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Main - ROM Hacking - Zelda3, Work in progress hack, New Gates of Darkness New thread | New reply

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puzzledude
Posted on 02-26-11 05:52 PM (rev. 5 of 03-06-11 06:39 PM) Link | Quote | ID: 139862


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INTRODUCTION



Once upon a time there was a great Zelda3 hack attempt that was
never finished. It was called Gates of Darkness, done mostly by SePH.
You can download a demo at SePH's page Parallel Sequel at unfinished
projects or on Uploader on this page.

When I first got the game, I was amazed by the brand new Overworld
drawn by SePH. He managed to create all 64 small areas (1 big area
= 4 small areas) in light and dark world, that are totally new! The areas
were completelly rearranged (there is now a lake where the desert used
to be, a forest where the castle used to be etc). There are also a lot
of graphic modifications. Both (overworld editing and graphic editing)
are out of reach for most of us.



So the game has a fantastic core already finished, but the majority of
the dungeons remains undone. The entrances, sprites, transports,
monologues etc also remain undone. Some areas look unfledged.

Because of it's incredible potencial, I've decided to finish the game.
I've started with some global overviews and with the introductory dungeon,
which is already done, long and brand new. All the rooms were constructed
from scratch, and the dungeon really looks great.

There is still a lot of work to be done. All dungeons will be new, but I'll
probably save some rare dungeon ideas already in the game. Light and
dark world need a lot of remodeling (entrances, sprites, drawing updates etc),
and the gameplay will be totaly new.

I'm looking forward to work on this project.

bradzx
Posted on 02-26-11 07:43 PM Link | Quote | ID: 139867


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Holy wow! That look awesome sprite. I like that magic gauge. Look like remake Zelda 64 version magic gauge. Item on right side. Remake Zelda 64 version and above. Heart gauge on left side. Other remake Zelda 64 version and above. It that your hack was stop working on that? I see that title somewhere on website. Hardly to remember. But I like to say, look great of your hack. Look forward your hack.

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puzzledude
Posted on 02-26-11 10:09 PM (rev. 2 of 03-08-11 08:47 PM) Link | Quote | ID: 139869


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This is an old hack. Seph (and others) were working on it from 2004-2006,
but it was never finished. I was really amazed by its potential.

bradzx
Posted on 02-27-11 03:17 AM Link | Quote | ID: 139875


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Oh I see. So you back to work now? That great. I look forward your hack done. Bet year or so to get done. Because I know you always busy to make a hack.

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puzzledude
Posted on 02-28-11 02:44 PM (rev. 3 of 03-07-11 01:03 PM) Link | Quote | ID: 139899


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GLOBAL OVERVIEWS

The first thing I did with the game was to define all the areas and write them
down, all the entrances and what rooms they should lead to and where should
they be on the map (lots and lots of work and remodeling).

The second thing was to define the 295 rooms and their content. On the
global room-net (15x19)-8 each room needs to be clasified (house, cave,
each dungeon, extra). It is interesting but Nintendo didn't use 31 rooms.
I call these the twin rooms, because they usually have one twin that
they follow. For instance room 5 is unused. It is a twin of room 6 (final
room in d2 dungeon), d2 means – dark world, second dungeon. These
are the unused twins: 5, 15, 37, 45, 71, 72, 105, 111, 120, 121, 122,
134, 136, 138, 148, 154, 173, 189, 205, 207, 211, 212, 215, 233, 236,
246, 247, 252 and special ones (143, 202, 221).

I've »detwined« these rooms (acording to the data; not the header,
which remains connected with the »primary twin«) by using the Roman
strategy of numbering (units were: torch = 1, statue = 5 and big
statue = 10). So twin room 17 = room 173 has a big statue, small statue,
and 2 torches. This detwins the room directly and adds a number to it.
This is necessary because all twin rooms look the same. The room is/will
be obviously a part of d5 (ice) dungeon.



