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Main - ROM Hacking Related Releases - The Legend of Zelda: Journey of a Day - RELEASE! New thread | New reply

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Ragnara
Posted on 10-02-08 11:27 PM Link | Quote | ID: 91582

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Posted by XTTX
just a heads up, i tried this out in mednafenx-nes for xbox and the game loads fine but when you leave the palace with the princess the screen starts blinking and everything turns into solid color blocks, im thinking maybe the timing is off for this game on the emu.



I've had this problem with several emulators.
Fixed it by patching the correct ROM.

@Ice Penguin: Great job, really! I only would be even happier if I had some kind of Walkthrough. I'm stuck at the same point as optomon (at least I think I am). And I'm playing the hard version (it IS hard).

Ice Penguin
Posted on 10-03-08 12:31 AM Link | Quote | ID: 91588


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Trax, hints are good, but don't the townsfolk seem more realistic now? Just kidding.

Grey Mario, as my main emulator I've only ever used Jnes .6, and I haven't seen any lock-ups or anything. I tried newer versions but didn't like them so much. Maybe they were the older versions? Hmm.

Ragnara, there is a walkthrough in version 1.2. Sort of.

GreyMaria
Posted on 10-03-08 06:08 AM Link | Quote | ID: 91622

>implying even the Japanese understand the Japanese
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So, where's the first dungeon?

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we're currently experiencing some technical difficulties

Ice Penguin
Posted on 10-03-08 05:23 PM Link | Quote | ID: 91644


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Really?

It's through the cave east of Zelda's Palace, in the forest.

Insectduel
Posted on 10-03-08 08:36 PM Link | Quote | ID: 91653


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I don't think I'm ready to play Zelda II hacks yet. I haven't play the original version yet and it's my first time playing it. I don't know any walkthroughs in the original verson so it's best for me to play it first.

Thanks for the patch. Your seems nice.

GreyMaria
Posted on 10-03-08 09:50 PM Link | Quote | ID: 91655

>implying even the Japanese understand the Japanese
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I find it hard to believe that the first dungeon is that hard - guess I'll have to just grind my attack and defense or something.

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optomon
Posted on 10-04-08 01:09 AM Link | Quote | ID: 91662


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God this game is so unfair. I just spent another 5 hours and have gotten up to the getting a little kid after another big fat maze of tough caves. I have a lot of complaints.

(spoiler?)

1) A lot of the secrets in this game are REALLY unfair and almost impossible to have hindsight as to what they might be. One secret in particular is one in the second palace that is so ridiculous that you have to use jump and go into a place that would look like you'd have to kill yourself, and it took like hours of dying and coming back to the palace over and over again to find out. That secret was absolutely horrible, and there is no way I could have possibly guessed its existnce had I not played the original Zelda 2, so I feel really lucky to have found it. Perhaps the worst part is that it looks like your supposed to get a key in this room, and as far as I can tell its impossible to reach. I even jumped to what seemed like a glitched area of the game before finding out this secret (it looked like a dead end with a keyhole).

2) Like in Simon's Quest, the people in the towns are almost completely useless. It would be nice if they could give you some kind of insight to some of the games 'impossible' secrets instead of messages like this one
and this one. That town in particular actually irritated me because of its location, I felt very lucky to stumble across it.

3) Dying and getting back to places takes an extremely long time and is often very painful. Even places that I've been through countless times, I seem to find new ways of easily dying in them, especially the ones with bridges, and particularly this one. I might suggest narrowing the jumps in those places. The ones where you have 3 tiles to jump across gives you plenty of air time to get knocked in by some unpredictable factor. A good simple suggestion to make this hack more tolerable would be to allow the player to start out with more lives (since you only get 3)... which brings me to my next complaint...

4) Where is a lives counter? It's hard to remember after a long time of playing how many times you died. This feature needs to be in this game.

5) Possibly the most irritating thing of all is when you come out of a cave and it takes you to a location in a rock that is far away and basically forces to go all the way back. I don't think you understand how crushing and disappointing this is. It's hard enough to get to some of those areas without losing all your lives. I know this kind of thing existed in later parts of the second quest in Zelda 1, but the application of it here is much more harsh, and you could at least continue at that Zelda 1 dungeon.

And to let you know I'm playing the 'easy' version.

XTTX
Posted on 10-04-08 01:54 AM Link | Quote | ID: 91663


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Posted by Ragnara
Posted by XTTX
just a heads up, i tried this out in mednafenx-nes for xbox and the game loads fine but when you leave the palace with the princess the screen starts blinking and everything turns into solid color blocks, im thinking maybe the timing is off for this game on the emu.



