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05-07-24 02:24 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda: Dark Prophecy release date? New poll | |
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Koitenshin +∞

Moblin


 





Since: 12-24-05
From: Misery

Last post: 6289 days
Last view: 6289 days
Posted on 12-24-05 03:07 PM Link | Quote
I thought they said by Christmas but maybe they got held up. Does anyone have any news or info on this romhack?
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-24-05 03:13 PM Link | Quote
If it's not out yet, then likely it's not done. They do their best of course, but sometimes life gets in the way so despite everyone's best efforts release dates are rarely met. It'll be released when it's done I'm sure =]


(edited by JossiRossi on 12-24-05 02:13 PM)
NEONswift

Bee








Since: 11-18-05

Last post: 6288 days
Last view: 6287 days
Posted on 12-24-05 05:27 PM Link | Quote
Maybe itll be a new year present... Although making the statement Zelda is almost complete has always been a bit risky due to the fact that parts you'd think would take a few days take weeks or even months....sometimes years if your rediculously slow.

I'm looking forward to it too especially since i just completed Minish Cap and Twilight Princess is a good 6 months off. You can never have enough Zelda in your gaming life.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-24-05 06:03 PM Link | Quote
To get the project back on the road to completion there are a few things I personally need to do:

-Expand the number of dungeon rooms to 320 (from 296)
-Expand overworld area data so that we can "unweave" duplicate data.
-Expand dungeon header data but at the same time have a tool to edit it at the new locations

So I apologize if you were expecting a christmas release. But believe me I work on Zelda hacking almost daily, and am coding a new Zelda 3 editor just so we can do the above types of modifications. Hyrule magic uses fixed pointers for loading data, so it's kind of hard to expand your data structures and move them to other regions, b/c it means you won't be able to edit them in HM anymore.

Other project goals include:

-Upgrading the graphics routines to just load uncompressed graphics from the get go, while upgrading the 3bpp dungeon and overworld graphics to the native 4bpp mode. Having expanded roms gives us that luxury. My only worry is how I'm going to make sure to have the proper palettes loaded.

-Finishing the game's script.

-Various other ASM hacks.


(edited by MathOnNapkins on 12-24-05 05:08 PM)
NEONswift

Bee








Since: 11-18-05

Last post: 6288 days
Last view: 6287 days
Posted on 12-24-05 06:19 PM Link | Quote
Sounds like a lot of work but when you pull it off ill be one of the first to try a new editor. As good as Hyrule Magic is its a pain in the arse at letting you get things done. As much as i like messing around with hex Id prefer a tool to let me do it at a quicker pace that would speed the whole thing along and cut out most of the forethought required when weighing up and down what HM can and cannot do. I do realise that adapting is part of what rom hacking is all about but i know alot of the stuff i want done can be done ; just requires figuring it out first.

I look forward to your editor MON with much anticipation. May be a bit early to ask but what form will it take for overworld and dungeon editing...similar to HM?
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6287 days
Last view: 6287 days
Posted on 12-24-05 07:18 PM Link | Quote
The editing will probably be somewhat similar. However, I've thought about a few things to make the drag and drop stop easier for the user. For instance, Let's say you have a large object and a chest object on the same layer. You want to click on the chest, but the other object has higher click priority. So to get to the chest object you have to use the directional keys to access it.

So with that in mind, I probably won't lump all the objects together. It'd be easier for the user to have something like "edit chests", or "edit staircases", or "edit doors" than a catchall dialog and interface designed for all objects simultaneously.

I also plan to make map32 editing of the overworld more like map16 editing, and auto generate the proper 32 x 32 blocks internally, deallocating ones that aren't used in any map, etc.

If you have any suggestions I'd be glad to hear them.
NEONswift

Bee








Since: 11-18-05

Last post: 6288 days
Last view: 6287 days
Posted on 12-24-05 07:35 PM Link | Quote
Hmmm suggestions where to begin

So your saying youll be able to edit the overworld by individual 16x16 tiles rather than the larger 32x32...cause if thats the case ill kick the royals off the thrown and make you king

If you improve the dungeon editing it would be great. I can't stand it to be honest the way it is. I'm constantly afraid of the game crashing or my rom corrupting (you should see my backups folder its like 250mb).

My main issue with the overworld editing is never knowing what youve got spare in the way of tiles. Ive got pages of lists of free tiles and its still hard to establish whats avaliable because often they look the same. A search engine that lists what tiles have been used, where and how often would be brilliant. The worse thing is altering a tile to find its mashed up an area elsewhere.

Another thing that would be great would be a change to the monologue editor. It takes its toll on you having to check that youve placed in all the [2], [3] etc components in the right place and something that allows you to check in the editor would help.

Better options concerning the OW overlays. I know the speed of the rain can be changed in hex so if this was added in along with maybe options for the other sections.

Other such additions would include altering the hardcoded events like the hollow tree location, the bird statue, the gravestones, locations of master sword and zora's domain entrances.

Alot i know but i was somewhat dissapointed when Seph3 stopped working on HM cause it had so much potential. I was grateful though he got it to a working state and squeezed out most of the bugs.

oh and graphics expansion....


(edited by NEONswift on 12-24-05 07:45 PM)
Koitenshin +∞

Moblin


 





Since: 12-24-05
From: Misery

Last post: 6289 days
Last view: 6289 days
Posted on 12-24-05 08:15 PM Link | Quote
If you're making a new editor that will be more powerful yet easier to use then by all means work on it. I liked the simplicity of HM but didn't care for its bugs.
Omega45889

Shyguy


 





Since: 11-18-05

Last post: 6320 days
Last view: 6335 days
Posted on 12-25-05 08:36 PM Link | Quote
Well, I have been rediculously busy for the last 2 months.. it sux. However, i think im going to have a lot of extra free time in the new year.

Good news is, i have finished 1 out of 5 projects im working on. Ill be posting it later on today.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6293 days
Last view: 6287 days
Posted on 12-26-05 06:11 AM Link | Quote
-Expand overworld area data so that we can "unweave" duplicate data.

already possible, if HM has enough space you can use different things for different areas (at least i've done it)
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