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New setting: Add dig spot visuals to "hidden" dig spots #374
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This sounds like it might be a good first issue. I'm guessing it would take the form of a base ROM patch. Are the level maps in the game, despite rendering as 3D, represented as tile maps where you would just change the tiles at the right coordinates to be the funky "dig here" tile? Is there tooling for inspecting the tile maps in the rom and generating patches? I'm re-playing the game vanilla to remember everything I forgot since the only time I played it was right when the game came out. So far I've encountered one secret dig spot, which is the intersection of the stone tablets on Molida Island. Can someone with more knowledge make a checklist of all such spots? |
Well the closest I've come so far to figuring out how maps are represented is this: https://kuribo64.net/board/thread.php?pid=79806#79806 Apparently it's not as simple as an array of tiles. |
I think you're on the right track, it's highly likely that this is something controlled by the ZMB files. If I had to guess, it's probably a flag on the actor (each dig spot has an actor entry in the "NPCA" section of a ZMB file, with the id As for how maps are represented - there's still some unknowns, but the TLDR is you can use this script https://github.com/phst-randomizer/ph-randomizer/blob/main/scripts/generate_maps.py to generate a rough 2D image of a map's layout, including all the map objects and NPC actors. For the purposes of this specific issue as it relates to the randomizer though, it's probably fairly straightforward to do once we figure out how the "dig here" tile is rendered (which I suspect is a flag on the |
That one is located right after the sun key door; we have that encoded in the logic here. Here's a timestamped link to a youtube playthrough showing it - https://youtu.be/TPQg_ydApmU?feature=shared&t=805 |
Oh whoops, that's actually a different chest. Hmm, I'll have to double check that we have this in the logic... |
An optional randomizer setting that adds a visual cue on the spots to dig that aren't obvious (like on Maze Island)
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