Difference between revisions of "Temporal Flux FAQ"
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==How do I know which string index dialogue is coming from?== | ==How do I know which string index dialogue is coming from?== | ||
− | One of the first | + | One of the first few Commands in each area using strings should be StringIndex which specifies where the strings are being loaded from in the ROM. The address listed here is also listed in the string editor (though the first digit will be different, due to ROM-to-file-offset conversion). |
==How do I test my hack? It's huge!== | ==How do I test my hack? It's huge!== |
Revision as of 14:40, 9 December 2004
Contents
How do I know which string index dialogue is coming from?
One of the first few Commands in each area using strings should be StringIndex which specifies where the strings are being loaded from in the ROM. The address listed here is also listed in the string editor (though the first digit will be different, due to ROM-to-file-offset conversion).
How do I test my hack? It's huge!
Many roms have debug rooms that allowed the programmers to skip to various parts of the game to test stuff out and not have to play through the game to get to other worlds, locations and changes. I think it's a good idea for people to code one themselves, a room that won't be in the final, just have people that warp you to locations upon talking to them, different time periods, a good little space that will help with getting places and such, like an in game shortcut. When the hack is complete, it can be deleted, or left as a secret of sorts.... all kinds of possibilities.
Chickenlump
When I edit a certain map, it messes up somewhere else!
Locations are not the only store of data; maps are also correspondent to particular locations, meaning if you load Map 3 in an unused location, everything on Map 3 (which is in the Black Omen) will show up with whatever tileset you have loaded (probably looking like a bunch of garbage). Any edits to Map 3 will occur in the Black Omen as well, since both its location and the one you're editing use that map.
When I use select tiles in the Overworld Editor, they come out different on the map. Why?
The top half of the Overworld tilesets is reserved for Layer 1, and the bottom for Layer 2. Layer 2 tiles pasted while working with Layer 1 will result in their Layer 1 equivalent, and vice versa, so painting a shore in Layer 1 might equate to part of a house. Make sure you're in the right mode.
Why doesn't my new Overworld Exit work?
At this time, Overworld Exits only work with certain tiles. Try pasting a Layer 2 tile that lies beneath other Exits on the map where you have your new exit.