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User Guide.rtf
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98 lines (98 loc) · 5.47 KB
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{\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fswiss\fprq2\fcharset0 Arial;}{\f1\fswiss\fcharset0 Arial;}}
{\*\generator Msftedit 5.41.15.1507;}\viewkind4\uc1\pard\qc\ul\b\f0\fs48 ZLADE\par
\ulnone\b0\fs20 Created by Lin\par
\par
\pard\par
\pard\qc\ul\b\f1\fs28 Requirements\fs24\par
\ulnone\b0 -\b .NET Framework 2.0\b0 or higher\par
-\b Windows 2000 SP4\b0 or higher\par
-\b A Legend of Zelda - Link's Awakening DX (U) ROM\b0 , unless you plan to make ZLADE support your ROM. I'd recommend using the default version, which is the (U) 1.0 dump.\par
\par
\ul\b\fs28 File Editing\fs24\par
DoorCombos.txt\ulnone\b0\par
Contains the combination tiles for the doors. The object MUST go in this specific order, regardless of the key.\par
\i obj\i0 - The ID of the door\par
\i tiles\i0 - The amount of tiles the door contains\par
\i w\i0 - The amount of horizontal tiles the door has\par
\i h\i0 - The amount vertical tiles the door has\par
\i t\i0 - The ID of the tile. There is one for each tile, and it starts going horizontal and then wraps around\par
\par
\ul\b ObjectCombos.txt\ulnone\b0\par
Contains the object combination tiles for the overworld tiles, such as trees and houses. \i Look at DoorCombos.txt \i0 format.\par
\par
\ul\b VersionOffsets.txt\ulnone\b0\par
The special addresses for certain data in the ROM. This allows you to add support to any game version, whether it be French, German, or something else.\par
\i dump\i0 - The name of the dump\par
\i chestx\i0 - The location of the chest event's X location\par
\i chesty\i0 - The location of the chest event's Y location\par
\i stairsx\i0 - The location of the stair event's X location\par
\i stairsy\i0 - The location of the stair event's Y location\par
\i keyx\i0 - The location of the key event's X location\par
\i keyy\i0 - The location of the key event's Y location\par
\i chestpoofx\i0 - The location of the poof X that appears when a chest spawns\par
\i chestpoofy\i0 - The location of the poof Y that appears when a chest spawns\par
\i ominimaptile\i0 - The location of the overworld minimap tile configurations\par
\i ominimappal\i0 - The location of the overworld minimap tile palette indexes\par
\i dminimap\i0 - The location of the dungeon minimap configuration\par
\i droomindex\i0 - The location of the dungeon room index configuration. \b This might not change between ROM versions.\b0\par
\i tileanim\i0 - The location of the tile animation semi-pointers.\par
\i tile1loc\i0 - The location of the outdoor tile configuration\par
\i itile1loc\i0 - The location of the first indoor tiles configuration\par
\i itile2loc\i0 - The location of the second indoor tiles configuration\par
\i end\i0 - This ends the dump configuration\par
\par
\b Sprites.txt\b0\par
These are the names or descriptions of certain sprites.\par
\b\i ID\b0\i0 :\b\i Description\par
\par
\i0 The Sprite Images Folder\b0\par
Here is where all of the sprites are stored. To add your own, simply rip the sprite, make sure its background color is Magenta, and save it as the hexadecimal name (PNG format). For example, \i A7.PNG\i0 .\par
\par
\par
\ul\b\fs28 The File Structure\par
\ulnone\b0\fs24 Your ZLADE folder should look like this when extracted.\par
\b -Main\par
\b0\tab\tab -ZLADE.EXE\par
\tab\tab\tab -Map Planner.EXE\par
\tab\tab -Sprites.txt\par
\tab\tab -DoorCombos.txt\par
\tab\tab -ObjectCombos.txt\par
\tab\tab -VersionOffsets.txt\par
\b\tab -Images\b0\par
\tab\tab\tab -Several tilesets\par
\b\tab\tab -Sprites\par
\tab\tab\tab\tab\b0 -Sprite images\par
\par
\par
\ul\b\fs28 Questions and Answers\par
\ulnone\fs24 Q:\b0 Why does it take so long to start up?\par
\b A:\b0 On startup, it pre-loads everything needed. This includes the tilesets, stuff from the text files, and the sprite images.\par
\par
\b Q: \b0 I get an error when starting ZLADE; why?\par
\b A:\b0 You most likely don't have the .NET Framework 2.0 or higher. You could have also extracted the ZIP file wrong.\par
\par
\b Q:\b0 The program crashes when I open my ROM\par
\b A:\b0 This can be caused due to incorrect addresses for data, or access being denied from the file (For example, the Read-Only property is set to true)\par
\par
\b Q:\b0 Why is the graphics viewer so empty, and how come it doesn't save?\par
\b A:\b0 I easily lost interest with it. I made a full GB Tile Editor, which you should expect to see on the RHDN Utilities page sometime soon.\par
\par
\b Q:\b0 Will the source code ever be given out?\par
\b A:\b0 Not until I recode it (If I ever get around to it). The code is ugly and I'd rather not share it :)\par
\par
The rest is for you to figure out. Good luck and have fun!\par
\par
\par
\ul\b\fs28 Website\par
\ulnone\b0\fs24 Visit the ZLADE website at: \b http://zlade.webs.com/\b0\par
You can expect to find updates and other things there.\par
\par
\ul\b\fs28 Credits\par
\ulnone\fs24 Lin\b0 - Creator of ZLADE (me)\par
\b Jigglysaint\b0 - One who found the data and taught me almost everything I know about the ROM\par
\b Cooltoby\b0 - He attempted a level editor, but abandoned it due to loss of interest. I used his code to read the tilesets and minimap graphics from the ROM. Thank him for the overworld/indoor editor being made!\par
\b Tauwasser\b0 - Being there to help me when I needed it if he could\par
\b #rom-hacking.net/RHDN, #jzd\b0 - Motivation. I very easily lost interest, but some of the people there kept me going\par
\b Other\b0 - People I forgot, but you somehow helped.\b\fs20\par
}