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Please chime in on a proposed restructuring of the ROM hacking sections.
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puzzledude
Posted on 04-07-12 01:27 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 150671


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Posted by SePH
You have my benediction!


Thank you. I was hoping to get some reply from you, since you are the coauthor of PW.



Posted by AnAxemRanger
My only request:
Get rid of Impa's level, or change it drastically.


Yes, Impa's ways and Nabooru's hole require special new logic to make them easier. I will probably reduce the dead ends and make standard room connections. But some standard warping (non algorithmical) is still necessary in Impa's ways because some rooms are quite far apart.


puzzledude
Posted on 04-23-12 02:33 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 150747


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Yet another Parallel Worlds incident has occured



This is a perfect example of what NOT to do. This kind of criticism is higly unwelcome and can frustrate the authors far more, than the game can ever frustrate the player.

Similar thing happened to me. On Goddess of Wisdom 2.0 the armos knights fight was described, and I quote (translated): "This hack developer is a sadistic bastard. This game design is sick. How can one ever finish such a thing." Back then the game had no ending sequence. The comments on that were, that the game has a shity ending. But when I did the immposible, decoded the hardcoded ending sequence, the comments never changed and the Lp-er didnt even bother to fight Ganon one more time, which is 3 minutes of playing.

Ironically, the above post came out just while Seph is doing the sequel of Parallel Worlds, which will obviously be lighter; and while I'm making the remodel. So all of the bad criticism was already taken into consideration. Maybe by releasing Parallel Universes and Parallel Remodel we will stop these radical annoyances pointed at us.

To all future critics, dont curse and insult! Make a statement and argument it. Also dont expect or even force someone to change, what he's created, just because you dont like it.

We could call the remodel a PW 2.0, replacing the 1.0 and 1.1, but now we are keeping the hard version out of spite.


puzzledude
Posted on 04-29-12 03:28 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 150770


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The new remodeled guardhouse is finished. Here's a sneak preview. Now we can really enjoy this level. Hopefully the Parallel Remodel will heal some broken souls of the players, that have suffered in Parallel Worlds.



puzzledude
Posted on 05-02-12 06:33 PM, in Legend of Zelda - Prophet of Chaos (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.

puzzledude
Posted on 05-08-12 09:57 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 150850


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Regarding the walled soldiers. I've put fence around them so that Link can mock them. The problem with this game is that the sprites are really difficult to edit. Of course I can also remove them instead.

Regarding the rooms 296-319. You can not edit them in HM. But you can edit a room and then transfer its data into the room 300 for instance, but you can not bring sprites in (or special torches or items). I've found the way to transfer only what's on bg1,2,3. So I can transfer between 0 and 295 or between games, but sprites and items and other room properties must be added later.

puzzledude
Posted on 05-09-12 12:45 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 150855


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Lunaria, you're smart. Yes, maybe I went a bit to fast through the guardhouse remodel, lacking some ideas specially because Link was without his sword and I couldn't edit sprites back then. I did a lot better with dungeons later on. I'll go with the four lines you posted.

To XaserLE, I'll PM you the info.

puzzledude
Posted on 05-15-12 02:21 PM, in Zelda3 Parallel Worlds easy version idea (rev. 3 of 05-15-12 02:28 PM) Link | Quote | ID: 150924


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Yes, these are interesting ideas, however they are mostly not possible to insert. The game namely can't process the sword level 1 and 2 in the chest, ironically sword 3 and 4 are possible to put into the chest. As you might know no sword was inside a chest in alttp.

I was reviewing some forum topics regarding PW and Ive learned that the main issue with the Guardhouse being so difficult is the lack of sword for so long. SePH once wrote that the general public was vehemently against the no-sword idea. Of course stealth and avoiding is new and original and not a problem for me (since Ive finished both PW quests), but I can remmember when I was first in the Guardhouse, I thought that I missed the sword somewhere. The problem with stealth is that an average player can easily fail at it and will surely panic when a guard (that is much faster then in alttp) charges at him.

The game will still be fairly difficult, because of the Morning star soldiers. Fighting those can still be fatal even with the sword, so avoiding and throwing objects is still in order in such rooms. The idea was that the uncle is not cought, but rather hurt trying to escape towards the exit, so he's not in a cell. So we will probably go with the early-sword strategy.

