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Main - ROM Hacking - Legend of Zelda - Prophet of Chaos New thread | New reply

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Spane
Posted on 03-05-12 10:34 PM (rev. 2 of 01-09-13 09:13 AM) Link | Quote | ID: 150349


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The Snowy Peaks and The Storm Peak
I will not lose too many words about it. I think pictures say more than words.

In this region will be the third dungeon. Link has to fight up the entire mountain.

But again, I need someone can insert overlays and effects. The region is called The Storm Peak, without flashes it looks bad^^

Spane
Posted on 03-07-12 06:01 PM (rev. 4 of 01-09-13 09:13 AM) Link | Quote | ID: 150373


Red Goomba
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The Echo Tower
Currently I am working on the echo tower. This tower is on the end of the world behind the snow peaks. For this tower, I had to make a big sacrifice because I need 3 tile sheets. Normally only 2 used for an area.
A feedback for the tower would be great.

PS: This is only the half of the tower

puzzledude
Posted on 03-07-12 06:39 PM Link | Quote | ID: 150374


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Both new posts look amazing. You really know how to edit the gfx. Regarding the overlays, try to make the areas without them first and add them later. Also areas 03 and 05 dont have the flashes, only the clouds overlay.


Mnoel02
Posted on 03-10-12 08:10 PM Link | Quote | ID: 150404


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wow a new and will be a great game hack of Zelda 3 on snes can't wait to play it.

flagoss
Posted on 04-14-12 02:21 AM Link | Quote | ID: 150694

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Nice works !! Don't stop !!

Sataniac
Posted on 04-16-12 09:31 PM Link | Quote | ID: 150706

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Looks really amazing so far! I'm really looking forward to play it
Keep up the good work man!

Spane
Posted on 04-29-12 02:18 PM (rev. 2 of 01-09-13 09:14 AM) Link | Quote | ID: 150769


Red Goomba
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Change the graphics is something nice (-:

How many differences can you find?


Spane
Posted on 05-02-12 05:37 PM (rev. 3 of 01-09-13 09:15 AM) Link | Quote | ID: 150784


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Hey Guys :-)
What is the difference between a good dungeon and a normal?
The number of puzzle?
The difficulty of enemies?
Backtracking?

In my opinion nothing of all this!
I think creating a good dungeons require a loot of detailed amorousness.
Of course... anyone can easily take a free room and put some objects and enemies in it. It takes about 20 minutes.
That looks like this:


BUT
to take the time and work 1.5 hours on one room to live and breathe it requires much more enthusiasm.
And that can come of it if you really try to make any room perfect.


A feedback to this post I would really enjoy.

puzzledude
Posted on 05-02-12 06:33 PM (rev. 2 of 05-02-12 06:34 PM) Link | Quote | ID: 150785


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This looks great. You have really put a lot of work into this one room. To tell you why Nintendo left the upper room so empty. All rooms actually have a data limit. Your rooms look really well made and because of that they probably use a lot of space. This is no problem if you are at the beginning, but towards the end HM migh tell you that you are out of space. This can of course be fixed with hex by making the end dungeons on another file and hex-transfer them into the main file.

Spane
Posted on 05-18-12 11:54 PM (rev. 2 of 01-09-13 09:17 AM) Link | Quote | ID: 150946


Red Goomba
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You had to wait long but now once again an update.
The Legend Of Zelda - Prophet Of Chaos now has a co-author. His name is XaserLE.
Because of him we could make progress in overlays and general Asm.

1. Two Big Keys
There are two big keys in our hack, like Parallel Worlds.
On the left side the big door key and on the right side the big chest key.


Snow Overlay + Flashes in The Stormpeaks


Fog overlay in the Forest.


Fog Overlay in the Old Village Cemetary

ninjablooper
Posted on 05-19-12 11:20 PM Link | Quote | ID: 150954


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Do you have any images of the world map or what it will look like? I love maps.

____________________
-Ninjablooper

puzzledude
Posted on 05-20-12 03:09 PM Link | Quote | ID: 150971


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This new post shows that I was right, when I told you, that this game has a big potential. When I first heard about Prophet of Chaos I was amazed that someone, who hasn't yet produced any Zelda games, can draw the overworld so well. And you also have the same standard in the indoors. We can clearly see the quality of both when comparing them to some unfinished Zelda3 betas. Now that you also have the asm help, this game can really be one of the best.


