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Main - ROM Hacking - Different tiles in Light World & Dark World (ALttP Question) | New thread | New reply |
DiscoPeach |
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Octoballoon Level: 31 Posts: 89/175 EXP: 177156 Next: 8207 Since: 04-15-08 From: Puerto Rico Last post: 4555 days Last view: 4536 days |
As told in a different thread, my hack is a "sequel" to Link's Awakening, presuming that Link's Awakening was a sequel to A Link to the Past. Basically, my hack's "Dark World" is Koholint. You can access and leave Koholint via use of a new item called the Dream Scepter (the name of my hack). However, when editing the Dark World overworld, I noticed that the tiles were completely different. This has become a snag in my project. Koholint is not corrupted like the Dark World was in ALttP. How can I use the same tiles from the Light World in the Dark World without editing the grafix? Does anyone know a way around this predicament? Thanks in advance. ____________________ MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0 |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 245/384 EXP: 591274 Next: 20011 Since: 06-01-07 From: Miami Last post: 4126 days Last view: 4114 days |
Wouldn't it be as simple as replacing the dark world tiles with a copy of the light world tiles? I bet they're even in the same order.
If I were you, though, I'd take advantage of the different tile set and make Koholint look like it did on the GBC, but with upgraded colors. |
DiscoPeach |
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Octoballoon Level: 31 Posts: 91/175 EXP: 177156 Next: 8207 Since: 04-15-08 From: Puerto Rico Last post: 4555 days Last view: 4536 days |
Exactly my point. But I don't want all the grafix to be like the GB. For instance, I'm using some grafix from LA without a doubt. For instance, the egg, the phone booths (I'm replacing the fortune teller with Grandpa Ulrira), the seashell mansion, some dungeon statues, the palm trees, seashells, etc. However, I like the ALttP trees, and the other stuff. That stays. Besides, since you're traveling back and forth between realms, there's gotta be some connection. ____________________ MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0 |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 589/842 EXP: 1935623 Next: 49063 Since: 02-19-07 From: durff Last post: 4489 days Last view: 4012 days |
That's just one of those hardcoded things in the game. What it boils down to is there are 4 main OW tilesets, the lightworld and darkworld normal sets, and the lightworld and dark world mountain sets (areas 0x3 through 0x08 and their DW counterparts). This could be disabled very easily and I was thinking of having my editor allow this. That would require you to pick a main tileset explicitly for all areas though. Also note that none of those areas connect via scrolling. They all connect via warping or caves so if we go with my way you'll need to use a fade (like when entering the forest) to hide that the tileset is changing ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
DiscoPeach |
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Octoballoon Level: 31 Posts: 92/175 EXP: 177156 Next: 8207 Since: 04-15-08 From: Puerto Rico Last post: 4555 days Last view: 4536 days |
Nice. What if you have the areas in a 4x4 grid like Hyrule Castle and Kakariko Village? Then you wouldn't need the fade for that area.
Sounds impressive by the way in your editor. Does that expand how many tilesets you can use if you make just one universal tileset, or does the amount of tiles stay the same? Also, is that an optional setting in your editor? ____________________ MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0 |
Main - ROM Hacking - Different tiles in Light World & Dark World (ALttP Question) | New thread | New reply |
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