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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Zelda: Parallel Worlds *Released!* New poll | |
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Tompa

Paragoomba


 





Since: 01-16-07

Last post: 6282 days
Last view: 6282 days
Posted on 01-25-07 05:51 PM Link | Quote
Originally posted by Domin189
- a pity, that Kakariko is so small...
- Din's Catacomb was great, but you could do some changes, ex - place the real dungeon under the tomb of Din (that church-look-like-building)quote]
Yeah, there was something I thought about about Kakariko the I missed... Don't remember what :O.

An entrance under a grave would be neat. I feel sad that they were all empty .

Sorry for acting like that, people. It was stupid of me...

Orochimaru: If you can watch SNES 9X v. 1.43 movies, then I can post some bugs if you like. But I presume that you "have enough" already. And I don't want to be a bigger "problem" than I already am.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6304 days
Last view: 6288 days
Posted on 01-25-07 10:23 PM Link | Quote
For Euclid and Orochimaru's convienence, here is a list of the most common suggestions and bugs that people have said. Fixing this would really improve the hack

Spelling and Grammar (Which you’ve done)

General Difficulty (Which you said you're fixing)

No Backtracking (Guardhouse, Saria’s Garden, etc)

Make Bosses drop heart containers

Un-nerf weapons, it takes the satisfaction away

Eliminate Bomb Jumping

Bring back the map and compass, it’s too easy to get lost

Eliminate climbing the tower 3 times
Make it so Gloves are vital to beating Din’s Catacomb

Make a Sign in Nayru’s Bay (“"You can get past one of these bumpers, if you're careful enough") for the bumpers there

Redo the Guardhouse (You did that)
More heart refills

Be able to Save at Guardhouse (you did that)

A way back into the sewers for people who missed it -- even the original LTTP had a means of doing that. (I think you fixed that)

Make it so you can get the Blue and Red Boomerang

Completely redo Darnuia’s cave. It’s too easy to get lost in, and even if you draw a map, it’s still too annoying. The small key is impossible to find, and its overall most people’s second least favourite dungeon (the first being the Guardhouse)

Torches in Nabooru’s hole
Put on a sign what items are required for each dungeon (getting to the end of Ruto’s with no Fire Rod is very annoying)

Remove the candle things that aren’t used

Remove moonpearl from inventory

Farore’s Isle :Not enough room to avoid red ocatos, as well as having to backtrack repeatedly through mazes of fire chains that can't be avoided.

Hints to where the holes take you in Nabooru’s hole

Same with Impa’s

Ruto: Eliminate the statue pushing the second time

No Floor tiles

Armos Knights fight was too hard

Shut doors during boss fights

Some more varied environments in the dungeons (Saria's Garden more like a Forest temple; Darunia's could have more lava, etc). Make the dungeons based on the temples that each sage corresponds to.

Too many Fireball Shooters and Beamos

Too many dark rooms

Blue and Red tunics sometimes take the same damage as the green one


Bugs
In Nayru's bay, those insect-like enemies that come out of the sand... At first, their sand color was right, but later the sand ended up turning glitchy green.

The butterfly-like boss of Nayru's bay... His 3-way shoots only seem to work in a first time. Then they become 2-way shoots, then he doesn't shoot anything anymore (but the shooting sound remains).

Some places feel like they teleport you too early. Like some large cave entrances come to mind, you get inside of them whereas you didn't physically enter them yet.

The large falling hand at Din's catacombs was grey at first, then at some point it turned orange and blue.

Going to the west from the Karakiro village (through Lupo Quarry), go up and back to the right. You'll be in front of a cliff with a house downstairs. Jumping off there will make Link get into the house, which is wrong. You don't get stuck though...

Farore's isle, after you beat the boss, if you go back to the boss room, the boss music plays again

Cave entrance to get to the Zora king can get quite glitchy.

In Darunia's Cavern, in one of the early rooms, you move a block in the middle of a room to open the door (It's the room with the Skeleton Swordsman that has the Big Key). If you move the block, leave, and come back, the block stays where it was but the door remains closed.

First, when talking to the guy at the church, if your hearts are not full, he heals them--but his text window only shows up for a fraction of a second before closing. When he says "Welcome to the church!" after your hearts are full, though, the box is fine.

Having to wait for the floor tiles to finish before killing the boss in Impa’s Way

Zelda following you the second time in the guardhouse

There's a door in the Ice Fortress that looks like its closed and yet you can walk right through it, and it is the only way to progress, which probably should be fixed

Conveyor belts in Naboorou's hole don't work.

In Saria's garden if you walk out the door (which is open) during the boss fight the game freezes.