I've had this problem with several emulators.
Fixed it by patching the correct ROM.

@Ice Penguin: Great job, really! I only would be even happier if I had some kind of Walkthrough. I'm stuck at the same point as optomon (at least I think I am). And I'm playing the hard version (it IS hard).


Well then tell me what correct rom did you use and what emu you are using, i used the rom specified in the readme and i can get it to work on fce ultra for xbox but not mednafenx-nes, please do tell me something if i am missing it.

optomon
Posted on 10-04-08 05:15 AM (rev. 2 of 10-04-08 11:06 AM) Link | Quote | ID: 91667


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I have the reflect spell but don't have enough magic containers to use it. I basically can't get anywhere in the third palace. I need to find another magic container but WHERE!?

EDIT: After about a billion hours of crisscrossing what seemed like the entire game over and over again and peeking my nose into every single wall in the game I left myself no healthy choice but to look at the items FAQ in the third download, and sure enough I missed a spot, a pretty damn hard to find one too. The fact that I couldn't have enough magic containers for reflect at that point of the game left me with a feeling that there had been a mistake and that the game was unbeatable. And two clues about "magic" being "in the graves" and "near the swamp" were completely throwing me off. This secret really should be revised or needs a hint.

Kiwi
Posted on 10-04-08 06:34 AM Link | Quote | ID: 91669

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I really like this release. As early as the release of the demo back in March 2008, the world has been greatly expanded.

As optomon stated, ideally every important item location (magic container, heart containers, magic spell prerequisite items) should at least have a basic hint so that gamers at least know where to start searching.

optomon
Posted on 10-04-08 12:25 PM Link | Quote | ID: 91681


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YES!!!!!!

Now to go look for a million more impossible to find secrets...

Xeruss
Posted on 10-04-08 08:18 PM Link | Quote | ID: 91695


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Ugh. How do you get out of the mountains? I've been through that cave maze at least four times.

____________________
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Levesque
Posted on 10-04-08 08:41 PM Link | Quote | ID: 91700


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Out of curiosity Ice Penguin...

How long did this hack take you to whip up?

Ice Penguin
Posted on 10-04-08 09:42 PM Link | Quote | ID: 91706


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Posted by optomon
Where is a lives counter? It's hard to remember after a long time of playing how many times you died. This feature needs to be in this game.
I was planning to take the life system out of the hack, but I left it in at the last minute. Hey, I figured you would hate it more with 1 life.

Posted by Kiwi
As optomon stated, ideally every important item location (magic container, heart containers, magic spell prerequisite items) should at least have a basic hint so that gamers at least know where to start searching.
I agree. I'll work on some better/more hints.

Posted by optomon
Now to go look for a million more impossible to find secrets...
Impossible to find, not get.

Posted by Xeruss
Ugh. How do you get out of the mountains? I've been through that cave maze at least four times.
Death Mountain? There is a secret path somewhere in the mountains. Otherwise, it just loops.

Posted by Levesque
How long did this hack take you to whip up?
A very long time. I've been working on it diligently since beginning of 2007. However, there was 7 months of breakage.

Xeruss
Posted on 10-04-08 10:45 PM Link | Quote | ID: 91708


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Posted by Ice Penguin
Death Mountain? There is a secret path somewhere in the mountains. Otherwise, it just loops.

I've noticed. My point is that even with the moderate use of savestates, I can't find the secret path.

____________________
Design © 2009 Stark
Once for the Super Dave TV show I was the stuntman that fell down the entire wtc stairwell. ~ jargon

Reshaper256
Posted on 10-05-08 03:10 AM (rev. 6 of 10-05-08 03:48 AM) Link | Quote | ID: 91723


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Posted by Ice Penguin
I was planning to take the life system out of the hack, but I left it in at the last minute. Hey, I figured you would hate it more with 1 life.
Honestly I find both versions of the hack unbearably frustrating unless I give myself infinite lives. It increases the fun-factor for me many times over, as I'm sure it would most others. I'm pretty good at the original Zelda II, although apparently not obsessively so enough to be able to enjoy returning to the starting castle every 5 minutes.

But aside from that, now that I can actually play this hack, it really is very good, one of the best I've seen in a LONG time. I would very much like to see a single "normal" version of this hack made in the end.

Things I like: The graphical improvements are very nice, and I enjoy the more difficult AI in the hard patch. I also like in the hard patch how that the easier enemies that respawn on the screen don't give exp, making it more difficult. I also like your choice to make the exp system use smaller units, and I enjoy the new, longer dialog. I like your dungeon planning and layout, as well as the overworld. It's all very polished.

