Author Topic: The treasure memory  (Read 1703 times)

Agent 12

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The treasure memory
« on: May 12, 2006, 01:16:26 pm »
So we know that most of the games treasure chests are stored in memory.

http://www.chronocompendium.com/Term/Text_List_of_Treasure_Chests.html

I was wondering if there's a way to change where those are loaded (get them off screen), or just cause to make whatever object it loads is "etheral".  currently it loads the object so that even if you cover up the chest tile it is still there and you can "open it" and the tile is solid.

--jp

JLukas

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Re: The treasure memory
« Reply #1 on: May 12, 2006, 05:12:24 pm »
Those memory addresses (ex: 7F0001, bit 01) are only flags for whether you've opened a chest.  In other words, the Off/On setting so chests can only be opened once.

The actual data for coordinates and such is loaded directly from ROM at around the $350000 range, IIRC.

It will need to be changed manually in a hex editor.  Let me know what room #, and what the chest(s) originally contain and I'll .IPS it.

Zakyrus

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Re: The treasure memory
« Reply #2 on: November 24, 2006, 09:31:02 pm »
How high do the treasure mems go up to? (7F00FF?) I know each chest has 8 bits, but how many more mem-locations in all can be used beyond that which are listed?
« Last Edit: November 24, 2006, 10:26:37 pm by Zakyrus »

JLukas

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Re: The treasure memory
« Reply #3 on: November 25, 2006, 04:36:29 pm »
Answers can be found here in the original thread:

http://www.chronocompendium.com/Forums/index.php?topic=1900.0