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06-01-24 10:28 AM
Acmlm's Board - I3 Archive - - Posts by Deathknight
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Deathknight
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Since: 08-02-06

Last post: 6511 days
Last view: 6511 days
Posted on 08-02-06 11:38 PM, in Zelda II - Part 2 RELEASED Link
Looks nice Icepenguin. Sometimes I wish I had finished Zelda 2c. Unfortunately, the glitches were just so aggrivating it made it unenjoyable. We need a Zelda 2 editor that isn't so glitchy.
Deathknight
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Since: 08-02-06

Last post: 6511 days
Last view: 6511 days
Posted on 08-03-06 12:08 AM, in Zelda II Information Link
You can also set if sword beams work or not. I forget exactly how that worked though.
Deathknight
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Since: 08-02-06

Last post: 6511 days
Last view: 6511 days
Posted on 08-03-06 01:16 PM, in Zelda II - Part 2 RELEASED Link
I didn't make it but I had permission from the original author and was trying to finish it.
Deathknight
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Since: 08-02-06

Last post: 6511 days
Last view: 6511 days
Posted on 08-03-06 01:19 PM, in Zelda II Information Link
If I open up my information I wrote down I might be able to figure it out. I have all the point values for east hyrule written down somewhere.
Deathknight
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Since: 08-02-06

Last post: 6511 days
Last view: 6511 days
Posted on 08-03-06 09:01 PM, in Zelda II Information Link
It's simply a value vs graphics thing. You can't make an enemy worth a value of points that isn't on the basic values list unless you change one of the set values and assign that enemy to the one you changed. Even then the odd point number you set won't be displayed, just the original. So in this case, the level up screen you can change what points are required but the game is still told to use the same graphic for that point value. Changing enemies to be immune to beams was involved with the enemy point values. In their point hex values, one letter/number in it will change it's color, require fire, beam immunity, etc, and the other tells it which point universal point value it's worth. I forget exactly how it worked as I haven't hacked Zelda 2 in over a year now.
Deathknight
Newcomer


 





Since: 08-02-06

Last post: 6511 days
Last view: 6511 days
Posted on 08-03-06 09:03 PM, in Zelda II - Part 2 RELEASED Link
If you want to help me finish it I'd be glad to do a team project on it. Though not unless there's a better editor out. DWedit did a good job for the most part but I'm still dealing with really annoying glitches from it. Though I'd rather not make it as hard as your hack. No offense but the hard mode on that is just way too hard to be fun. Is it even possible to beat the weak encounter of the forest when you're just starting? There's just so many enemies at once and they all have insane hp. I do however really like your designs of the world map and such. You also should consider getting rid of forcing damage upon the player (mainly in the weak encounter of the grass, it is not possible to dodge them falling on you.) BTW, I think you and I have talked via the old CG boards.


(edited by Deathknight on 08-03-06 08:06 PM)
Acmlm's Board - I3 Archive - - Posts by Deathknight


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