At this point I have defined all map areas, all entrances, which room they
lead to and where they are on the map (this required a lot of drawing and
fixing the dark world dungeon locations). Plus all the rooms were defined
on a global net and the item sequence has been made (which item should
you get first). Because of that the new global gameplay could be set.
All this was hard to do, but now it is done (I needed around 14 days to finish
these global things, of course you can only work around 2-3 days a week).


bradzx
Posted on 02-28-11 06:48 PM Link | Quote | ID: 139906


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Oh wow. That take for while to get done.

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puzzledude
Posted on 03-01-11 10:55 PM Link | Quote | ID: 139938


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KEY POINTS OF THE GAME

Next are the Key points of the game! If you don't have those, you have nothing.
There are 5 key points in the game (1-global start, 2-geting the Master Sword,
3-defeating Agahnim = dark world start, 4-entering Ganon's dungeon,
5-the end = beating Ganon and ending sequence).

It is interesting but the game failed in all cases but one, the global start.
I decided to fix the number 3 first. You have to determine where will Link appear
in the Dark world after defeating Agahnim. Once the area is set, you must insert
an exit with no entrance, double click it and define it as exit from a room 32.
This is where you defeat Agahnim.

Number 4 can be optional. In this case it is (it's similar in Parallel Worlds).
If there is no number 4 key point, you have no complex event (the bird
destroing the Pyramid) that requires lots of ASM. So the number 4 key point
in this game is simply one of the many blocades in the item sequence. The
sequence always has an item and a blocade that can be passed only with this item.


puzzledude
Posted on 03-03-11 07:20 PM (rev. 3 of 03-07-11 01:04 PM) Link | Quote | ID: 139971


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KEY POINTS OF THE GAME B

Next was key point number 2. The problem was that the area 80 is special one,
and Link didn't want to exit it. The area appeared buged with scroling problems,
so I moved the sword to area 00. I had luck since the passage from 00 to 01
was a special »fade out« one. The area 00 is one of the rare areas that I've
drown by myself. But does the inscription and a sword really work? I've tested
the Master Sword and it works. The gfx and pallet for blocks and sprites of this
special area is written in settings window of the special exit from area 80 in the
original game.

Working on the new Master sword area…



The final key point was the ending one. This one has 2 parts, both failed in this
game. Ganon jumped down and he literally crashed the game with his jump.
I fixed this using the monologues. Acording to the story Ganon is dead, and
the only enemy is the evil wizard Venon (a.k.a. Agahnim in the original game).
So I had a story idea. Venon should open the Gates of Darkness (i.e. the
dark world). He gained the dark power, which transformed him into a beast.
This fixed all problems since there's no enemy/crystal in dark world's 8th dungeon
(since the key point 4 was simplified). And on key point 5 there's a different sprite
than Ganon. I also fixed the ending itself with the special trick that replaced the
old ending sequence (well, we want something new, right; I mean, why is always
Ganon at the end).



puzzledude
Posted on 03-06-11 12:59 PM (rev. 3 of 03-07-11 01:06 PM) Link | Quote | ID: 140015


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INTRODUCTORY DUNGEON A

After the Global overviews were set, I started with the first major part that had
to be done, the introductory level. This one wasn't finished. It is necessary to do
this so that you can pass from the »Beginning« to »First part« of the game, that
allows you to test all the light world areas. This rooms were all a copy from
Shards of Might, so I decided to make an overhaul.

This dungeon is complex. It has 5 entrances, 4 srm save locations and 21
big rooms (one room can be devided into 4 small parts, 2 middle parts etc). It
has 3 big areas. First I decided to change the wall blockset (necessary because
the church is a part of this dungeon and can not have the cave blockset, only
the different pallete). Once all entrance scrolls, music, blocksets, sprite gfx and
palletes were made, the dungeon had to be remodeled so that it can be solved.

