close other chests used as a puzzle etc.

itoikenza

thanks #zelconst for fulfilling my zelda 3 wish so i don't care if that post was deleted! now MathOnNapkins can you add all the palette's to Black Magic especially for faerie's so i can make em' blonde too.

MathOnNapkins

That actually brings up something I've been working on recently - getting ready to hook chests into the scripting system.


    Chest Configuration Header:
       
        Bit pattern (1 byte):
           
            ggoossih
           
            h  - If set, can be hidden.
           
            i  - Initial hidden status (only used if uses mode 0)
           
            ss - Hidden Status Determinant
               
                0 - Cannot be hidden.
                1 - Use the 'i' flag to determine initial hidden status.
                2 - Hidden unless an event flag has been set.
                3 - Determined by script.
           
            oo - Openability Determinant
               
                0 - Default behavior.
                1 - Determined by event flag.
                2 - Openability determined by script (assumedly with custom
                    message explaining why)
           
            gg - Item Granting Determinant
               
                0 - Unconditionally grant the item.
                1 - Grant the item if a given event flag has *not* been set.
                2 - Item(s) given determined by script, along with other
                    behaviors like making pits appear.
       
        Misc:
           
            ? - How do big chests fit into this? Big chests that use a big key different from
                the dungeon we're currently in? Is that reasonable? Small chests that look
                like big chests?
           
            ? - Chests with differing appearance from default (block pairs for pre opened
                and post opened states. These must be the same size.)
           
            ? - Animation for chests appearing or disappearing? (Poofs?)
           
            ? - Pushable chests? (lol)
           
            ? - Hookshotability of chests.
           
            ? - Directions the chest can be opened from.


Naturally this format will have fields to point to the scripts or event flags being referenced by the header byte. Anyone have any input to improve this? Keep in mind that scripts are going to be able to do quite a lot.


MathOnNapkins

Quote from: itoikenza on August 23, 2012, 04:02:05 PM
thanks #zelconst for fulfilling my zelda 3 wish so i don't care if that post was deleted! now MathOnNapkins can you add all the palette's to Black Magic especially for faerie's so i can make em' blonde too.

I didn't delete it, I split it off to a new thread because it had nothing to do with this one. And no, I'm not adding specific palettes to an editor. The point is that people can put in whatever palette they want.

mdtaUK

Quote from: MathOnNapkins on August 23, 2012, 04:04:34 PM
... And no, I'm not adding specific palettes to an editor. The point is that people can put in whatever palette they want.
Will Black Magic be "clever" enough to know which palette an object requires, so when displaying it in the editors, it will use the correct palette?

Also for that matter, I assume you will allow the export and import of tiles that make up the object.  (so for the chest, the tiles for open and closed).

If this is the case, is it also possible to allow the export of the palette that tile/tileset uses along with the tile images?  And when importing an edited palette/editing the palette in Black Magic, will all the graphics/maps etc use the updated palette, or will you have to close the app and re-open?  Being able to edit the palette whilst viewing the changes live in the editing windows would be SOOOOO awesome, especially for trial and error issues, as well as seeing which tiles will need updating to use different colours.

MathOnNapkins

Objects themselves, assuming you're talking about dungeon objects, contain enough info to properly assign the palette. The real issue is whether the tiles are garbled or not. Something that looks like a throne when using one tileset will look like utter garbage in another. So we need to assign some type of tileset dependency to each object at some point. And if you want to use it at your own risk, I suppose we could allow that too...

Quote from: mdtaUK on August 23, 2012, 04:25:15 PM
If this is the case, is it also possible to allow the export of the palette that tile/tileset uses along with the tile images?  And when importing an edited palette/editing the palette in Black Magic, will all the graphics/maps etc use the updated palette, or will you have to close the app and re-open?  Being able to edit the palette whilst viewing the changes live in the editing windows would be SOOOOO awesome, especially for trial and error issues, as well as seeing which tiles will need updating to use different colours.

I dunno, I'd have to think about how to do that properly. Importing a graphic with a palette is bound to affect other graphics simultaneously. But you shouldn't have to reopen the application to see updates to things like that. This is 2012, dagnab it!

mdtaUK

Well all we have is Hyrule Magic, so you will be single handedly bringing ALttP to the 2010 era!

ICB

Quote from: mdtaUK on August 23, 2012, 05:19:42 PM
Well all we have is Hyrule Magic...

:mad: Unfortunately so.

Quote from: mdtaUK on August 23, 2012, 05:19:42 PM
...so you will be single handedly bringing ALttP to the 2010 era!

:bounce: Can't wait, can't wait, can't wait!!

:^_^:

Parabox

Math, why, if I may ask, is there a limit to event flags?

MathOnNapkins

Because there's a limit to the amount of sram installed on the cart? (Which is further subdivided into 3 save files). Now if you wanna be all fake and write an emulator modification that allows for more sram... I guess you could do that too. I just try to keep my approach completely vanilla so if someone wanted to put it on a cart, it wouldn't be too difficult. Rest assured though, that I am going to be making much better use of the available sram than the original game.

wiiqwertyuiop

I am sure you know this, but you can expand the amount of SRAM the game has, I'm not sure if you are already doing that though.

MathOnNapkins

The point is that you really shouldn't need to. There is plenty to go around already.

evanescent_hero

#71
I registered simply to ask, is this still being worked on? Is there progress? I'm very interested in modding ALttP, and I've heard Hyrule Magic is a real pain...

P.S. Sorry if I shouldn't post because this thread is old...

MathOnNapkins

This subforum ain't active enough for anyone to care about necroposting. Anyways, yeah I'm still working on it, but I'll be honest that I've been kind of stuck lately on a number of under the hood issues.

evanescent_hero

Is there any chance of, say, a beta release for us to play around with?

Zhs2

I don't care about necroposting anyway. If it's meaningful and adds to the conversation at hand, who cares?