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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Dart Zaidyer
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Dart Zaidyer

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Posted on 03-27-05 05:22 AM, in Zelda - Gates of Time Link
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?
Dart Zaidyer

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Posted on 03-30-05 04:54 AM, in Zelda LttP extra hacks? Link
I've heard there are some guys out there who know how to hack LttP in ways that Hyrule Magic cannot... ASM and hex changes and such.
What I would like to know is how much can be done to it. Following is a list of things I can think of.
If any of this is possible, I'd like to know how, and whether or not a base patch can be made.
I wouldn't want to start a hack only to find out later that "you can't do that", so now is the best time to ask.

High priority stuff:
-Change the Overworld so that it uses 16x16 blocks instead of those huge 32x32 ones that are hard to keep track of. This is mainly for ease of editing.
-A way to skip the entire "rescue Zelda" sequence and start the game as if you had done that already.
-A definitive way to reliably edit the dungeon map graphics without screwing something up. Right now, it seems like they're sharing and reusing some tiles.


Stuff I'd like to see:
-Change the Pegasus Boots so they work much like they do in Ancient Stone Tablets. You have to hold the button down to continue running, but you can change directions in the middle of a dash.
-the Shovel having its own slot and you can keep it even after getting the Flute, like the GBA version.
-A way to open a dungeon by using the Bombos medallion, like the others.

Stuff that might be handy:
-Make the Magic Mirror work in both worlds. (I know I read somewhere that this could be done, but I forgot what to do.)
-Make the rupee/bomb/arrow counts turn gold when full.
-More monologue strings to go around, and new NPCs to use them.


Improbable stuff:
-Create a Roll maneuver and use the R button to trigger it.
-Create a "quick spin" maneuver. Rotate the control pad clockwise, then press B, and Link will do a spin attack instantly.
-Create a "Hurricane spin" maneuver, much like the GBA version.
-A "stopwatch" item like Zelda 1. The graphics for this already exist, but it can't be found anywhere in the game.
-Expand Link's graphics so he can use more tiles per sprite animation. This would allow Four Swords/Minish Cap style Link sprites, which typically exceed the dimensions of LttP Link's sprites.



Any input on these things would be greatly appreciated, as it would help in hack planning.
Dart Zaidyer

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Posted on 04-03-05 08:30 AM, in Zelda - Gates of Time Link
Awesome title screen.

What would it look like if you changed the "Zelda" letters to the more modern version used in the GBA port? You know, the one that looks more like the "Zelda" letters from OoT onward?
Dart Zaidyer

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Posted on 04-03-05 02:45 PM, in Zelda - Gates of Time Link
Here's a screengrab of the official "Zelda" letters change in the GBA version. Actually, it looks like they drew it smaller than the SNES letters, but the general style is there.




(edited by Dart Zaidyer on 04-03-05 04:47 AM)
Dart Zaidyer

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Posted on 04-07-05 06:28 AM, in Zelda LttP extra hacks? Link
Just thought of something else I'd like to do:

Changing the items and prices of stuff in Shops. I never found shops useful. (Come on, who wants to blow 50 rupees on a bee anyway?)
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Posted on 04-09-05 05:11 AM, in Zelda - Gates of Time Link
Holy buckets, is that for real?
Dart Zaidyer

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Posted on 04-10-05 05:38 AM, in Zelda - Gates of Time Link
Very clean overworld design. And the interim Heads-up-display is also refreshing. (But I kinda miss the indigo outline on the equipped Item display... That harkens to later Zelda games where it's color-coded to the proper button on the controller.)

Some comments:
The fences look like they're caked over with several layers of thick, thick moss. What's that about?
The snow really clashes and fights with the brown surroundings in that one shot. I definitely agree that grass might work better.
Dart Zaidyer

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Posted on 04-11-05 03:53 AM, in Zelda LttP extra hacks? Link
Next up is changing the palettes called by certain sprites. Namely, I'd like to change the window graphics for Link's currently equipped item from yellow to blue or green (As seen in Gates of Time) and Agahnim's palette from green to red.