The main problem was the srm save locations (2 of 4 were working), and a warp
problem, so you can't exit the »cellar« area. Thus I had to add an entrance,
which is not an easy task, since the exits were set already. The next problem
was a hole drop which would send Link to BG2 instead of BG1. This was fixed
using the ladder option at the entrance settings (must be at 0 for BG1).

Next problem was the dark rooms which were displaied wrong, bugged doors etc,
but you could finally rescue Zelda to the Church. Still…the dungeon was very
bearish. Most rooms were copies of the rooms of Shards of Might game, the lack
of sprites and normal gameplay could be sensed.


The New Deal…
They say that every idea starts on a piece of paper, they were right. Here is
the prototype of the main room and an idea that comes to life…





KP9000
Posted on 03-06-11 05:14 PM (rev. 2 of 03-06-11 05:18 PM) Link | Quote | ID: 140017


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I suggest using a different hosting service, such as board2 uploader, or tinypic. Fileden, according to Chrome, hosts malware. In the best interests of the userbase, the links have been removed. [fuckin' looks good though ]

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puzzledude
Posted on 03-06-11 05:58 PM (rev. 2 of 03-07-11 01:07 PM) Link | Quote | ID: 140019


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Yes, you are right. It was fine before, but now a special message appears, saying that the fileden site can damage your PC, before you click on the link.

PS The new links are now fixed.

puzzledude
Posted on 03-08-11 06:18 PM Link | Quote | ID: 140065


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CONSTRUCTING A ROOM

This strategy uses a BG1 and BG2 floors. First I defined a line between the two,
setting up all corners of BG1, then come the walls and the »roof«, next are the
corners of BG2 and its walls. Lastly the BG2 needs to be defined. In Hyrule Magic
you have to decheck a BG2 layer and insert an object 0C6 (this is a dark space =
hole) on layer3 and cover all the BG2, which must be set to »normal« in the header
info. Now you can make a bridge. Don't forget to insert a wall under bridges
(decheck BG1) or Link will go out of the defined space. This is the actual BG2
tactic. You can also simulate BG2 (no bridge is possible).



… and the first part of this big dungeon is done. Looks cool and brand new and has
7 big rooms.


PS
I remodeled the main entrance location and the uncle location. It is now more
logical. This actually expandes the overworld beginning area and changes the
palace guards' position.



puzzledude
Posted on 03-11-11 12:46 PM Link | Quote | ID: 140109


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INTRODUCTORY DUNGEON B

Like said before, this dungeon is realy complex. It has 5 entrances and 4 srm
starting locations. These are 9 units. Each of them must have the same wall
blockset, music, pallete and object blockset. The problem is that the Church is a
part of this system, so it must have a different music and pallete (possible when
passing from one room to other on the stairs - element 138). But the wall blockset
must be the same, so it must be compatible with the Church and with the main
dungeon. So the original wall blockset 6 (i.e the cave) is out of the question, since
you arrive in the »cave looking« church. When exiting and entering, the
Church »changes« to blockset 1.

Also the 1st srm save state brings Link to a room which is not a part of the
dungeon (this was fixed). The wall blockset must also be compatible with BG2
doors. Some of the blocksets have a unaesthetic black line. This is a place for the
arrow showing that the stairs go down or up, or it is the place for special symbol.
The wall blockset 11 for instance lacks this. So numbers 6 and 11 are no good.
The only one to be able to deal with everything is wall blockset 14, but it must be
connected with header pallete 7 (brown), so that you have a feeling of entering
the cave (since the hills are brown too).

