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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Zelda - Gates of Time | |
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Dart Zaidyer

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Posted on 03-27-05 05:22 AM Link | Quote
Originally posted by Euclid

Alttp's magic meter is not "doubled" when you get that 1/2 magic, what actually happens is the magic you need to use per say a fire rod shot costs less, so your magic meter stays the same size (0-0x80)



Exactly. That's why it would be difficult to hack in because you'd have to change the way it works. There's really no need to do it either, but it would fit with the display style if you did.

Anyway... Getting back to the quest, I notice some stylistic issues with that last dungeon shot there. Why are the candles mounted too high on the wall? And what's with the fading brick pattern with the pits? Usually, only dungeon walls get the fading bricks because that's an extension of the wall. Floors get the jagged fringes.
Are you sure Link will be able to fall in with those fading bricks there?
SePH

Geldman
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Posted on 04-01-05 03:54 PM Link | Quote
Originally posted by Dart Zaidyer
Why are the candles mounted too high on the wall? And what's with the fading brick pattern with the pits? Usually, only dungeon walls get the fading bricks because that's an extension of the wall. Floors get the jagged fringes.
Are you sure Link will be able to fall in with those fading bricks there?
I was unsure about the candles positions. Thing is that I always start the dungeons from scratch by erasing everything in the rooms, so sometimes it's normal that I make such mistakes. They'll be fixed though.

About your brick pattern question, yes Link can fall through these (They act like holes too). In fact, here's the full layout of that room:



I might change things in that room later on though, so it isn't final.

Next, is another small update to the title screen:

OLD -> NEW



I fixed the palettes once more, re-added the "Legend of" heading and changed the font of the main title.
The title screen is probably going to be final.

And finally, here's the current status update of the hack.

DUNGEONS STATUS:

Intro Sequence - Finished

Pendant 1 - Almost Finish (Restarted it)
Pendant 2 - Finished
Pendant 3 - Finished

Crystal 1 - Finished
Crystal 2 - Finished
Crystal 3 - Scrapped > Not yet reworked on it.
Crystal 4 - Scrapped > Not yet reworked on it.
Crystal 5 - (Going to be done by someone else)
Crystal 6 - Not started
Crystal 7 - Working on it right now

Houses - Finished
Caverns - Some done
------------------------------

EVERYTHING ELSE:

Overworlds: 100%
World Maps: 100%
Monologue: ~ 40%
Dungeons Maps: not started
Menu Screens: 100%
3D Objects: 100%
Link's Graphics: 100%
ASM Hacks: 0%
Various HEX Fixes.

More at a later time.


(edited by SePH on 04-01-05 06:04 AM)
d4s

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Posted on 04-01-05 07:09 PM Link | Quote
[looks nice.
i liked the old titlescreen better.
but why do the titlescreens of zelda 3 hacks all have to be so, well, unoriginal?
everybody just removes the castle on the left and adds a subtitle...
i think i still have the hack somewhere that loads uncompressed fullscreen tilemaps for both the titlescreen and the game selection menu.
but i dont think it will be of much use to somebody who doesnt know assembler.]
DurfarC

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Posted on 04-01-05 07:24 PM Link | Quote
No, I disagree. I think the new one is much better, because it's easier to read the text.


The large area in the dungeon looks nice. Unlike D.Z., I don't see anything wrong with the fading bricks, they were used like that in the castle in the original Zelda 3. Just fix the candles and everything looks perfect.
SePH

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Posted on 04-02-05 08:31 AM Link | Quote
Alright d4s, you minded me enough to completely change the title screen's gfx.

As a first try ever, here's the result of what I've come up with:



Yes, those graphics comes from Minish Cap. But still they clearly change the overall look. In the worst case scenario, if it doesn't look good to you guys, I might revert to the other one, but for my part I find it OK.
Kario

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Posted on 04-02-05 11:59 AM Link | Quote
That is freaking good, doubt you could do better, but if you can go for it.
Ice Ranger

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Posted on 04-02-05 12:08 PM Link | Quote
Definitely looks better than any of the other title screens I've seen hacked with HM. Looks like Ocarina of Time for SNES in the background (green and mountains). I'm still looking forward to any completed Zelda 3 hacks and it looks like this one is coming along.
KTurbo

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Posted on 04-02-05 01:53 PM Link | Quote
Originally posted by SePH
Alright d4s, you minded me enough to completely change the title screen's gfx.

