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05-03-24 08:00 PM
Acmlm's Board - I3 Archive - - Posts by Orochimaru
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Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-25-06 06:16 AM, in Rom Hacking Approval... Link
First off some of my projects includes but are not limited to romhacking, asm learning and some graphics.

I've made a FAQ for Hyrule Magic a long time ago, which found itself uploaded to RomHacking.net only recently (Thanks Reshaper256 for that), which you can find here btw: http://www.romhacking.net/docs/314/

I've been working on several Zelda 3 related projects, none of which have been completed/released as of yet, but 2 will in a certain future: Zelda - Parallel Worlds and a *surprise collaboration project* with Omega45889 ...

Anyway, here's some old screens of Zelda - Parallel Worlds for those who don't remember:


Anyway, yeah, I'd like approval for possible future screens I might show, when I'll be really close to release.




(edited by Orochimaru on 10-25-06 06:24 AM)
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-27-06 02:07 AM, in Zelda 3 (HM): townspeople sprites messed up Link
I started compiling those things a while back, but never actually had the time to finish them. The names of the sprites you can use in all four boxes of the -Spr. blockset- for them to show good in game aswell as the numbers you need to enter (in the brackets)

I'm assuming this is overworld only through because dungeons seems to work differently. If you wanna mix sprites and for them to show right, choose the sprites you want and enter their numbers in the four locations. That'll give you plenty of freedom and diversity

Originally posted by Graphic Shemes Database

-------------------------
PART 3: -=Spr. blockset=-
-------------------------

1st digit:
- AngryBrother [79]
- ArcherGame [75]
- BlueArcher [72]
- Blue/RedMiri [31]
- Bully (LW Form) [14]
- Bully (DW Form) [21]
- CannonSoldier [70]
- CannonUp/Down/Left/Right [47]
- GreenGrassArcher [70]
- Hinox [22]
- HoppingBulbPlant [22]
- Leever [47]
- MorningStar [70]
- PalaceGuard [72]
- Person? [79]
- Runner [79]
- SandCrab [47]
- Stalfos [31]

2nd digit:
- Agahnim (Death) [26]
- Beamos [44]
- Blue/GreenSoldier (LW Form) [73]
- Blue/GreenSoldier (DW Form) [13]
- BlueOrb [30]
- Blob [32]
- DiggingGameGuy [42]
- Fireblade [42]
- Green/RedRocklops [44,46]
- HogSpearman
- Lanmola [42]
- MiniHelmasaur [30]
- Moldorm [30]
- RedSpearKnight [73]
- Shell [42]
- StalfosKnight [32]
- Tentacle [44]
- Triceritops [42]
- VRat [32]
- WallBubble [42]

3rd digit:
- 4WayOctorok (LW Form) [12]
- 4WayOctorok (DW Form) [24]
- Arrghus (Boss) [57]
- BigFairy [57]
- Bottleman [74]
- Bombslug [37]
- Chomp [39]
- Crab [12]
- Farmboy [74]
- Fluteboy (LW Form) [78]
- Fluteboy (DW Form) [76]
- FireballZora (LW Form) [12]
- FireballZora (DW Form) [24]
- FuzzyStack [39]
- Geldman [18]
- Gibdo [35]
- Green/RedLizard [40]
- Half-Bubble [40]
- HyliaObstacle [18]
- Iceman [38]
- Item [24]
- Keese (LW Form) [28]
- Keese (DW Form) [36]
- Kholdstare (Boss) [60]
- Knight [19]
- Lumberjacks [74]
- MedallianTablet [18]
- Mothula (Boss) [56]
- Mouldrum (Boss) [48]
- Mutant [76]
- Octoblimp [12]
- Octorok (LW Form) [12]
- Octorok (DW Form) [24]
- OldWoman [74]
- Ostrich [78]
- Penguin [38]
- PigSpearman [23]
- Rabbit [78]
- Rat (LW Form) [28]
- Rat (DW Form) [36]
- Roller1/2/3/4 [39]
- Rope (LW Form)[28]
- Rope (DW Form)[36]
- Splash [34]
- Tentman [55]
- Uglybird [78]
- Vulture [18]
- WallMaster [35]
- WaterBug [34]
- Witch [76]
- Wizzrobe (LW Form) [37]
- Wizzrobe (DW Form) [41]