Regarding some other dungeons. The main goal of this game is to remodel them, not overhaul them. So some dark world dungeons will most likely not be so appealing, but still fairly difficult to beat. For instance Darunia's cavern has a lot of similar squared rooms, which is really not possible to change. Reasons: the game is heavily locked, so radical changes are not possible, free sprites are at 0 and the sprites are locked all together, room header is full, room data is "filled" (275 of 295 rooms are full, which is to much, so the rooms must remain at their current data size). But then again Sheik's hideout and Saria's gardens and Parallel Tower etc can really be quality dungeons.

All in all I think with the remodeled dungeons and Seph's overworlds, new gfx and sprites we will still have a good game to play.


puzzledude
Posted on 05-20-12 03:01 PM, in Zelda3 Gates of Time update Link | Quote | ID: 150970


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The introductory dungeon is finally complete. After a lot of remodels I've concluded, that the global gameplay was at some point just to close to alttp. Now it was made from scratch, but with rescuing some of the new designed rooms. This dungeon is probably the most complex one, since it has an entrance and an exit (church), both must have the same wall blockset and must be at the same floor. Not to mention 3 srm starting points (plus two once you get to the church) and dialogs with Zelda along the way. The game also got the new storyline and various monologue edits.


puzzledude
Posted on 05-20-12 03:09 PM, in Legend of Zelda - Prophet of Chaos 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.


puzzledude
Posted on 05-29-12 01:33 PM, in Zelda3 Gates of Time update Link | Quote | ID: 151089


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Yes, I actually used the gfx from PW Beta, that you released a while back, since it has a lot more compatible gfx tiles. But I still had lots of edits to do in order to display them correctly in the overworld.

Regarding the difficulty. This game will be more motivation based, so a bit more difficult than alttp, but longer, and it will probably not have the hidden objects (or less of them) that we know from Goddess of Wisdom.

puzzledude
Posted on 06-11-12 12:23 PM, in Where is the legal line? (rev. 2 of 06-11-12 12:26 PM) Link | Quote | ID: 151299


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It is not allowed to put roms, wads and isos to public sites or to sell redone carts. Some stricter sites, that are dedicated to only discuss original Nintendo work, wont for instance even allow screenshot of the modified rom to be published. They called a program to edit the rom an "illegal program". But on most sites IPS files and screen shots are allowed as long as they dont include the rom.

Gfx, sprite animation and special items are a part of the rom, thus the rom itself. They are also owned by the company. The hardcoded data, that cant be accessed is still basically a rom. An IPS file that contains most of the rom is still considered as not allowed, despite the fact that you cant run it. Thus the IPS file must contain only the changes between original and modified rom.


puzzledude
Posted on 06-12-12 10:45 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 151342


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It would be intersting to have some new indoors gfx, but the rom in its current state can not accept new gfx, since zcompress doesnt seem to decompress it even if all terms are met. Probably because gfx pointers were changed.

puzzledude
Posted on 07-23-12 02:07 PM, in Zelda3 Parallel Worlds easy version idea (rev. 2 of 07-23-12 02:09 PM) Link | Quote | ID: 151711


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I am happy to inform everyone, that after six moths of remodeling this game, Ive come to the point where Ive remodeled all dungeons and some caves. Basically Ive done what I had in mind, considering the limitations of editing, since the game is quite locked for changes. All the dungeons are now fair to the player, backtracking was reduced almost to zero, complex algorithm problems were removed, difficult bosses were made normal, advices regarding guardhouse were realized etc.

There were also a lot of bug edits. There's only the final testing to be done before the release. I promise you, you will not suffer in this game. According to the primary testing, it should be suitable for general public.

puzzledude
Posted on 07-23-12 07:13 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 151713


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Yes, it definitely is worth playing, no matter if you have finished the original hard version, specially because some dungeons were remodeled to such a degree, that they are actually different to solve, not just easier. Perfect examples are Darunia's cavern, Ruto's fortress, Impa's ways and Sheik's hideout.