The second part of the dungeon has a pit tactic (in header the »pits that hurt the
player« must be checked). I've constructed the areas accordingly, using
Pegswitches.


puzzledude
Posted on 03-13-11 01:14 PM Link | Quote | ID: 140149


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Link – What is this??
PuzzleDude – Isn't it obvious.
Link – Huh? Another of the PuzzleDude's puzzles. No!
PuzzleDude – Yes, it is.
Link – What must I do? I'm hitting the Pegswitch like crazy. Up, down, up, down. Why?
And look at all those peg bumps.
PuzzleDude – It's a special, a never-before-seen puzzle.
Link – I'm doomed.
PuzzleDude – Well, it easy, you just have to come through.
Link – How? It's impossible.
PuzzleDude – Ha. It's a one way street.
Link – No, it's easy for you, dude, you're the author, but what about me?!
PuzzleDude – If you think that's difficult, I'll send you to Parallel Worlds.
Link – Nooo. I'm doing this puzzle, ok.


puzzledude
Posted on 03-18-11 01:11 PM Link | Quote | ID: 140246


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INTRODUCTORY DUNGEON C

The last part of the dungeon is a mix of many strategies. The rooms, that were
here (when I got the game), were completely redone, only following the idea of
beamos as the enemy and (of course) following other header properties (since the
free space for it is used already). The gameplay is completely new with
some »Pegswitch spices«. And the thing really looks great. Maybe to difficult,
since you only have 4 hearts by now. But still, there are many people (myself
including) that have finished Parallel Worlds' both quests without cheating (but
with save states)! So I think this is still an acceptable difficulty.




Two more rooms (also a bit tricky) and finally, the Church. I had a radical remodel
idea with it, but I changed my mind since this would be more suitable for a
dungeon. It's interesting, but Link would fall into the water instead of going down
the stairs (haven't seen that kind of bug before), so I decided to remodel the
Church in a normal way.

The Story…
The Priest has lots to say, so I changed the monologues. He always speaks of The
Elder, who is not in the game. This time (unlike Puzzledude's quest, where players
would search for a person, that doesn't exist) I decided to change the text. Some
other texts were added to, regarding the Gates of Darkness, since this is a title of
the game.

I've finally make it to the »First part«. At this point of the game I can actually
explore the overworld (and remodel/test it). The introductory dungeon looks great,
with 21 Hyrule Magic rooms, fully used. If you compare this to Ganon's tower in the
original game, the Tower has 26 fully used rooms and it is the biggest dungeon of
the Alttp game.


SePH
Posted on 03-19-11 04:35 AM (rev. 2 of 03-19-11 04:38 AM) Link | Quote | ID: 140256


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Posted by puzzledude
This rooms were all a copy from
Shards of Might, so I decided to make an overhaul.

Most rooms were copies of the rooms of Shards of Might game, the lack
of sprites and normal gameplay could be sensed.


That's quite the contrary. When I stopped working on Gates of Darkness, it's content, instead of keeping being unused, was litteraly ported over Shards of Might. So overall you can say Shards of Might is combination of some rooms in Gates of Darkness and some dungeons that were unused in ''Dark Prophecy'' (still to be released and I wonder were the authors went) which were made by Dude Man and Omega.

Good luck with finishing what I started! As much as I liked creating what I've done, I hated doing dungeons so much back then that instead of finishing a hack all by myself, I joined forces with Euclid and revamped his Tower of The Triforce hack (which later bacame the Parallel Worlds we all know of).


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puzzledude
Posted on 03-19-11 03:12 PM Link | Quote | ID: 140262


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SePH, it nice to hear your reply. Yes, I didn't check the dates of the releases
and Gates of Darkness is obviously older than Shards of Might.

Regarding the game itself. I was really amazed by the overworlds. A great deal of
work was put into them. The light and dark world were completely new, nothing is
the same as in Alttp and both worlds are complete (all areas are done!, they just
need some small remodels). The rom also appeard "healthy", so it wasn't
bugged or beta. The majority of dungeons is still not done, but I'm good at that,
so I decided to take this project.

Meanwhile I've finished the introductory dungeon, which is brand new and big. If you
combine this dungeon with your cool overworld, you really get a fantastic result. So
I like the shape of the game already.