4th digit:
- Animal [54]
- Armos [16]
- ArmosKnight (Boss) [29]
- Blue/GreenAirBomber [27]
- Bully&Whimp [20]
- BushCrab [16,17]
- Chicken (LW Form) [80]
- Chicken (DW Form) [21]
- Cucumber [17]
- ElectricBarrier [29]
- EyeLaser
- FakeSword
- FallingRocks [16]
- GuyByTheSign [17]
- Hedgeman [80]
- Lanmolas (Boss) [49]
- LikeLike [27]
- Lynel [20]
- MasterSwd [54]
- Mushroom [17]
- Poe/Ghini [14]
- Rabbit [17]
- Raven (LW Form) [17]
- Raven (DW Form) [25]
- RedOrb
- RockCrab [16,17]
- ScaredGirl [80]
- Statue
- Swampsnake [25]
- Shooter [14]
- SpikeBlock
- Squirrel [16]
- Tektite [16]
- TrapSwitch
- Viterous (Boss) [61]
- WalkingZora [68]
- ZoraKing [68]

1st and 3rd digits:
- SnapDragon [22&23]



EDIT: Also, forgot to say, but with this list you can have dungeon sprites on overworlds (something not normally possible without overwriting graphics).. There's plenty of free custom sets you make too without overwriting others:

Originally posted by Sets that have "free" digits

0,8,9,10,11,12,15,17(all),
18,24,29,31,33,34,35,41,45,
46,47-till-63(all),66,67,77,



I wonder why Nintendo left so many free sets like that, but yeah, you can have a nice diversity out of it. Anyway, have fun and if theres anything you don't understand, feel free to ask.


(edited by Orochimaru on 10-27-06 01:37 AM)
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-27-06 02:18 AM, in Zelda 3: entrance and exit issue Link


^^ For overworlds it's really easy, just don't forget the "In front" checkbox. (Blue rectangle)
Right click on all of them (Red square) and make sure all the tiles you want to be over Link have this setting.
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-27-06 07:39 AM, in Zelda 3: entrance and exit issue Link
The 16x16 grid does exist in the normal HM, you just have to do a certain manipulation to get to it, here's how:



1: Select the tile you wanna have "in front", right click on it (Red)
2: Now it goes to the same tile on the right section, double click it (Blue)



That brings up a new window, the 32x32 tile editor.

3: Right click on the tiles you want to be in front, one at a time (Red)
4: Double click on the same tile on the right (Blue)



Voila! You're now in the 16x16 tile editor.

5: Right click on the tiles (Red) and make sure they all have "in front" (green)
6: Repeat steps 3, 4, 5 for each 32x32 tiles you wanna have over the sprites.

That may seem like a long process but it goes pretty faster then that once you got the hang of it

Edit: haha MoN beat me to it XD


(edited by Orochimaru on 10-27-06 06:40 AM)
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-28-06 12:34 AM, in Zelda 3 (HM): townspeople sprites messed up Link
OK, I'll try to make it simplier.



1- Here, open up the custom built Hyrule Magic MathOnNapkins uploaded..

2- Then double click on Graphics Schemes (Red)

3- Scroll down till bottom (Purple)

4- Edit palette number to 5 so you can see something (Green)

5- For this exemple let's check Spr. blockset 52. (Blue)

As you can see, all bottom digits are zeros.. You can freely edit those animations graphics out btw since they are loaded somewhere else... That's where you choose the enemies you want from that list I compiled. Once youve choseen what sprites you want in all four digits, you save your hack, close and open it again and go to an area where you want to use these enemies. Again, this is for overworlds mainly as dungeons work differently.