The main items were also moved, making the remodel much more, than just a plain reduction of enemies. Even the second quest was taken into consideration and was changed. Since it is not that long, it also is worth playing.


puzzledude
Posted on 07-29-12 04:57 PM, in Zelda3 Parallel Remodel (rev. 5 of 02-05-15 07:51 PM) Link | Quote | ID: 151763


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Recently hyper negative criticism has been made on one of the You tube chanels regarding the hack Zelda3 Parallel Remodel.

So I as the author removed it from this site.


I'm willing to bet that your overall opinion on this remake is going to be crap piled on crap, sprinkled with crap, lit with crap 0/10 why does this piece of crap exist? What I have witnessed in your l.p. thus far is a complete and utter DEATH of what the original was, and I really don't know what else to say.



I can only assume that Parallel Remodel was made just to mock people who complained of the originals difficulty, I find it very hard to believe he was serious with this.



Whoever made this quest should be kicked in the face multiple times and never be allowed to make a quest ever again.



Ayuh...this remake should not exist indeed. The one or two good levels just could not salvage this mess...methinks the author was not trying very hard when he created this...it's obvious now he was stuck on a linear path lined with Beamos, leading to bright rooms of failure?



You actually found a bug. You were supposed to be able to get the L4 sword as soon as you enter the winter world! Seriously, fuck this remake.



It would seem that the author really loves linear paths, and vapid game play.



So after what I said about assuming this was just made as a joke to mock people and sadly from what I can tell it appears this was quite serious.



The Parallel Tower of the Parallel Remodel is a sad reimagining of what was an incredible climb. This is the moment the entire game builds up to? The Maiden's secrets in this version are worthless. The entire 7F was Empty Rooms, not even enemies. At least make some clear all enemies or Something. The sad part, the abysmally sad part is that Ganon's Tower is A Lot more difficult than this. This is a veritable joke!

puzzledude
Posted on 07-31-12 01:00 PM, in Zelda3 Parallel Remodel Link | Quote | ID: 151781


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Yes, basically you have the wrong rom. This patch works only on the US rom done on 23rd august 2004 with no header. Ironically the core of the files is the same, but the 1996 has a header. So if you dont want to search for the 2004 file, you can also open the 1996 in the hex editor and erase the first 32 rows (bunch of zeros at the beginning). This is 512 bytes is dec or 200 in hex. Then your file will be identical to 2004 one.

puzzledude
Posted on 08-02-12 11:18 AM, in Zelda3 Parallel Remodel (rev. 4 of 08-02-12 04:02 PM) Link | Quote | ID: 151801


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@eternaldragonx

Link's sprite is altogether problematic. This is a gfx issue, so I couldn't fix this on the current locked rom. Not just this hand, also if Link is hit by electric, he will turn darker. Plus both bracelets will have the negative consequence to his face while moving objects (red colour of his face is no longer red).


@Kiokuffiib11

This is the same as in the original. It is not the best blocade for the lamp (but you can still exit the cave, by pressing down, you just cant see anything). Enter the cave near the church first.


There are some more issues that I couldn't fix and they all come from the original (most notably don't go to the dark world without having the Blue cane of Byrna and half magic). I really can't completely fix this since there is no blocade for this cane, so I can not force the player to pick it up, and yet you need it.

Edit
I've just realized I can port the new data to 1.1 version with text, titlescreen and other fixes. Will probably come up with 1.1 version in the near future.


puzzledude
Posted on 08-07-12 02:40 PM, in Zelda3 Parallel Worlds easy version idea Link | Quote | ID: 151864


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Yes, I think this thread can be closed, since the game has been released.

puzzledude
Posted on 08-07-12 10:38 PM, in Zelda 3 Colour Problem Link | Quote | ID: 151870


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If you are using HM to change the gfx, you must use Paintshop Pro, otherwise it will not work. But far better way of changing the gfx is through zcompress and yy-chr.

puzzledude
Posted on 08-08-12 12:38 PM, in Zelda3 Parallel Remodel Link | Quote | ID: 151877


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I appreciate you comment. In couple of days I will come up with 1.1, that fixes the grammar in texts as well as adding new Tower clues, plus some minor bug fixes.
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