I would prefer to do this without physically reversing the palettes themselves, since that would mess up a bunch of stuff.
Dart Zaidyer

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Posted on 04-25-05 12:50 AM, in Attempting Translation.... Link
I think most of the good games have already been translated or are being worked on...
If I can make a suggestion, howbout an unconventional RPG like Robotrek? (Slapstick in Japan.) It's supposed to be a fun little spoof, but the translation on that game is full of nonsense, ESPECIALLY when you need to understand what it is that's being said or referred to. Several people have already tried to translate it to other languages, but nobody has ever bothered to fix the English version.
Dart Zaidyer

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Posted on 05-13-05 04:39 AM, in The Legend of Zelda: Dark Prophecy -------- UPDATE WITH PICS -------- Link
I hope the graphics will own up to expectations.

The trouble with secrecy in graphic hacks is that it's all subjective. I've seen people call things stupendous, even though frankly they weren't very good.
I'll admit that at this point, a lot of stuff will automatically be better than what was in LttP to begin with, but just how much better is the question.
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Posted on 06-07-05 11:40 PM, in SMILE version 0.40 Link
It's been a while since I've touched SMILE. I was holding out for the ability to completely rearrange the map and maybe add brand new rooms. Has that been done yet?
Dart Zaidyer

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Posted on 06-21-05 10:55 AM, in Marionator v0.08 Link
Originally posted by sludge
Last time I heard that a lot of 'cease and desist' letters were sent from Nintendo and other game developers. Many fangames were closed down, I'm quite surprised that Zelda Classic still exists.


That's because they were fake. TSA of Zelda HQ found that out a while back. Apparently, it's really easy to be an asshole and bully particular projects you don't like as long as you spoof an Email, make it look all official and legal, and send it directly to their webhosts.

This is exactly why Nintendo only sends cease-and-desist orders via actual mail.

A pity more projects don't know this...


As to Marionator, I think the idea of being able to hack SMA4 would be pretty cool. How much data is known? Maybe you could put it all together in this program...
Dart Zaidyer

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Posted on 06-22-05 04:36 AM, in Super Metroid: Complete Redesign Link
Can I assume you'll be rearranging the map entirely for this hack? That would definitely lend it a fresh and exciting new angle that most other hacks lack.
Dart Zaidyer

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Posted on 06-30-05 10:09 AM, in Trouble importing BG Map16 pages Link
Alright, I'm looking for a little help with LM here.

I'm attempting to copy a background from one level to another, and in order to do that I need to also import a Map16 page to get the tiles correct.
Now, when I hit F2 it saves the page to a file, but when I go to the level and load it with F3... Nothing changes. It asks for confirmation and everything, but it doesn't actually load the page.

What could be the problem?
Dart Zaidyer

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Posted on 06-30-05 11:06 AM, in Trouble importing BG Map16 pages Link
Yes, it is.
Dart Zaidyer

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Posted on 07-02-05 10:45 AM, in Changing the Bullet Bill noise? Link
I know I saw it somewhere, but I can't seem to find it...

I want to change the noise made when a Bullet Bill is fired (And when Bob-ombs explode, while I'm at it) into something more "explosive", as in SMAS. Like maybe the TNT blast from the "Mario destroys a castle" cutscene.

I'm assuming this can only be done with hex editing, but the question is, what exactly do I change?
Dart Zaidyer

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Posted on 07-03-05 02:10 AM, in Changing the Bullet Bill noise? Link
Hey, that works! Thanks.

Interestingly though, it doesn't cover the sound for the random left/right Bullet Bill enemy generator. the 4-way generators work, though.
Do Banzai Bills share with regular Bullet Bills? or can I change them separately, so like in a hack with SMB3 music the little ones get the usual SMAS sound, and Banzai Bills get the more thunderous TNT explosion?
Also, what's the address for the sound effect when Mario is blasted out of a diagonal pipe cannon?


(edited by Dart Zaidyer on 07-02-05 05:13 PM)
Dart Zaidyer

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Posted on 07-08-05 10:35 PM, in Star Music Link
Is there any more SMAS music tucked away in Demo World, then? I'm curious as to what I could throw together...
Dart Zaidyer

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Posted on 07-21-05 08:06 AM, in I'm setting off a bomb shell here Link
Whew, I'd say that's pretty masterful. And in LttP, no less! That must have been difficult.

The grainy tiles are a little reminiscent of something you'd see on a Sega Genesis. I assume there's a reason for that?
Dart Zaidyer

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Posted on 07-21-05 12:24 PM, in In-Game Screens!! Link
Do you mean to say you've actually adjusted Samus's overall gravity?
That's awesome!
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