^^ In case you're searching where to enter this "Spr blockset" number (52 as of this exemple), it's in the red rectangle in the screen above (Spr GFX#), You'll have to play with the palettes to find the correct ones through as I haven't toyed much with them yet.
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-28-06 07:28 PM, in Zelda 3 (HM): townspeople sprites messed up Link
Originally posted by Reshaper256
Hey Orochimaru, can you confirm that the Sprite Blocksets from 64 on up are actually the dungeon sprite blocksets? Meaning that selecting 0 for "EnemyBlk" on the dungeon editor would result in sprite blockset 64 being loaded in that room? That's the way I'm understanding it right now, but I want to be sure there's not something else to it.

It is indeed, great find! In other words it goes as follow:

Spr blockset 64 = EnemyBlk 0
Spr blockset 65 = EnemyBlk 1
Spr blockset 66 = EnemyBlk 2
Spr blockset 67 = EnemyBlk 3
Spr blockset 68 = EnemyBlk 4
Spr blockset 69 = EnemyBlk 5
etc..

That means you can now use the digits I posted previously to have overworld sprites in dungeons aswell now.



That should be good news for all Z3 hackers out there. I'll try to make a better in depth guide for changing those and making them available in my really outdated guide aswell.

Again, great discovery Reshaper256!
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 10-31-06 02:52 AM, in Not enough room for room header (-9 free); Hyrule Magic Link
Try removing multiple room headers at the same time from many rooms before saving the whole rom. Use the arrows to move to another room, it'll ask you theres no room header a few times but don't care about the warning. Clear a few rooms like this until you have plenty of free room header. Then save and try again.
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 11-10-06 10:11 PM, in Zelda 3 ASM hacks Link
Awesome stuff Reshaper256!

I already fixed many sprites in many rooms of my hack, it works pretty well and quite easy.

All I did was to test many dungeon rooms and take screenshots where the sprite palettes were obliviously bad, then check their room numbers in HM and batch process them in xkas with your patch.

Bad sprite palettes were about the only graphical thing left to fix in euclid's dungeons so I'm really thankfull you made this public.

Greets!
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 12-22-06 10:29 PM, in General Project Screenshot Thread Link


Yeah we've been quiet for quite a while, but for a good reason
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 12-28-06 01:12 PM, in General Project Screenshot Thread Link


Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 12-28-06 10:18 PM, in General Project Screenshot Thread Link
Originally posted by Kyoufu Kawa
Hey, area names!

Thanks to NEONswift for this idea.

Originally posted by Googie
Those screens looks really sweet man, I can't wait to rock this hack when it's released.

It might be earlier then you think

Originally posted by richyawyingtmv
Just one question - do the area names stay on-screen all the time, or do they fade out after entering an area? And also...has the dungeon map screen been given an overhaul too as well as seemingly every other aspect of the game?

They don't fade out *unfortunately* like most zelda games, but you get used to it quickly.
The dungeon map is gone but was replaced by new features, so wait and see


(edited by Orochimaru on 12-28-06 04:18 PM)
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 12-30-06 11:55 AM, in General Project Screenshot Thread Link


Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 12-30-06 12:35 PM, in General Project Screenshot Thread Link
Originally posted by richyawyingtmv
Originally posted by Orochimaru
(screenshots)




I hope its not too late, but just to let you know - it's spelt as 'Cellar'. Maybe its an international difference, but its definately spelt as Cellar here in the UK.

Shiek is also definately 'Sheik' (just been playing OOT). Hopefully these mistakes are quick to fix (if the date on the file select screen you recently showed is anything to go by...), because everything else looks perfect.

Euclid™:
it'll take about 10 minutes i guess

Guess that answers your question
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 12-31-06 02:03 PM, in Zelda: Parallel Worlds *Released!* Link
We'll probably release a future update to all those mispelling errors, aswell as critical bugs as long as they're reported..
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 01-01-07 07:59 AM, in Zelda: Parallel Worlds *Released!* Link
If I would have to judge the overall difficulty of the hack it would be:

(Intro) medium

(1st) very easy

(2nd) easy

(3rd) easy

And afterwards in the alternate world, it gets harder gradually.

