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DiscoPeach
Posted on 01-27-09 05:08 AM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack Link | Quote | ID: 99564


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Posted by giangurgolo
(link removed, still some bugs with the hack)

One reason for some of imbalanced gameplay is due to the relative length of the hack, which only consists of three or four areas. I figured I'd give the player the opportunity to level up fast with easier monsters to fight the harder bosses since the length of the hack doesn't allow enough time to level up to a high level.

That might seems amateurish or lazy, because it probably is.


Well, the editor is called Lazy Shell

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DiscoPeach
Posted on 03-31-09 06:39 PM, in Super Mario Kart Hacking Link | Quote | ID: 104330


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Posted by messiaen
The title screen looks nice, however if you want some feedback you should post screenshots of your tracks, there's not much feedback to give on your screenshots.

By the way, even though there are now 4 (!) Super Mario Kart editors (if you count mkEdit), strangely I haven't seen yet any "complete" hack with nice track design (though someone posted in romhacking.net some pics of a promising project).



What're the other editors? Which is the best one? Where can I get it?

Sorry for that brief session of 20Q's, but I was trying to be as brief and to-the-point as possible.

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DiscoPeach
Posted on 04-03-09 12:25 AM, in Super Mario Kart Hacking Link | Quote | ID: 104471


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Posted by messiaen
Posted by "DiscoPeach"
What're the other editors? Which is the best one? Where can I get it?

Sorry for that brief session of 20Q's, but I was trying to be as brief and to-the-point as possible.


1) MkEdit (AFAIR this was more a programming experience for the author, there's no graphics support)
2) Track Designer
3) "MAKE"
4) Epic Edit (haven't tested this one, but judging from the screenshots the functionality seems similar to Track Designer)

MAKE is the only one that can edit the AI and seems to be the most advanced, so you should probably start with it. There's an english translation at romhacking.net.


Oh! Obrigado!

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DiscoPeach
Posted on 04-07-09 10:28 PM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 104726


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Thanks for your open offer, Thanatos-Zero.

I'm currently working on a Zelda3 hack and I was wondering if you can sprite me the sprites from TLoZ: Link's Awakening ala Zelda3 style. For example, the mermaid in Martha's Bay, the fisherman, Grandpa Ulrira, etc etc. If you can make those sprites in Zelda3's style. Thanks, I'd really appreciate it .

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DiscoPeach
Posted on 04-10-09 05:24 AM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 104870


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Posted by Thanatos-Zero
I will do it, for you, but I have no time for it yet. I have to complete my Elpizo Xtremestyle sheet first.


Many thanks, bro. When you're ready just let me know. I would be very happy if you can sprite them all for me. I've seen many recolors and rips from Link's Awakening DX, but those sprites are smaller than their Zelda 3 counterparts.

Thanks and I'll be waiting anxiously for your work!

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DiscoPeach
Posted on 05-01-09 06:27 AM, in Few Questions, some might be long... Link | Quote | ID: 106207


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Yes! News on MathOnNapkins Black Magic!!! I can't wait til you finish it, bro! Not that I'm being ungrateful to Hyrule Magic, but it's random buggyness does piss me off at times... well, ok... A LOT. God speed, MathOnNapkins!

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DiscoPeach
Posted on 05-15-09 06:19 AM, in Sim City, SNES Link | Quote | ID: 106957


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Ahhhh... SimCity... now that takes me back...

I think I read somewhere about someone tinkering around with some hex in order to better control events and some reactions in the game (as well as the zone pricing, etc). You should google that shit!

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DiscoPeach
Posted on 05-15-09 10:40 PM, in Sim City, SNES Link | Quote | ID: 106974


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Posted by Ailure
The Simcity source code been opensourced too, so if you're thinking about doing fairly extensive hacking of the game you might want to go straight as well for the PC game.

Although I admit that amongst the "Simcity orginal" games, the SNES version is the most enjoyable one. Plus there wouldn't be a spirit of hacking when you're using the source code directly.


Either way, raping the shit out of the source will pretty much give 'im what he wants, which is basically recreating the SimCity for SNES. Besides, what difference does it make if you use the opensource, bro? SNES games are played on an emulator anyways, which is in turn used on a computer. I think you're better off tinkering with the source code. That sounds pretty straight forward and easier to me.

