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05-07-24 06:28 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Hyrule Magic - I am a collossal retard. New poll | |
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The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6302 days
Last view: 6288 days
Posted on 01-12-06 11:23 PM Link | Quote
I've started dicking around with Hyrule Magic recently.

0.) After editing Links House and some monologue (The Zelda, Uncle and Guard speech for the game's beginning) the game's graphics stuffed up, becoming pitch black with some orange lines when I entered the room with the Dying Uncle. What did I do wrong?

1.) I remember there being a guide to HM by some guy. Where abouts can I find it? My rage with the overworld editor grows hourly due to my inabilty to create a simple hill for Link's house to sit on.

2.) There is no 2.
Omega45889

Shyguy


 





Since: 11-18-05

Last post: 6321 days
Last view: 6335 days
Posted on 01-13-06 12:29 AM Link | Quote
Hahaha, very typical mistakes for a HM noob to make. The first problem sounds like random corruption... maybe try switching entrances, or rebuilding the room... I dunno, i havent worked with dungeons in a while. Dudeman mostly does all that stuff for DP.

As for the guide, SePH wrote it, and its very thorough, but quite long winded. You can probably find it in the archives from the old board, or wait for SePH to repost it in the thread. Ill mention it to him next time i talk to him online.

Now, about the overworld editor, i would suggest that you just start by copy and pasting structures from the origional into your overworlds and then modifying them. Thats the easiest way to get the hang of it in my opinion. Hell, i still use the origional as a reference, and ive been hacking Z3 for over 2 years now. Just keep at it and dont get discouraged.
Bane King

Rope








Since: 11-22-05

Last post: 6333 days
Last view: 6290 days
Posted on 01-13-06 06:13 PM Link | Quote
New question...

I want to make a new room in my house but have come up to a problem.
I made a new door to the left saved it and loaded it up. (thx omega)
When I played it the front door was gone and when I went to the left door it did a long scroll and ended in the town inn.

How do I keep the entrence and add the room w/o the f*ckup?


(edited by Bane King on 01-13-06 05:14 PM)
Omega45889

Shyguy


 





Since: 11-18-05

Last post: 6321 days
Last view: 6335 days
Posted on 01-14-06 01:39 AM Link | Quote
Umm, im not sure if this will solve your problems, but again, use the origional as a reference to how things are done. You need to set exits for each room that links the overworld to the dungeons. So, place an exit in the overworld over the entrance to that room, double click it, and enter the room # for the corresponding dungeon room. You should also know that the entrance coordinates are on the bottom left in HM when you open up a dungeon room. Im not completely sure what your problem is, so if you wanna send me a copy of your rom, ill look at it, but try my suggestions first.
Euclid



 





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

Last post: 6294 days
Last view: 6288 days
Posted on 01-14-06 06:03 AM Link | Quote
Link's room, if you're going to play with it, don't do too much.

I've tried it before and you can add a up/down door in link's house, but not a horizontal one due to some miscalculation in the X-Scrolls.

So if you're going to play with the game a little, don't try it on link's room, try it on say, the castle dungeon.
Dude Man

Shyguy


 





Since: 11-18-05
From: Wareham MA

Last post: 6339 days
Last view: 6339 days
Posted on 01-14-06 10:38 AM Link | Quote
Originally posted by Bane King
New question...

I want to make a new room in my house but have come up to a problem.
I made a new door to the left saved it and loaded it up. (thx omega)
When I played it the front door was gone and when I went to the left door it did a long scroll and ended in the town inn.

How do I keep the entrence and add the room w/o the f*ckup?


This is a simple problem. Some doors are meant to be in certain spots or on certain layers, thus putting them at the bottom may cause them to dissapear. Click on your door and switch it to door 2A. This is the tricky part... oh wait no it's easy. Add in another door, 33, it will appear to be invisible but it's actually an exit. Place the invisible 33 door over door 2A and voila.

