First of all, hi. This site seems really cool and it's already helped me a ton. No idea how I hadn't heard of it until now.
This is for the original NES Legend of Zelda.
So I made Twitch Plays Zelda. If you're not familiar with it, the game is controlled by the viewers entering commands into the chat. I had some interesting obstacles to overcome trying to apply this format to Zelda. I found a lot of useful codes on this site, but then had to make some of my own.
Players need to be able to switch items, but opening the start menu is not an option as it would completely bog down the game, even more than it is now. So I altered my input script to also allow items to be switched. The end result is that you simply type the name of the item into chat and Link uses it, which I think is pretty cool. So here's my new code:
0656: ??
Changes current item.
00: Boomerang
01: Bombs
02: Arrow
03: Bow (you can't actually use this item, arrows is the correct selection)
04: Candle
05: Flute
06: Meat
07: Potion
08: Wand
If the item has different versions these codes will always select whichever you have. One issue I had with this is that some items work when selected this way even when you don't have them. So the majority of my LUA script was just checks for whether or not you have items (I pulled the addresses for these off the main site).
So now my next problem. Wallmasters. In this play format these are the biggest challenge. I've turned on a no damage cheat, but I would to still be able to receive damage knockback, so I don't want to turn off enemy collisions. I would like to turn them off for wallmasters or in some other way alter them such that we aren't returned to the beginning of the dungeon.
I took a look into the RAM searcher in FCEUX, which is how I discovered the item switching thing, but I've had no luck. I was really hoping for a simple "grabbed by wallmaster" bit but that doesn't seem to be the case. If somebody else could take a look and at least confirm my fears that would be great.
It seems my only other option is to alter the ROM, which I would really rather not do as I have no experience in that. My ghetto, but oh well I guess it works solution is probably gonna be add a "no collisions" command with some special keyword. If I feel up to it I may dig into the ROM anyway.
So if anyone has any Zelda hacking experience, or wants to take a shot at this problem themselves, that would be awesome. Thanks.
This is for the original NES Legend of Zelda.
So I made Twitch Plays Zelda. If you're not familiar with it, the game is controlled by the viewers entering commands into the chat. I had some interesting obstacles to overcome trying to apply this format to Zelda. I found a lot of useful codes on this site, but then had to make some of my own.
Players need to be able to switch items, but opening the start menu is not an option as it would completely bog down the game, even more than it is now. So I altered my input script to also allow items to be switched. The end result is that you simply type the name of the item into chat and Link uses it, which I think is pretty cool. So here's my new code:
0656: ??
Changes current item.
00: Boomerang
01: Bombs
02: Arrow
03: Bow (you can't actually use this item, arrows is the correct selection)
04: Candle
05: Flute
06: Meat
07: Potion
08: Wand
If the item has different versions these codes will always select whichever you have. One issue I had with this is that some items work when selected this way even when you don't have them. So the majority of my LUA script was just checks for whether or not you have items (I pulled the addresses for these off the main site).
So now my next problem. Wallmasters. In this play format these are the biggest challenge. I've turned on a no damage cheat, but I would to still be able to receive damage knockback, so I don't want to turn off enemy collisions. I would like to turn them off for wallmasters or in some other way alter them such that we aren't returned to the beginning of the dungeon.
I took a look into the RAM searcher in FCEUX, which is how I discovered the item switching thing, but I've had no luck. I was really hoping for a simple "grabbed by wallmaster" bit but that doesn't seem to be the case. If somebody else could take a look and at least confirm my fears that would be great.
It seems my only other option is to alter the ROM, which I would really rather not do as I have no experience in that. My ghetto, but oh well I guess it works solution is probably gonna be add a "no collisions" command with some special keyword. If I feel up to it I may dig into the ROM anyway.
So if anyone has any Zelda hacking experience, or wants to take a shot at this problem themselves, that would be awesome. Thanks.