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DiscoPeach
Posted on 05-19-09 01:21 PM, in Sim City, SNES Link | Quote | ID: 107244


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Posted by SecretChao428
Posted by roxahris
No, he didn't say anything about remaking the PC version; he still, I think, wants to hack the SNES version.


Correct, besides I have managed to get to editing the grounds of the game and finding out what to touch and not to touch.


Then by all means touch what needs to be touched!
I loved the first SNES SimCity! I also liked the 2000 one. I think it should receive its props. It adds more elements of difficulty to the game like pipelines and you can also edit terrain, which I thought was an excellent idea. When 2000 came out I found myself playing it a lot more. Given it wasn't greater on the entertainment scale and didn't go up a notch on the excitement factor, it was still a great city simulator.

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DiscoPeach
Posted on 05-27-09 02:17 AM, in Intrest in Snake Rattle n Roll hacking? (rev. 3 of 05-28-09 02:19 AM) Link | Quote | ID: 107643


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This fucking game was the shit and a half. I remember when I got this as a wee boy back in the day. *sigh* memories. I love this game. This game is insanely fucking hard. As much as I'd like to see an editor made, for god sakes DON'T! If this game is insanely hard, imagine some sadistic asshole making a hack that's even harder. ~20 years later and I still haven't beaten this game!

Edit:
Sorry, but I can't wait until I'm cleared for doubleposting. I think this will help you out greatly (my doublepost):

Posted by Ailure
I already know the range of some of the data, and Datacrystal contains even more info regarding this. What I mostly need to know at this point is what a certain value of tile translates to what kind of tile, and height. Mapping every out manually would be a pain, and if there's some kind of index in the ROM I can use... or even a certain pattern in the bits I just hadn't figured out, that would be nice.

I also remember that if you add a lid somewhere where it usually dosen't exist, it will crash the game if you open it. I assume the game uses some kind of hidden sprite or some other system to determine what will happen when you open a lid.


The reason you can't find the pattern and are having a shitty time editing the levels is because there is only one actual level. All levels are interconnected to form a giant tower. They are so well connected, in fact, that the tiles change accordingly as you progress the "tower". Watch this youtube video and you'll see what I mean:
http://www.youtube.com/watch?v=Z1jCis4jP9Q
As you keep going up, you keep going to all the other levels. If you try to access a manhole when you're in a level you're not supposed to be in, the game crashes. So basically, manhole operation is directly tied to the level counter. I know you've realized this, and this doesn't account for the bonus stages or other stages, but you're right in knowing that it has to be taken into serious consideration.
If you want to create an editor for this game, most likely you're going to have to edit the entire "tower" and determine what part of the tower is what level. Also, this would seem to activate all the events associated with those levels, such as the balls, enemies, manholes, balances, etc. (lol, I said "activate the balls"). So, um, I personally believe that um the editor (sorry for that breif moment of misssouthcarolinaism) should be a global editor of the game's "tower" and determine where the flags to trigger the level events should go (i.e.: the warp doors as you progress through the game).

If you really want to make this editor, maybe it would be best to first try and make a program that maps out the "tower" at least in a visual sense so you can see where everything is first. That way you can have a base to try and find the pattern in the tiles your looking for to maybe try and make an editor for the game. Again, I think your editor should be a tower editor.

Whew! Sorry for the long reply, dude.

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DiscoPeach
Posted on 05-27-09 09:47 PM, in Super Mario Kart Hacking Link | Quote | ID: 107702


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Posted by Sparks
I'd like to see peoples opinions on a new course design


Rainbow Roads with barriers appeared on later Mario Kart games for pussies who couldn't handle the manliness of said color patterned kartways.
If you want to keep true to the feel of the original Rainbow Road, freeball it. Remove the barriers. If it's too difficult, then good. Kart games aren't meant for you to have your thumb on the accelerator at all times. So removing the barriers even for those nightmarish drift turns will make it even more of a challenge, and worthy of being the final circuit of the game. Other than that, it's very impressive. I would've liked to see more, though. I think you can tweak it up even more. I think it's nice, but too simple. Even though the SNES rainbow road was the hardest, it was also the most simple in design. That's the only thing the other Mario Karts has over this one. The intricacy of their Rainbow Roads.

Keep up the good work, though! When you finish, I'd love to beta test!