As a first try ever, here's the result of what I've come up with:



Yes, those graphics comes from Minish Cap. But still they clearly change the overall look. In the worst case scenario, if it doesn't look good to you guys, I might revert to the other one, but for my part I find it OK.


I love you...

No really, that's looks really HOT! Good job

You said you want to take out the rain, right? How about this: make a weather engine so the rain starts randomly when you enter places/fields. It might be too hard to do but it would be reallly cool, and you could ask for help to do it.


(edited by KTurbo on 04-02-05 04:15 AM)
SePH

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Posted on 04-02-05 03:10 PM Link | Quote
Originally posted by KTurbo
You said you want to take out the rain, right? How about this: make a weather engine so the rain starts randomly when you enter places/fields. It might be too hard to do but it would be reallly cool, and you could ask for help to do it.
Well one thing that could work without much trouble would be having specific overlays in specific places..
(using the overlays data euclid found a while back.)

As for the random weather engine itself, there might be a way to do it too. (Considering BS Zelda 3 works that way). However, I'm not sure if both games uses the same data through. I might need some help to figure it out. Nice idea through
midget35

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Posted on 04-02-05 03:18 PM Link | Quote
Lovely title screen mate. Keep it.
KTurbo

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Posted on 04-02-05 04:45 PM Link | Quote
I thought about something else you could add. You know the animals where the mastersword is and where the ocarina boy is, couldn't you use them in other places aswell, just running around in the forest or something. That way you'll get a feeling of that there are good creatures in hyrule.
SePH

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Posted on 04-02-05 05:46 PM Link | Quote
Originally posted by KTurbo
I thought about something else you could add. You know the animals where the mastersword is and where the ocarina boy is, couldn't you use them in other places aswell, just running around in the forest or something. That way you'll get a feeling of that there are good creatures in hyrule.
Yes, I've done that with Lyra Islands in the past and it worked up good. Thing is that I can't use them with enemies and such since the sprite sets aren't the same. but still I could have them in some areas.
Euclid

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Posted on 04-02-05 06:13 PM Link | Quote
if i tell you that you can paint the title screen tile by tile, can you do a better job

The title screen format is not hard at all, and if you bother to expand the rom to 1.5mb and with a bit of fixing on the pointers you'll definately get enough space to put a fancy title screen (but you are limited to the few blocks of gfx to choose from)
KTurbo

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Posted on 04-02-05 07:03 PM Link | Quote
Is it possible to make the inventory transparent? That would be cool.
Euclid

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Posted on 04-02-05 07:50 PM Link | Quote
It is very possible to make it transparent, just colour the tiles with the transparent tile (note: black and transparent is not the same thing!).

But it goes transparent in any place which uses that tile.
SePH

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Posted on 04-03-05 04:34 AM Link | Quote
Originally posted by Euclid
if i tell you that you can paint the title screen tile by tile, can you do a better job

The title screen format is not hard at all, and if you bother to expand the rom to 1.5mb and with a bit of fixing on the pointers you'll definately get enough space to put a fancy title screen (but you are limited to the few blocks of gfx to choose from)
Nice, very nice! So let's say I just expend the rom, how will I be able to draw tile by tile?

Originally posted by KTurbo
Is it possible to make the inventory transparent? That would be cool.
I already tried that and like Euclid says, everything from the top right magic bar to all the inventory goes transparent. It's harder to read the texts etc.. through.See:



Of course I could work with the texts shadows and all, but then I'm not sure everybody would be please with that...
Euclid

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Posted on 04-03-05 04:55 AM Link | Quote
Hey d4s you have a routine which loads tilemaps at title screen sitting there? Mind if i take a peek at it? (i know assembler, and i didn't read your post till about now)

and yeah, the transparent items don't come up well in the subscreen.
Kario

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Posted on 04-03-05 04:56 AM Link | Quote
Yeah, transparency doesnt work very well. At first I thought you labeled those chests "pendants" so you would know where to get the first 2.
SePH

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Posted on 04-03-05 06:17 AM Link | Quote
Thanks for pointoing out that I could use the other tiles aswell Euclid.. here's what I've come up with:



I added clouds to get a better overall title (I felt like the other one was a bit empty.)
Kario

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Posted on 04-03-05 08:10 AM Link | Quote
Looks really good with the clouds, keep up the good work.
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