Lunaria
Posted on 05-20-12 08:30 PM Link | Quote | ID: 150979


Deddorokku
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Man, this hack is just looking more and more amazing. :I

____________________
The fun has been doubled!

justin3009
Posted on 05-20-12 08:45 PM Link | Quote | ID: 150982


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I have played only Parallel Worlds and was somewhat impressed for what they had.

But this, this is definitely catching my interest for a Zelda Hack. I have not seen something like this in style and your ability to create the maps along with the ASM help for overlays, seriously makes your mapping skills to look absolutely fantastic. You are doing an incredible job so far!

Eponick
Posted on 05-27-12 07:52 PM Link | Quote | ID: 151040


Octorok
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This is looking top notch. Im very excited to see more progress

____________________
Eastmost penninsula is the secret.



SePH
Posted on 05-28-12 11:10 PM (rev. 4 of 05-29-12 02:33 AM) Link | Quote | ID: 151068


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Posted by Spane
to take the time and work 1.5 hours on one room to live and breathe it requires much more enthusiasm.
And that can come of it if you really try to make any room perfect.


A feedback to this post I would really enjoy.

This is looking really nice so far! Keep it up!! I for one know how hard it is to edit dungeon graphics!

Not as user friendly as the overworld, since if you try to change the block types, HM won't save the values... maybe there's a way in hex to change those though.

But as the case of HM it would probably still read the old values. For now were stuck trying to fit everything using the right block types.



Block types 0/231: ...lots of duplicates it seems!

00 > Can walk over or under it (Depending on the setting "In front" which is on or off).
01 > Solid (01 or 02 can't remember, one of them the arrows can go through, the other they can't)
02 > Solid (01 or 02 can't remember, one of them the arrows can go through, the other they can't)
03 > Solid (Unknown properties)
04 > Walking in grass
05 > Same as 00
06 > Same as 00
07 > Same as 00
08 > Deep water
09 > Light water (which you can walk on)
10 > Same as 00
11 > Same as 00
12 > Same as 00
13 > Hurts as you walk on it
14 > Slippery floor SLOWWW.. (shiny ice)
15 > Slippery floor FASTERRR.. (non-shiny ice)
16 > Diagonal Edge
17 > Diagonal Edge
18 > Diagonal Edge
19 > Diagonal Edge
20 > Same as 00
21 > Same as 00
22 > Same as 00
23 > Same as 00
24 > Diagonal Edge
25 > Diagonal Edge
26 > Diagonal Edge
27 > Diagonal Edge
28 > Same as 00
29 > Stairs (Link walk slower on these)
30 > Same as 29
31 > Same as 29
32 > Hole (Need a hole (an item otherwise) to work or you’ll fall in Chris Houlihan Room)
33 > Same as 00
34 > Same as 29
35 > Same as 00
36 > Same as 00
37 > Same as 00
38 > Solid (Unknown properties)
39 > Solid (You can hook with hookshot)
40 > Fall from a cliff (Down or Above)
41 > Fall from a cliff (Down or Above)
42 > Fall from a cliff (Left side)
43 > Fall from a cliff (Right Side)
44 > Fall from a cliff (Diagonally)
45 > Fall from a cliff (Diagonally)
46 > Fall from a cliff (Diagonally)
47 > Fall from a cliff (Diagonally)
48 > Same as 29
49 > Same as 29
50 > Same as 29
51 > Same as 29
52 > Same as 29
53 > Same as 29
54 >
55 >
56 >
57 >
58 >
59 >
60 > Same as 00.
61 >
62 >
63 >
64 > Tall Grass
65 >
66 >
67 >
68 > Cactus (Hurts the player)
69 >
70 > Used for the desert dungeon entrance (use book of mudora)
71 >
72 > Animated Flowers
73 >
74 >
75 > Warps Tiles
76 > Fall from a cliff (Diagonally)
77 >
78 >
79 > Fall from a cliff (Diagonally)
80 > Grass Bush
81 > Grass Bush
82 > Small Rock Lvl 1(White)
83 > Small Rock Lvl 2 (Black)
84 > Signs (Can read these)
85 > Big Rocks Lvl 1 (White)
86 > Big Rocks Lvl 2 (Black)
87 > The rocks you can break by running with your boots on them
88 >
89 >
90 >
91 >

...