Also, how have you managed to deal with the AI paths? Cuz just having a Time Trial mode Super Mario Kart hack is kinda sad in a never-good way .

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DiscoPeach
Posted on 06-02-09 04:34 PM, in Super Mario Kart Hacking (rev. 2 of 06-02-09 04:35 PM) Link | Quote | ID: 107930


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Posted by Sparks
I was considering removing the barriers, but, I'm still trying to adjust to playing SNES Emulators on a keyboard so putting them there helped me beta test it myself.


Evidence that God exists: http://www.kleargear.com/1510.html. You cannot play SNES emulators without this. A PSX controller is practically the same as an SNES one. Just look at it. With this doohickey, you can plug a PSX controller (preferably PS2) into a USB slot into your computer and emulate away. Just simply configure it into the joypad configuration in whatever emulator you're using. Now it'll feel truly like playing an SNES. I don't know whether to pity or praise people who can play games like Mega Man X or other more complicated games with a keyboard. I ain't riskin' carpel tunnel. Stick it to your hack with style, son . Keep it real.

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DiscoPeach
Posted on 06-18-09 02:17 AM, in Zelda 3 Hack: Dream Scepter Link | Quote | ID: 108872


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UPDATE

World Map of Hyrule:


World Map of Koholint:


These are the final changes. It's 100% done. All custom grafix were made by me, as were the palette changes.

As you can see in Hyrule, there are many new and different places, some new and some old. That's because my game is the third installment of this "trilogy" feeling I'm trying to make. Being,
I: A Link to the Past
II: Link's Awakening
III: Dream Scepter

In a nutshell (being as this is explained in the first post), I've changed some things around because of the new story, but the basic skeleton of Hyrule remains in tact. As can be seen in Hyrule, I've made the castle more Ocarina-of-Time-ish in the sense that the courtyard has some minigames, the bar is also there, and at the other end of the courtyard lies the church, instead of at the base of Death Mountain. Also, you can see that there's an access to Lake Hylia from the south, and at the southwest of Hyrule is the Great Ocean. If Link set sail and woke in Koholint, it's because he sailed away . So, Lake Hylia empties into the sea, and as the mouth of the Lake is a sort of harbor where access to Hyrule via the ocean is granted or denied. This place is like a "dungeon", but I'm not gonna ruin any surprises. Also, that plateau in between the Desert and Hyrule castle is an access point to Ancient Hyrule, as is the place where the Eastern Palace used to be. The Tower of Hera is no longer at Death Mountain, but if you can make out from the mountain, there seems to be a "natural" sort of citadel there. That's explained in the game. This is another area of Ancient Hyrule.

I kept the desert as is (because the entrance to the desert palace in the original game is hardcoded, and if I wanted to make good use of using the Book of Mudora to move the gate around, I had to keep it there). Basically, all areas I kept the same is because of hacking limitations. But obviously, I worked my story around that . So the things you have to do in my game, although mechanically the same, are actually quite different.

On to Koholint. As seen, the WindFish's egg lies vigilantly on top of Mt. Tamaranch. I've kept around 90% of all the original areas from Link's Awakening's Koholint in my hack. If you play a Where's Waldo of Koholint's places on this map, you'll find them all. Kanalet Castle, the Fishing Pond at the base of the Mysterious Wood, Gaponga Swamp, Yarna Desert, etc. You can see that the Catfish's Maw is in the center of Martha' Bay. Also, Toronbo Shores are south of Mabe Village. I really tried to go all out on this one.

In-game graphixwise:

I'm having a bit of trouble with the sword palettes. Hyrule Magic shows them to be different (being that I changed them), but in the game they refuse to appear as anything different than the original ones. Once that's dealt with, I can move on. Link's graphics are also changed to my liking. The only buggy thing is Link's boots. While wearing the first tunic, two pixels in his boots (while doesn't seem like much) go from dark brown to stone gray, which is a very noticeable 2 pixels. While wearing the other two tunics, sometimes the dark brown goes to a neon green. And believe me, it's noticeable. Sometimes, this bug corrects itself 95% of the time you simply access the map and leave it. But I will try to correct it so that it never happens. Here are screenshots of the first two tunics (the 3rd is a surprise and therefor I won't show it ):





I've dyed Link's hair from that I-don't-know-why-the-fuck-it's-purple,-the-80's-died-years-ago to his modern day blonde (thank goodness). Also, if you notice, I tried to make it more like his Twilight Princess counterpart, with the white sleeves and white leggings (though you can only see the leggings in the scenes where he's kneeling to pray before the Desert of Mystery gate). On the second image, I tried to recreate the Magic Armor style of Twilight Princess as well. If you see his hood, it has that tiara like thing the armor has. Also, if you see his sleeves, the dark gray is that chain mail beneath the armor. Also, the color of the tunic is the same, as is the golden armor part here and there. Like I said, the third garb is a surprise .