So yeah, pretty unfair for starters I guess but they are still do-able. My part of the work was mainly on the overworlds/graphics but trust me the dungeons were WAY harder then they are right now when I joined Euclid in 2005...

The infiltration part of the intro is only hard if you don't know all the tiny exploits you can do, like walking between the walls and spikes for example.

Perhaps a non assisted speedrun of the game would do justice, because trust me, there is much more to see then what is being disputed. I've enjoyed doing what I've done and I'm aware there might be some remaining bugs on overworlds but it's what patches are for. I doubt you will ever see a new game on the market that hasn't any bugs even through it has been beta tested.
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 01-01-07 09:36 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Kailieann
And therein lies your critical error. The gameplay of any hack should not revolve around "all the tiny exploits you can do", because out of all the people who might want to play your hack, less than 10% are going to know about those exploits.

And if you're going to disregard that and release a hack in which players will have little or no chance of surviving without being an expert player, you should put it in huge fucking letters right at the start of the game, that "THIS HACK IS FOR EXPERT PLAYERS ONLY".

Originally just about a month before release, it was possible to get a bottle/net/fairy straight in the beginning. I don't know why Euclid removed this, but on my part it was much easier with those. Therefore, I take your comments in consideration.

I personally agree that the guardhouse is TOO MUCH, but those were Euclid's task, not mine. While we shared some ideas, we mostly worked on our parts alone. I did the overworlds/graphics/menus while he did the dungeons/monologue/asm/massive hex fixes. It's been fully playtested several times aswell. Don't get me wrong, we obviously didn't fixed anything because we keep getting complaints.

While hacking this game is hard, it is even more hard to fix all the bugs. Hyrule Magic keeps on screwing things/breaking stuff each time you even save with it.

Hopefully, we could do anything to improve the situation. The core of the hack is done and I'm open to suggestions as what we could fix/update. We already brainstormed on the event problems such as having to restart in the beginning if you die in the guardhouse.. We would be happy to provide an easy solution to this aswell (such as restarting in the guardhouse for exemple), but changing events is as hard as it can gets.

The game let's you restart where you died only after you get your sword unfortunately. An easy solution would be to have the sword in one of the beginning caves instead.

Like I said, after the guardhouse it gets very easy, I'm sure it is, even for un-experienced players. There are alot of heart pieces scattered everywhere. You should find plenty of hearts around. As for the guardhouse, you can kill the stupid guards with pots to get the hearts you need (as this been stated by others before).

Monologue. While there's mispelling errors, I guess that's normal coming from two foreign hackers. Neither of us speaks english as a first language. I'm sure someone as great as Alastor would have done a great job handling the monologue errors. Time constraints I guess. Reason enough there isn't any Zelda 3 hacks out there is that it takes a long time to do anything worthy.

beneficii, thanks for your constructive criticism and about your question:
Originally posted by beneficii
I notice in the Guardhouse and the 1st dungeon that there are a lot of areas that require the hammer to get into, but I'm not sure where the hammer is. Would I be coming back to those dungeons later in the game to pick up stuff?

Spoiler:
The hammer is in the 1st dungeon, B1 inside the big chest. You can easily find both big keys around there aswell.



(edited by Orochimaru on 01-01-07 03:37 AM)
(edited by Orochimaru on 01-01-07 03:39 AM)
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 01-01-07 10:11 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Alice
Originally posted by Kailieann
He didn't say the dungeons were easy. He said they were easy if you know "all the tiny exploits you can do".

Which, most people don't, and don't care enough to learn -- as was my entire point

Seems to be a perfect example of someone forgetting the golden rule of level design:

Levels you create will always be easier to you than to everyone else, because you have that much extra experience and know all the tricks and shortcuts.

As well as perhaps the silver rule: Glitch exploitation is bad.
I didn't designed the dungeons, Euclid did. I played them thoroughly and commented on them from my personal experience. Therefore that rule doesn't apply to me. The exploits I herein refer are those I discovered on my own (such as walking between walls/spikes)... Anyone can find there own ways to get past all the traps around.