And I did get your PM, I went to click reply and hit delete instead
NEONswift

Bee








Since: 11-18-05

Last post: 6288 days
Last view: 6287 days
Posted on 01-14-06 01:04 PM Link | Quote
Seeing as your dungeon editing i thought id grab a post of Orochimaru and repost it here... dam helpful advice you should follow.
Originally posted by Dude Man and Euclid at TEK Hacks
Dungeons are a rigerous part of the hacking process. In order to make yours appealing and usually working well, here's some tips that you should consider:
> Make a theme or something special about most of you dungeons. An example of a good theme would be an old castle, a torture chamber, etc.
> Choose a basic blockset for enemies, objects, and walls. These three sets will help express the theme of your dungeon. Make sure though that every room has the same blocksets or you will run into glitches. The safest way to use different blocksets in different rooms is if they are separated by staircases (Meaning you have to go up or down stairs to reach the next room).
> If you plan on using warps then you should keep the same blockset throught the whole dungeon because when you use a warp point the blockset is not reloaded.
> Try to make your palletes look match the blocksets, especially with enemies.
> Try to mix up the bosses in the game. Don't be afraid to put Mothula as the first boss. Although it would be smart to leave bosses like TriNexx for later since they need the rods to be defeated.
> Bosses health and attack power can be changed with Euclid�s Hyrule Addons Editor, take advantage of that. There are many other ways to make a boss harder or easier. The best way to find out is to play the original, fight the boss and record what made them easy or hard. So to make them harder we can cover the corners and maybe put blocks in the middle to keep people from hiding.
> Try to avoid putting warps on BG2, sometimes after going through them, the enemies will dissapear.
> When inserting doors, make the special doors (Bombable, Locked, Unopenable') first. Otherwise they are bound to not work.
> **DO NOT TOUCH THE ROOM ZELDA IS IN!** There is no point is messing with this room, it's hardcoded and could glitch up the rest of the game if changed too much.
> The intro is hardcoded, it'll be easy to change the room which it loads, but do keep in mind that the dead king is a sprite and will always stay in that same spot. Same goes with the room Zelda's is. You don't have to put Zelda in that room, you can always "obsolete" that room.
> The rom has bunchs of rooms where they *have* to use the same room header (Can be changed, will take long but not possible to have one header for each room.), try to find them out, group them into one dungeon (So you don't have to worry about them later on).
> There's certain rooms where going right/left, doesn't mean you're going to the room to the right/left. I have no idea what happens but it always tend to happen when you have a move left or right in a room which you have to first jump down after entering the dungeon (A good exemple of this is the Hyrule Palace).
> There are blocksets where Ice is actually Water, so beware.
> The special doors (Bombable, Locked, Unopenable�), have a limit, I believe it's 8 in total, the rest have to be opened.
> One more note on putting "down" doors, sometimes they turn out to be dungeon exits which crashs the game, 00 - Open is always safe though.
> Some people are usually annoyed when their BG2 refuses to save. Click the room headers (More button up the top) then press ok and save again. It should save now.
> The Kill boss again tag only works on the last level, but there's a way around it through asm.
> Only Room 0 can be the last level, don't try to mimic it, you'll just move up one room instead.
> More related to the overworld but, don't try to mimic the Water Palace in the Dark World, you can even get rid of those water thingy, they tend to be annoying at hacking.
Euclid



 





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

Last post: 6294 days
Last view: 6288 days
Posted on 01-14-06 08:56 PM Link | Quote
Let me fix some of those things.

Originally posted by Dude Man and Euclid at TEK Hacks
Dungeons are a rigerous part of the hacking process. In order to make yours appealing and usually working well, here's some tips that you should consider:
> Make a theme or something special about most of you dungeons. An example of a good theme would be an old castle, a torture chamber, etc.
> Choose a basic blockset for enemies, objects, and walls. These three sets will help express the theme of your dungeon. Make sure though that every room has the same blocksets or you will run into glitches. The safest way to use different blocksets in different rooms is if they are separated by staircases (Meaning you have to go up or down stairs to reach the next room).
> If you plan on using warps then you should keep the same blockset throught the whole dungeon because when you use a warp point the blockset is not reloaded.
> Try to make your palletes look match the blocksets, especially with enemies.
> Try to mix up the bosses in the game. Don't be afraid to put Mothula as the first boss. Although it would be smart to leave bosses like TriNexx for later since they need the rods to be defeated.
> Bosses health and attack power can be changed with Euclid's Hyrule Addons Editor, take advantage of that. There are many other ways to make a boss harder or easier. The best way to find out is to play the original, fight the boss and record what made them easy or hard. So to make them harder we can cover the corners and maybe put blocks in the middle to keep people from hiding.
> Try to avoid putting warps on BG2, sometimes after going through them, the enemies will dissapear. I have a few warps in BG2 and they work fine.
> When inserting doors, make the special doors (Bombable, Locked, Unopenable') first. Otherwise they are bound to not work. A more accurate description is they have to all be at the front or at the back for them to work best. (i forgot which)
> **DO NOT TOUCH THE ROOM ZELDA IS IN!** There is no point is messing with this room, it's hardcoded and could glitch up the rest of the game if changed too much. wrong again, I've completely changed zelda's room with the exception of zelda's cell and zelda's sprite, it appears to be working.
> The intro is hardcoded, it'll be easy to change the room which it loads, but do keep in mind that the dead king is a sprite and will always stay in that same spot. Same goes with the room Zelda's is. You don't have to put Zelda in that room, you can always "obsolete" that room. wrong again, those rooms can be changed (Neonswift knows how already )
> The rom has bunchs of rooms where they *have* to use the same room header (Can be changed, will take long but not possible to have one header for each room.), try to find them out, group them into one dungeon (So you don't have to worry about them later on). There is a limit to the number of room headers, but you just need to know there isn't a way of making 2 rooms share a header (you can make rooms share data using duplicate room option, but not the header)
> There's certain rooms where going right/left, doesn't mean you're going to the room to the right/left. I have no idea what happens but it always tend to happen when you have a move left or right in a room which you have to first jump down after entering the dungeon (A good exemple of this is the Hyrule Palace). What they did they use a special door which allows them to look into the ST3/ST4 for rooms in the room header, It is not suggested to do the same thing since the chance of stuff up is very high.
> There are blocksets where Ice is actually Water, so beware.
> The special doors (Bombable, Locked, Unopenable�), have a limit, I believe it's 8 in total, the rest have to be opened.
> One more note on putting "down" doors, sometimes they turn out to be dungeon exits which crashs the game, 00 - Open is always safe though. 00/01 open is safe, to make sure the dungeon room can be exited from there, put a type 09(check this i forgot if it's 09) door in front of it.
> Some people are usually annoyed when their BG2 refuses to save. Click the room headers (More button up the top) then press ok and save again. It should save now.
> The Kill boss again tag only works on the last level, but there's a way around it through asm.
> Only Room 0 can be the last level, don't try to mimic it, you'll just move up one room instead.
> More related to the overworld but, don't try to mimic the Water Palace in the Dark World, you can even get rid of those water thingy, they tend to be annoying at hacking.


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