I'm still working on some other graphix changes, like on some items, including the shields, which I want to massively change into the shields of other games, being as the ones here were memorable only in name and purpose (Mirror Shield in this case). Other than that, I hope to once again spark interest!

Oh! I almost forgot! I just don't want to spoil much. Here's the massive change I did to Hyrule Castle in the overworld:
http://img268.imageshack.us/img268/6008/hyrulecastle.png

While not 100% complete (I want to see what else I'd like to change from it), it's the basic core of what I plan to do with Hyrule Castle.

I hope to be bringing some more updates soon! Anyone interested in joining my so far one man crew is more than welcome!

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DiscoPeach
Posted on 06-18-09 03:43 AM, in sword palette problems in Hyrule Magic (rev. 2 of 06-18-09 04:04 AM) Link | Quote | ID: 108893


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Hey. All of the palette changes I've made so far for my hack in Hyrule Magic seem to get adapted except for the sword palette. Does anyone know why? I don't have a clue whatsoever. All other changes are applied immediately and effectively except for the sword. Any ideas?

Thanks!

EDIT:

Well, I tried starting a new quest and just putting the 4th sword in the first chest in Link's house, and the palette change took effect. However, why won't the effect take place on a rom with a save state? Doesn't the save state also reflect the changes in the rom?

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DiscoPeach
Posted on 06-18-09 06:28 AM, in sword palette problems in Hyrule Magic Link | Quote | ID: 108900


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Posted by MathOnNapkins

That is your whole misconception and therefore problem.


Yeah, I saw that when I reedited it and started the game all over. When I placed the 4th sword in the chest in Link's house, I saw the palette change. Thanks for clearing that misconception on my behalf.

Posted by MathOnNapkins

Generally speaking to see changes in a savestate that existed before the ROM was edited you need to get the game to reload the data from ROM (either by playing the game a certain way, or doing some sort of of RAM manipulation / cheat code to cause that to happen. In your case, save + quit and then reloading the save game file from within the game (not a savestate) *should* work, iirc.


Well, I did just that, which is my new problem. I saw that, for example, the 4th sword still had palette issues. I saved ingame and loaded it from the main menu and I still got the same palette. It's not that it's driving me nuts, but I want to see if this palette change hurts anything else, like with what happens to me with Link's boots after I changed Link's clothes palette (discussed in another topic).

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DiscoPeach
Posted on 06-19-09 02:41 PM, in Megaman Hero Link | Quote | ID: 108962


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I love the title screen, it looks like Mega Man was chiseled out of old stone. Nice! Also, though your old Master Albert sprites are better, the new ones fit better with the Mega Man theme. They look more pertaining to the series.

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DiscoPeach
Posted on 06-23-09 08:01 PM, in Sprite help with Zelda3 (rev. 2 of 06-23-09 08:02 PM) Link | Quote | ID: 109240


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Hi, guys. As most of you already know, I'm working on a Zelda3 hack entitled: Dream Scepter. I asked ThanatosZero for some help with sprites, but I soon realized that if I want these sprites to be imported into my game, they have to replace sprites already in them. And not only that, the sprites have to be made especially for a Zelda3 rom. I guess what I'm asking is for this:

Example:

this: into this:

Or at least help me or guide me into how to do it myself. I'm not very good at spriting and I would really like this project to be one of the best ones out there. So if any of you badass spriters are a bit bored at the moment and can help me out a bit, I'd greatly appreciate it .

Thanks!

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DiscoPeach
Posted on 06-29-09 09:49 PM, in Sprite help with Zelda3 Link | Quote | ID: 109568


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Posted by Arbe
Posted by CKY-9K
You mean turn that sprite into Z3 style graphics?


Yes, that's what he means.

DiscoPeach: There are a number of people around here that will probably be willing to help you, but I definitely think you should give it a shot first. Who knows, you may have some natural talent in the field.