Originally posted by Black Telomeres
The lost woods is to the east. I heard the combination is not anywhere in this game!

Hahaha, oh wow.
Actually it is in the game. Someone tells you where it is, but much later in the game

Spoiler:
You can find the person who tells you the combination in the snowland. He's located in the same area where you can find your house.
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 01-01-07 10:37 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Alastor
Query: Can you get the hammer immediately after returning Zelda to the church? Also, can you get back into the sewers/church passage? I neglected to grab the chest with the big key in it.
Guess I could give you a small walkthrough to it.
Spoiler:
Once you rescued Zelda, you can get the hammer in the first dungeon: Nayru's Bay. You need to get the Zora Scale from King Zora himself in a large waterway cave well hidden in the Oasis. Then go speak to Sahasrala at the Hyrule docks. Then to get to the first dungeon you gotta head to Saria's Lake and walk through the hidden path behind the north east most waterfalls. You'll find the first dungeon in the cave up the stairs. From there you can find the hammer in the bottom "flooded" floor.

Spoiler:
Yes, you can return to the guardhouse anytime if you missed on the previously not opened big chests. As for the sewer chest, it contains the blue boomerang, an important item which you shouldn't miss on


Originally posted by beneficii
Orochimaru,

Well, I got the Big Chest Key from the sewers, but is there another Big Chest Key in the Guardhouse itself? With the Big Chest Key from the sewers (called Guardhouse Passage/Churge Passage), I still can't open up the Big Chest in the Guardhouse itself. The readme that you published implies that when you take Zelda out of the Guardhouse and into the sewers, you still are unable to open the Big Chest in the Guardhouse itself. Perhaps you can clarify?

Spoiler:
Once you get the hammer from the first dungeon, head back to the guardhouse. Inside head left until you see pegs, hit them and in the other room it leads to a small chest. Inside lies the big chest key for the locked big chest in the eastern rooms.



(edited by Orochimaru on 01-01-07 04:41 AM)
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 01-01-07 12:59 PM, in Zelda: Parallel Worlds *Released!* Link
I've made a speedrun of the whole introduction sequence for those interested. It's a pretty sloppy run, I did get hit but I haven't used any exploits/glitchs. Used no savestates whatsover. It works perfectly on ZSNES v1.36 Win (http://prdownloads.sourceforge.net/zsnes/zsneswv1.36.zip).

I saved Zelda, took the time to get the boomerang (althrough optional) and finished the guardhouse/church in about 00:30 minutes on the clock..

Make sure you *BACKUP YOUR SAVES BEFORE PLAYING THIS* because I save sometime after the intro to show the clock...

Attachments

ZeldaPW - Intro Speedrun.zip (94861b) - views: 63
Orochimaru









Since: 11-18-05

Last post: 6300 days
Last view: 6284 days
Posted on 01-02-07 01:46 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Kailieann
Seems as though everyone likes Orochimaru's contributions to the hack, and.. three people like Euclid's.
Perhaps Orochimaru should consider a solo career. I'm sure everyone would appreciate that.
That's what was planned at first, but Hyrule Magic kept killing/eating my dungeons and screwing up my rom. Then I resort I wouldn't be making any dungeons anymore unless another editor gets released. Then I got around to join with Euclid and slowly started to pimp his overworlds.

The overworlds as they are right now in Parallel World are about half a year of work. Not more, not less... I've been through many complete overworlds in the last years, that's why it's so perfect to me. It's open, many places to go from all areas and best of all even have a working lost woods. Euclid played the technical goodies part of the hack, all the things you see like the menu, lost woods, area names comes from him. I don't think I would have managed anything myself.

That's where MathOnNapkins comes to mind... He's working on one editor to replace Hyrule Magic althrough very slowly, I'd like to make A Parallel Worlds EASY VERSION sometime, but not right now. I'll be taking a long break from hacking this game.
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Acmlm's Board - I3 Archive - - Posts by Orochimaru


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