I can mostly do everything I've planed, except 5 things that I need some help with
or some information:

1.) How to remove the Mirror's ability to warp from dark to light world
so you can only use it inside a dungeon to warp to the entrance.
(this is the same as in Parallel Worlds).

2.) When you press the X button in the dungeon, a map appears. How to undo that?
(this is the same as in Parallel Worlds).

3.) When I use the function remove all exits in Hyrule Magic, some complex
exits (to the Triforce shrine when defeating Ganon, to Zora domain and Master
Sword) disappeared. I dont know how to bring them back.

4.) There's one empty space in the Inventory. I want to fill it with the 5th bottle,
but when you get it, nothing happens since there are only 4 bottles in the original game.

5.) The HUD spins the hearts (when you gain health) on the right (on an empty space).
I wan't to move the spining hearts on the left, where the actual hearts are. This
requires ASM, but I don't know how to do this in WLA DX.
In your project Parallel Universes you described, that you want to change the HUD,
so that the bombs would look like grenades etc, so you must know how to deal with the HUD.


Any information regarding these problems, that I can't fix by myself, would be
greatly appreciated.


puzzledude
Posted on 03-22-11 01:37 PM Link | Quote | ID: 140300


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THE MUSIC

Yes, I decided to change/fix the music as well. It's important that the correct
music is played when going into caves, dungeons, and specially going out. If you
think that's easy, you're wrong. When going out of the cave, the music is fixed to
a certain tune, usually World Map music. But, what if you are in a village and want
a Town music. This is difficult, but I've fixed this using a trick. All caves play world
map, so I changed the indoor music to lower volume. When exiting the house, the
default setting is to go back to normal volume of the same music. So town music
remains.

There's only one cave in Alttp game that will reset the music to town music when
you exit it. This requires special programing. I didn't change that, but simply used
this particular room (so I've changed the connection between the entrance and a
room to this new room/cave) and the entrance (that now leads to a different
room, than before), is obviously in the village.

The forest tune…
In Alttp game there's a special music in the forest, but only 2 caves. These are
the only 2 caves that will play the forest music when exiting them, but I have 9
entrances in the new forest. Now what? It easy, you have to use tricks to solve
this. All 9 caves and the passage into the forest play the World map on low volume
(but with special new ambient flute sound). The ambient sound is flexible = plays
always. So now we have a »new« forest tune, compatible with all entrances. The
indoors music is now better (doesn't have to be on lower volume of the music
outside, but can be different = cave, fountain music etc).

The actual forest music will also be in the game, but at the Master Sword. The 2
special caves, that play the forest music when you exit them, must obviously be
there, but no cave must be in area 00, where the Sword is, so the logical choice is
small forest area 01.


puzzledude
Posted on 03-27-11 04:07 PM Link | Quote | ID: 140511


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LAST BOSS MUSIC

The last boss music had a flaw, the first part was missing some notes. I've decided
to erase the first part (going from 0 to 2 and on to 3 was ok). I added one more
part and changed the values to part 0. Now it sounds different (you probably
won't notice that when fighting an enemy, but you clearly hear the passage
between the 4 and 1 that repeats the music over and over).



The new Triforce shrine…
The shrine is new and it must have some nice music. When you fall down to room
16, the music is always Pyramid, so unsuitable. Again I've used tricks, made a new
entrance/exit and added a new hole outside (new music can be fixed on a hole,
since it is regarded as an entrance), so the Shrine now has a Crystal music.
Sounds nice, suitable for a sacred Shrine.

The music really makes the atmosphere.


Senaye
Posted on 03-27-11 08:39 PM Link | Quote | ID: 140525


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I'm lovin it. <--- I lol'd, Anyways, yeah its good. I'm really likeing it alot. I hope you don't quit this, I would really love to play it. Have good luck!
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Main - ROM Hacking - Zelda3, Work in progress hack, New Gates of Darkness New thread | New reply

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