Thanks, bro. I'm trying to give it a shot, being as I have to change it with this program so that I can import them back into the ROM. I have to see what I do. But thanks! I hope some people here eventually help me.

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DiscoPeach
Posted on 07-01-09 07:09 PM, in Sprite help with Zelda3 Link | Quote | ID: 109640


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Thanks, that's what I've been trying to go on, which is why I put the two old guys as an example. The thing is, A Link to the Past's sprites are weird. Even Link, for instance, has purple hair in the original. I changed his sprite to better accommodate how he really looks. I might end up changing some of the original sprites around as well. But yeah, that's pretty much the direction I was heading while experimenting with some stuff on my own. Some Link's Awakening sprites can be used as is, being as I found some really good renditions on the net. I just have to ask permission to use them (as soon as I find out who the author is).

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DiscoPeach
Posted on 07-01-09 07:26 PM, in Zelda 3 Hack: Dream Scepter (rev. 5 of 07-03-09 06:43 PM) Link | Quote | ID: 109642


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Posted by Arbe
Can you upload some more screenshots of what you've done so far?


Sure! Here's what I've been tinkering around with Link's house:

I might change a few things being as, on some places, the overworld doesn't match up quite exactly with the worldmap. But this is the concept. Link lives here still, south of the castle. However, you can't access your house from the beginning (reason why is found in the story; I've changed quite a few things since I've started my project ).

Here's the prison you wake up in when the game starts:

I had to change the story around a bit due to fact that this isn't a new game I'm making; it's a Zelda3 hack - so there are some limitations. I'll finish rewriting the story at the beginning as I finish that first "dungeon" (Hyrule Castle). As you can tell, I've been having some problems with Hyrule Magic, so I haven't been able to change the block graphix in this room (HM insists on keeping it in 3, rather than 4, which is what I want it to be).

I've done some other real nice overworld places, but Hyrule Magic can be a real bitch sometimes and many, many of my overworld changes haven't wanted to get saved. I've changed many a thing, but when I go to save, it fucking dies and crashes. I'm dying for MathOnNapkins to finish his Black Magic so that I can at least get my overworld done. I'm gonna use Hyrule Magic strictly for dungeon editing (at least until dungeon editing is installed in Black Magic). Hell, I don't even know if at I edit the overworld with Black Magic I can reopen those edited roms with Hyrule Magic in order to edit the dungeons. I guess I have to deal with Hyrule Magic for the moment .

I'm going to take advantage of these months of summer (when I don't work) in order to make more changes. But Hyrule Magic can really deter the creative spirit.

Posted by Arbe
Posted by Xenesis
You know, I never realised how similar the generic overworld design of Z3's Hyrule and Z4's Koholint were until I saw them like that.


Really? XD

I'm pretty sure the idea of Koholint was just that it was a dream version of Hyrule, not some totally alternate land.


That's really a point I'm abusing in this hack. The Nightmares that plague the WindFish "possess" you after your journey, and you bring about Hyrule's impending doom. There are many twists and turns along the way, plotwise. As soon as I finish the first dungeon (which we all know is Hyrule Castle ), I will try and see how the fuck I can make a video out of it so that I can upload it in youtube and share it with the community. It'll take me awhile. I don't want to be pretentious and say that I'll make a first dungeon like Parallel World's masterpiece (the dreaded and infamous Guardhouse), but either way I don't want my hack to start off being pussy. So I hope to bring that carnage soon! At least a preview, so you guys can have a taste of my story.

Edit:
Of course, anyone willing to jump on board can pm me. I'll try and see if I can at least do this beginning in order to stir up some attention and interest. It might not be on Parallel World's level or be as promising as Dark Prophecy, but I hope to get there . I fucking love the Zelda franchise.

Also, since I plan to change some graphics around, I won't put up that many screenshots until I am able to insert some of my own graphics. For example, since I'm using Koholint, I will obviously have many graphics from there here. For example, in the beach, there are these coconuts that have begun to sprout palm trees. I would also like to import the palm trees as well as the Gaponga Swamp flowers. As for custom graphics, I don't know just yet. I really want the Zelda feel to be 100%.

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MathOnNapkins' Zelda 3 (ALttP) Hacking Forum on Arc-Nova: http://arc-nova.org/forum/index.php?board=7.0
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