(edited by IOS on 01-26-07 11:25 AM)
Aft Dread Pressure



 





Since: 08-13-06
From: France

Last post: 6306 days
Last view: 6329 days
Posted on 01-25-07 11:45 PM Link | Quote
I thought that having the bosses not to drop Heart Containers was a good idea. It makes pieces of heart more relevant and encourages you to explore the (awesome, by the way) overworld.

Anyway, made it to Draegor's Castle, where a quite strange glitch happened in that small room where you have 4 (IIRC) red soldiers : I was supposed to have killed one of them, but instead of disappearing after the sound effect as he should have, that soldier remained there, kept attacking and had apparently become invincible.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6304 days
Last view: 6288 days
Posted on 01-26-07 12:14 AM Link | Quote
It really takes away the satisfaction of killing a boss if you don't get a heart container.

Another suggestion would be to try to not reuse the same bosses. Having the Helmer King as a final boss for two dungeons was dissapointing.
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6287 days
Last view: 6282 days
Posted on 01-26-07 03:01 AM Link | Quote
its overall most people’s second least favourite dungeon (the first being the Guardhouse)

Now why would Darnuia’s cavern be any worse than Ruto's fortress or Naburu's hole? They're all about equally annoying. And I think the outrage over the guardhouse is an illusion because it was the first area that revealed the full challenge of the hack. Most people complaining about the guardhouse probably either stopped playing the hack altogether and would've thought later dungeons even worse or continued on with heavy savestate use and figured later complaining wouldn't do any good.

No Floor tiles

If anything, I'd say the fireball shooters while having to lift those huge rocks are a lot more annoying than just floor tiles...

Some more varied environments in the dungeons (Saria's Garden more like a Forest temple; Darunia's could have more lava, etc). Make the dungeons based on the temples that each sage corresponds to

Anti-sign. I think the game is already OoTish enough as it is.

Another suggestion would be to try to not reuse the same bosses. Having the Helmer King as a final boss for two dungeons was dissapointing.

This is probably impossible if they still want to have bosses in the middle of dungeons and such, since there's only so many bosses to choose from.
XxDkCobraxX

Micro-Goomba


 





Since: 01-17-07

Last post: 6283 days
Last view: 6282 days
Posted on 01-26-07 08:20 AM Link | Quote
Originally posted by Black Telomeres


No Floor tiles

If anything, I'd say the fireball shooters while having to lift those huge rocks are a lot more annoying than just floor tiles...




I agree, however both were annoying. Just made more magic cape use, and more time sitting there letting my magic meter recharge.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6304 days
Last view: 6288 days
Posted on 01-26-07 03:04 PM Link | Quote
Now why would Darnuia’s cavern be any worse than Ruto's fortress or Naburu's hole? They're all about equally annoying. And I think the outrage over the guardhouse is an illusion because it was the first area that revealed the full challenge of the hack. Most people complaining about the guardhouse probably either stopped playing the hack altogether and would've thought later dungeons even worse or continued on with heavy savestate use and figured later complaining wouldn't do any good.

Hey, its what most people want. However, If you were given hints in Naburu's, and a few simple changes were made to Ruto's it could be fixed. Darnuia's just feels like a long mess of rooms, one after the other that is really boring.

If anything, I'd say the fireball shooters while having to lift those huge rocks are a lot more annoying than just floor tiles...

Although most people have said that they hated floor tiles

Anti-sign. I think the game is already OoTish enough as it is

My own suggestion I'm not saying to clone the dungeons, I just think more varied environments would be more fun.

This is probably impossible if they still want to have bosses in the middle of dungeons and such, since there's only so many bosses to choose from.

Then why not think of something else in the middle? Its not fun fighting the same final dungeon boss twice.
ICheatAtGolf

Rat








Since: 01-01-07

Last post: 6305 days
Last view: 6288 days
Posted on 01-26-07 05:13 PM Link | Quote
Originally posted by IOS
Now why would Darnuia’s cavern be any worse than Ruto's fortress or Naburu's hole? They're all about equally annoying. And I think the outrage over the guardhouse is an illusion because it was the first area that revealed the full challenge of the hack. Most people complaining about the guardhouse probably either stopped playing the hack altogether and would've thought later dungeons even worse or continued on with heavy savestate use and figured later complaining wouldn't do any good.

Hey, its what most people want. However, If you were given hints in Naburu's, and a few simple changes were made to Ruto's it could be fixed. Darnuia's just feels like a long mess of rooms, one after the other that is really boring.