Things I don't like:

-Finite lives. This sucked in the original game, and it sucks even more in this harder version. There's a reason modern games have opted for a "checkpoint" system. It's more fun for everybody, and it's a catch-all solution that beats fixing every single unfair death pit in the game. Let's face it, this hack is difficult and has MORE than its share of those unfair death pits, and with savestates at all your players' fingertips, why not just acknowledge the fact that all but the very most stubborn players will start using them at some point or give up altogether. Give infinite lives from the start. It'll be an improvement over the original game; fun playability beats endless frustration and backtracking.

-The encounter rate is also far too high. I'd like to be able to have time to think about where I'm going before being tossed into another mindless random encounter. By the way, the swamp sucked in the original game. It's really bad now that the swamp is larger, and the encounter rate is so high. Lower it!

-Enemies that steal exp take way to much, either stop it altogether, or make it reasonable.

____________________

Zelda 3 Challenge ~ Quest for Calatia
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optomon
Posted on 10-05-08 03:40 AM Link | Quote | ID: 91724


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DAMN!!!

That was my last life. At least I know where it is now. A hint was useful for once.

Ice Penguin
Posted on 10-05-08 07:15 PM Link | Quote | ID: 91755


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Posted by Reshaper256
Things I don't like:

-Finite lives. This sucked in the original game, and it sucks even more in this harder version. There's a reason modern games have opted for a "checkpoint" system. It's more fun for everybody, and it's a catch-all solution that beats fixing every single unfair death pit in the game. Let's face it, this hack is difficult and has MORE than its share of those unfair death pits, and with savestates at all your players' fingertips, why not just acknowledge the fact that all but the very most stubborn players will start using them at some point or give up altogether. Give infinite lives from the start. It'll be an improvement over the original game; fun playability beats endless frustration and backtracking.

-The encounter rate is also far too high. I'd like to be able to have time to think about where I'm going before being tossed into another mindless random encounter. By the way, the swamp sucked in the original game. It's really bad now that the swamp is larger, and the encounter rate is so high. Lower it!

-Enemies that steal exp take way to much, either stop it altogether, or make it reasonable.


-Unfortunately, I don't have the knowledge to implement what I had originally planned. In my next hack, if there is one, it will be just like newer Zeldas.

-I don't ever remember changing this, but I will check.

-This is what I told someone else. "The reason I left this the same, is because in the original game, losing 10 or 20 experience, when you have 6000, didn't create any sort of impact. Here, though, 10 or 20 experience will have a larger impact and get it more involved in the gameplay."

Reshaper256
Posted on 10-05-08 07:43 PM (rev. 7 of 10-05-08 07:54 PM) Link | Quote | ID: 91757


Goomba
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Posted by Ice Penguin
-Unfortunately, I don't have the knowledge to implement what I had originally planned. In my next hack, if there is one, it will be just like newer Zeldas.

-I don't ever remember changing this, but I will check.

-This is what I told someone else. "The reason I left this the same, is because in the original game, losing 10 or 20 experience, when you have 6000, didn't create any sort of impact. Here, though, 10 or 20 experience will have a larger impact and get it more involved in the gameplay."


- Still, it's possible to give infinite lives to the player, regardless of whether what you originally planned worked out. It may seem too easy at the beginning of the game, but nearer the end, I think a lot of people are going to get fed up with dying and returning to the starting palace. And I know you think this hack is easy enough to play without it, but you know every nook and cranny of it yourself. Exploration in the more deadly areas isn't fun.

- You may not have changed the encounter rate, but even if it's simply been carried over from the original, in the context of this hack it seems too high. I do think you should try lowering it.

- There's a difference between "having a larger impact and getting it more involved in gameplay" and totally demolishing your hard earned exp. If you want it to still have an impact, try lowering it to 3 exp points per hit instead of 10 the beginning, and maybe up to 5 or 10 exp instead of 20 nearer the end.

____________________

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Official Zelda3C ASM Hacker

Invisible Moa
Posted on 10-05-08 08:49 PM Link | Quote | ID: 91762

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Woo hoo! I've just completed Journey of a Day! I had 24 Game Overs in total, which is far better than I had hoped for. Big thanks to Ice Penguin for making this hack, as well as guiding me through it, hehe. I couldn't have completed it without his help. Now I shall begin a new game+ which will be far easier since you start out with all spells and maxed out stats. Happy gaming, y'all!
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Main - ROM Hacking Related Releases - The Legend of Zelda: Journey of a Day - RELEASE! New thread | New reply

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