231 > Same as 00

I haven't documented on the dungeon block types yet... but the dungeons seem to be using lots of other block types not used in the overworld.

It could lead to brand new possibilities if one could edit the dungeon block types values to new ones!

____________________
http://parallelsequel.wordpress.com/

Spane
Posted on 05-28-12 11:50 PM Link | Quote | ID: 151077


Red Goomba
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If I could define my own blocks that would be just amazing.
For example, I will not use this star switch.The use of these tiles as typ 0 blocks would be great and would give much more freedom for creative dungeons. I think we should ask puzzledude he can find these specific hex adresses.

SePH
Posted on 05-29-12 12:54 AM Link | Quote | ID: 151079


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Yeah I'm sure Puzzledude could lend a hand in that mather
Since you asked about the pushable graves in a pm, here they are for everyone's own content. I finally re-found those notes along a few others.. They could be best described as ''Euclid's teachings vol I'' ! A few years back the creator of Dodongo's Gold, NEONswift had like I tried to have Euclid's asm blessing. NEONswift not only have created another brand new zelda hack but also created the two layers for overworld asm hack.. along the areas names! So he figured out asm more then I could ever do in the last eight years!

GRAVEYARD HEX

record down the values next to (Push Grave to work out co-ords)
7E0020, C0
7E0021, 04
7E0022, 47
7E0023. 02

those are the x and y coordinates of the grave.

25,11 original pos and yours is 4, 11
ok that's just -21 in the x pos.
yyyy yyxx xxxx <-- i think that's the format...

-------------------------------------------------------

the first 2 is the x and y position (7E0020-23) which you've got earlier.

the 3rd one is 0592

05B2 that's what the value is already in the rom for the stair in Area 14.
0592 left of where the original is suppose to be located
x, y = 05, 92

anyway 4th value = 3rd value - 0x80

so in this case it would be 0512

7E0020, C0
7E0021, 04
7E0022, 47
7E0023. 02

05 92
05 12

jump to hex offset 0x49B46

you should see C0 04, you should replace it with the values in 7E0020, then 7E0021.

which just happens to be C0 04

then jump to 0x49B64

you should see 90 09, you should replace it with what you see in 7E0022 replacing the last digit with 0 and then 7E0023 for the 09.

ok this third one, at 0x49BBE
you should see B2 05, insert that new one... 92 05.

ok last one, at 0x46FD9, should see 32 05, put 12 05.

btw the values for the hole one is like right after every single one of the stairs offset with the exception of the 4th value. 0x46FE0, a bit after the other 4th value.

No use of Peg. Boots on Gravestone: 0x49C42 change from D0 to 80

____________________
http://parallelsequel.wordpress.com/

amarcum81
Posted on 05-30-12 08:57 AM Link | Quote | ID: 151107


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The overlay GFX look really nice. Really looking forward to this!! It's always nice to see Zelda 3 get some love from the ROM hacking community... there simply aren't enough well made hacks out there for this game. Nice work so far... hope to see this one finished.

eternaldragonx
Posted on 06-01-12 02:18 PM (rev. 2 of 06-01-12 02:19 PM) Link | Quote | ID: 151165


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This truly looks like a bombshell of a hack. I can't wait to play it and I look foward to seeing all the new stuff, ASM and GFX always blow my mind. Only one thing can ruin a hack of this magnitude and thats difficulty. No matter how great your hack is or how pretty it is. Many, many gamers will not give your hack the time of day if its too difficult so PLEASE keep that in mind. You put alot of work and countless hours into a project. I would imagine you want people to see just how brilliant it is and for them to see it all to the end. A sequel or side story to the Legend of Zelda should be able to do the following. PLAY, ENJOY, FINISH. Thank you for all your hard work it doesn't go without praise so keep it up.
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Main - ROM Hacking - Legend of Zelda - Prophet of Chaos New thread | New reply

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