If anything, I'd say the fireball shooters while having to lift those huge rocks are a lot more annoying than just floor tiles...

Although most people have said that they hated floor tiles

Anti-sign. I think the game is already OoTish enough as it is

My own suggestion I'm not saying to clone the dungeons, I just think more varied environments would be more fun.

This is probably impossible if they still want to have bosses in the middle of dungeons and such, since there's only so many bosses to choose from.

Then why not think of something else in the middle? Its not fun fighting the same final dungeon boss twice.


i agree with all of your suggestions. although i think there are way too many fireball shooters, beamos in this game, as WELL as floor tiles...

oh, and too many dark rooms as well...as someone else said, "you spent all this time to design this hack, why dont you want us to see it?"
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6304 days
Last view: 6288 days
Posted on 01-26-07 05:23 PM Link | Quote
I'll add those to the compilation of suggestions.
Also, is it just me or do some tunics sometimes take the same damage as the green one?
BounderTower

Tektite


 





Since: 01-26-07

Last post: 6283 days
Last view: 6282 days
Posted on 01-26-07 08:54 PM Link | Quote
I'm at the part of the Parallel Tower where the info block says to "Find the Sacred Meadow," and I know I've seen a reply somewhere about the sequence, but now I can't find it. I always found the meadow (in OoT) by following the music with no regard for the directions on the minimap.

So if anyone can give me the directions, I'd be most appreciative.

Edit: Nevermind. Got it


(edited by BounderTower on 01-26-07 03:16 PM)
airen
Newcomer


 





Since: 01-27-07

Last post: 6300 days
Last view: 6305 days
Posted on 01-27-07 03:31 AM Link | Quote
alright made an account for this very topic alone -__-b.

Tompa I'd like to see your runs, especially the parallel world... but even more I'd like to see runs in a newer version of PW :P.

If Darnuia's dungeon is the zelda-1 like dungeon.. That might be my favourite dungeon ehehe xP. (I'm a serious lotz fan though). Although I think one note in the music is actually off ~~.. and did that Big Key actually have a purpose? (might have missed that I used it.)

In Nabooru's dungeon almost all the important stuff is beneath the exact same hole (on B1).. found that a bit odd..

I'm gonna agree on the docks as someone else said aswell, the overworld is really nice, and the docks are a great idea, it's just that most of it seemed just like a large random unlogical bridge... The boats are really pretty and perhaps even some kind of house could fit in (perhaps not at all)... What do you other guys say?
Tompa

Paragoomba


 





Since: 01-16-07

Last post: 6282 days
Last view: 6282 days
Posted on 01-27-07 10:50 AM Link | Quote
I think Darunia's Cave is quite neat as it is. I like labyrinths! And you shouldn't put a map in it, it will actually destroy the whole thing...
Just find a new bug while speedrunning Saria's Gardens. At the boss. If you lay a bomb it will look like anything bout a bomb... And the heads that are flying around will have some kind of "legs", looks quite neat.

http://dehacked.2y.net/microstorage.php/info/3591/Parallel%20Worlds.smv
Here's the run so far. 4 Ice World dungeons beaten. After I'm finished with that, I'm going to do a "no crystals" run. Just take the dungeons items I need and go to Ganon.
For more information, and more updated WIP's. Check here:
http://tasvideos.org/forum/viewtopic.php?t=4942&start=80

Originally posted by IOS
Also, is it just me or do some tunics sometimes take the same damage as the green one?

Hmm, nothing I have noticed... But I heard someone say that if you upgrade your forced sword to lvl 3, it'll do the same damage. Is this true?=P

Also... I don't know if this has been mentioned... But why can't the door shut when you enter a boss room? It isn't doing that all the time. And you shouldn't be able to flee from it.


(edited by Tompa on 01-27-07 04:53 AM)
(edited by Tompa on 01-27-07 04:56 AM)
Orochimaru









Since: 11-18-05

Last post: 6298 days
Last view: 6283 days
Posted on 01-27-07 11:47 AM Link | Quote
IOS, thanks for compiling those. That'll be acmlm's list of complaints... Now now there's so many other sites where this hack has been given feedback that needs compiling. But yeah, grammar, backtracking and difficulty/bugs are most often talked about. I'll see what I can do about these. In the meantime, I'll start by finishing my work started on the dungeons (as slowly as it goes).

v1.1 Status:
The quick release to fix the grammar/monologue... Two talented individuals are working hard to make it happen. It's currently being beta tested and it will be released in the near future.

