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I think I found some dungeon walls in AST; Not the bombable ones
Topic Started: Feb 11 2006, 09:57 PM (392 Views)
God Ginrai
Unregistered

I downloaded the Graphics decompressor that was made for AST, and used DirectED from Zophar's Domain to pen the files. Here's the link for DirectED: http://www.zophar.net/utilities/graphutil.html

I scrolled through it in different modes, and SNES 3bpp seems to be the best mode. I think I found some dungeon walls at the beginning, but I'd like you guys to check it out just to make sure.

Also, if you use mode Gameboy/SNES 2bpp you can see the items and such correctly. (in the bottom of the files)
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Garrett
Member Avatar
Oracle
Er, are you meaning you found the *tiles*, or their actual *locations* in the rooms?
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Euclid
Following Mudora's Footsteps
The graphics are all there, those are the 8x8 tiles, I have a full decompression of the whole rom's gfx somewhere in my hard drive.

The problem is they're not used anywhere in the rom (ie the game decompresses them properly, loads them into the PPU/vram/graphics processor/whatever, but the game just doesn't have the data to know which tiles to use for the dungeons)

With the restoration patch this value gets pointed to the "empty" or "black" tile, thus it's all black with the exception of objects which is one thing coded properly in this game.
Yayyyy
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God Ginrai
Unregistered

OH... Damn <.<
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Mikey
Unregistered

The only wall data I've found so far is for the 8 basic room or dungeon layout types, varying from 4 seperate rooms to one huge room. Data starts at $26A75 and ends at $26CF8, each layout type being seperated by FF FF. The data is coded the same as Zelda:ALttP. You would think the program would "draw" at least a basic room layout, or why would this data be in the rom? I've also found "door type and position" data, sprite data and object data for each room. But the only object data seems to be what you can already see in the game (chests, pots, stairs, etc.). The object data is also not coded the same as Zelda:ALttP. If there is wall data in the rom for each room, it must be coded differently or maybe it's just missing ??
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Euclid
Following Mudora's Footsteps
The 8 basic rooms or so dungeon layouts definately ain't used in the rom, looking at the drawing routine the game draws dungeon tiles in 32x32 tiles (kinda like lttp's overworld method), door type and position data i have too, it's at about 0xF8xxx area with the objects data, 4 bytes each, handled by the routine at 0x100xxx (or bank $A0)

Taking a good guess i think those "layouts" data is used for scrolling, because the code definately doesn't load that area of the data anytime during the game, but thanks for pointing that out, i'll look into it.

EDIT: are you even sure the data $26A75 and ends at $26CF8 are dungeon room datas? I went and find that bunch of data in lttp, put it onto debugger, run it for a while, nothing.
Yayyyy
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Mikey
Unregistered

I am pretty sure it's data for the walls. In the Zelda:ALttP rom, the same data is from $27147 to $273CA. ( but this location might change if you add or remove anything from a room ). If you put all zero's from $27147 to $271AC (layout type 0), you will not see any walls in some rooms, just walls that have been added later, which will make the room smaller.

I have opened the patched AST rom and put just about anything from $26A75 to $26CF8 and it seems to have no effect on the game.

But after reading thru the rest of the forums, I understand that AST draws rooms / dungeons differently than ALttp. So I guess this "layout data" ( if it really is some kind of wall data ) is just ignored in AST.

Anyway, Thank You "Euclid" for discovering how to add the missing data for the rooms / dungeons in AST. We all look forward to the finished game.
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cent208
Heir to the Seven
thanks for taking a look at the rom. just curious, did you see my post from zophar's domain?
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Mikey
Unregistered

Yes I did. Sorry I can't help more.
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