v2.0 Status:
Intro Caves The random shooters were removed aswell as a much easier room where it once had 30+ holes around....)
Guardhouse (NO Backtracking, get sword earlier, overall easier difficulty, many rooms remade from scratch)
Nayru's Bay (Fixed the mini-boss/boss to make it less frustrating)
Din's Cavern (Darkness no more, I'll make sure to restrict some places with those rocks to prevent backtracking)
Farore's Isle (NO Backtracking, eliminate cheap spots where you have to get hit to progress... overall, remake most of the dungeon)

Ruto's Fortress (Shall remain the same, except a few fixes)
Darunia's Cavern (Good as is)
Impa's Ways (Will probably make it much easier, with actual walls to prevent exploiting the pegasus boots glitch from one room to another and end up where you're not suposed to be)
Nabooru's Hole (Added a few torches around, removed a few cheap beamos sprites.. general look overhaul)
Saria's Gardens (Fine as is, will fix the bugs reported)
Rauru's Ruins (Darkness no more in the major part of the dungeon, some rooms will remain dark.
Shiek's Hideout (Fine as is, will fix a few bugs)

Such things such as the overworld bugs reported will be fixed in the end.


(edited by Orochimaru on 01-27-07 05:58 AM)
(edited by Orochimaru on 01-27-07 05:59 AM)
Tompa

Paragoomba


 





Since: 01-16-07

Last post: 6282 days
Last view: 6282 days
Posted on 01-27-07 12:01 PM Link | Quote
One more note: There are a lot of places where you jump down diagonally, and you can get stuck in walls. Also, in ice world kakariko, you can get stuck between two black rocks, and if you haven't got the upgraded bracelets, you're done =P.

Another thing that I haven't said before. I like the idea in Nayru's Bay, that you can see the floor under the water. It makes it more realistic!
Euclid



 





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

Last post: 6288 days
Last view: 6282 days
Posted on 01-27-07 01:05 PM Link | Quote
about the door shutting when you move into the boss rooms: It used to do it but it doesn't do it anymore.

Some things I want to do with 2.0 which is not listed is open the door in the 2F parallel tower room where you have to wait for 4 sets of floor tiles + lamolas, and patch up clue 6 as I've messed up the directions, and also open the door on 8F near the room you get big key so you don't have the climb the tower again to get the emerald.
Tompa

Paragoomba


 





Since: 01-16-07

Last post: 6282 days
Last view: 6282 days
Posted on 01-27-07 05:11 PM Link | Quote
My newest glitch:
http://dehacked.2y.net/microstorage.php/info/3596/Go%20inside%20the%20wall.smv
This is very easy to do without purpose, and yeah... You see what can happen.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6304 days
Last view: 6288 days
Posted on 01-27-07 07:38 PM Link | Quote
Orochimaru, I still think a few changes should be made to Darunia's, such as making a Cane of Somaria puzzle neccessary so you don't miss it, and making the small key easier to find. Also try not to make it so you don't get as lost.
Subrosian



 





Since: 12-03-06
From: Surrey, BC, Canada

Last post: 6285 days
Last view: 6283 days
Posted on 01-28-07 02:28 AM Link | Quote
Originally posted by IOS
Farore’s Isle :Not enough room to avoid red ocatos, as well as having to backtrack repeatedly through mazes of fire chains that can't be avoided.

You can avoid the red beetles. And there is only one fireblade that can't be avoided if you go from a certain way.
Originally posted by IOS
Eliminate Bomb Jumping

It would be nice if it was only for optional things, I guess.
Originally posted by IOS
Make Bosses drop heart containers

This would be a trade-off, lowering the amount of secrets and sidequests in the game.
Originally posted by IOS
Blue and Red tunics sometimes take the same damage as the green one

This is in the original game too. If you want proof, check this FAQ on enemy damages:
http://db.gamefaqs.com/console/snes/file/zelda_link_to_past_monster_stats.txt


(edited by Subrosian on 01-27-07 08:30 PM)
Koopa Pride

Struttin' On In


 





Since: 01-28-07
From: Yoshi's island

Last post: 6286 days
Last view: 6286 days
Posted on 01-28-07 03:53 AM Link | Quote
Indeed, this Romhack might be one of the greatest hacks of A Link to the past(From what I have heard).
Good job, I look forward to downloading it.


(edited by Koopa Pride on 01-27-07 09:54 PM)
deezy
Newcomer


 





Since: 01-28-07

Last post: 6289 days
Last view: 6283 days
Posted on 01-28-07 07:30 AM Link | Quote
i just beat the boss in din's catacombs, but when i go to the docks and talk to the old man, he says something like "one of the jewels to release the master sword is in the graveyard." is this a glitch? i have the jewel in my inventory.
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