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puzzledude
Posted on 03-28-11 12:37 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140549


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Thank you. Yes, this game will be finished someday, that's a fact and in the
"not so distant" future as well. I've just learned how to do graphics, so I
would say in just 3 to 4 months the entire light world (with all indoors and
new graphics) will be done. The problem is the dark world and it's 8 big dungeons...

puzzledude
Posted on 03-31-11 12:54 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140605


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THE GLOBAL ROOM NET

Someone who is new to Hyrule Magic, but knows the game, will probably ask
himself this: »Why are the rooms so mixed? They are all randomly 'thrown' in the
program. Room 6 is second dungeon in the dark world, than a cave, than some
light world dungeon etc.« This is actually not random. If you want to pass from
one room to another from left to right, the values are close. For instance going
from room 134 to 135 is easy. But what about vertical. In this case you must add
the value 16. Going from room 10 down means room 26.

So, the rooms are arranged in a thoughtful global net like this
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15
16-17-18-19-20-21-22-23-24-25-26-27-28-29-30-31
32-33-34-35-36-…. to 255

Rooms 256-295 are special and fragile (can crush the game or destroy the naming
screen), so don't put to much in them. The last line is missing 8 rooms (since 295
+1 can not be divided by 16, but 295 +1 + 8 can be).
The original net is 16x16 = 255 + 1 (room 0). These rooms are »healthy« as I
always say, which means they can handle a lot of remodeling (some are exceptions
though).

Room 0 is always Ganon (or some other arch enemy). Room 18 is always church,
the srm save state is here, the Priest sprite will only work here, the event of
rescuing Zelda and the switch from »Beginning« to »First part« is here. Zelda is in
prison in room 128 (not wise to change this) etc. Passing from 15 to 16 or 31 to 32
can be done, but no sprites will be displayed, so I'm avoiding this kind of passing.

By this point I've defined all the rooms (cave, house, dungeon, extra). 31 are new,
since Nintendo didn't use them. Rooms 292, 293, 294 have a destroyed header
option (the space is empty instead on the value »nothing«, and the header
changes are used/full i.e. can't be changed). Entering these rooms will crash the
game. They are the only 3 rooms that I couldn't save, but there are 31 plus rooms.
31-3 is 28 more rooms in comparisment to the original game. I'll probably use whole
rooms (not just half or quarter), so this game will obviously have more dungeon
material than Alttp. Plus, a lot of rooms are only a quarter full in Alttp, like d5
dungeon. This one can really be bigger now, just by using the whole rooms. But it
also has 5 unused rooms, so d5 = ice, will really be bigger. If the Rom can't handle
new material, I'll expand it to 2MB.


puzzledude
Posted on 04-02-11 11:19 AM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140637


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Nice that you like it. I see you like Zelda3 in general since you just make 4 posts
on Zelda threads, but remember, you can't post on old topics, since this is not allowed.

Regarding this project. I decided to take this challenge since the game had a
lot of things done already. It looks great despite the fact that the majority of the
dark world dungeons are undone. I also like some of the new sprites, like Mothula...

puzzledude
Posted on 04-03-11 09:53 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140667


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The overworld has been completely remade by SePH, so the Ganon's tower
(or the final dungeon) is going to be at a different place.

PS There's no more Death mountain. There is a completely different area at
that place.

puzzledude
Posted on 04-04-11 12:41 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140680


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This game was abandoned in 2006 already. It will not happen twice.

puzzledude
Posted on 04-05-11 01:18 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140691


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LIGHT WORLD, HERE WE COME

The first area of the »First part« (no more rain) is a grave/church area. It was a bit remodeled, new entrance was set, and the cave to it was done also. Next is a big maze area. I called it the Southern Labyrinth area.

The first thing I do with all areas is fix the passages to other areas. The northern one had to be fixed, because you would see a false display when passing north. This can also be fixed by fade out, but I used a remodel tactic by placing the complex blocks (in this case the ones that form a maze) away from the passage. The maze blocks are the village ones, but the northern ones are the road ones, so incompatible; the palletes, however, are.

Next thing is the actual drawing. Sometimes more, sometimes less work, but the majority is of course done already, doesn't mean I'm keeping it totaly identical though. I always want to bring something new to an area (a small change to better at least, by filling the green area with some grass in such a way that the square tactic is unseen. This can be difficult to achieve, since a lot of blocks have square patterns of grass).

Third is always music (overworld one, at entrance to a cave and at exit). That was fixed already. Next are the entrance scrolls and exit coordinates, also done. Next come the monologues, none here though. Jumps from cliffs are next. These are complex, since they need testing. Southern Labyrinth had 1 bug, that was fixed with fense. Interesting paramenter are also sprites (here 6/1 gfx/pal i.e. soldiers). They must be inserted in »first« and »second part« of the game, the beginning sprites are done/remodeled already.

The indoors (only caves and houses and other non-dungeon rooms) are the last. 3 brand new caves were done, and voila, a fledged area (PS Special things like flute locations come later. It is also best to remove all water warps and items, they only bug the game. Here however one item had to be inserted and it already made a small bug, but it doesn't affect the game, since you don't see it in the actual game).

Testing… (it works!)



puzzledude
Posted on 04-10-11 03:41 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140768


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THE VILLAGE

This is a hard-to-do area, since it has a lot of entrances, specific music, many hills, houses with fragile rooms and with complex exits that require coordinates. A lot of entrances are a singular ones, the ones with no exit. These are complex. Two of them can lead to left and right side of the same room (usully one entrance leads to one room).

Passages to other areas were done (the northern one required remodeling and moving the bridge in the water area). The village now has more houses and various ones (small, normal, shop, with different roof, green roof one and special one, done by SePH). This is a house on a house. Now you can walk on a roof, nice. A cool part about it is the statue. No more bird, but Link himself. This is a thoughtful graphic mod.

The northern part was completely redone. The green roof house is new, fences are new, special »bush area« is new etc. One more cave entrance was also added. So far, so good…





puzzledude
Posted on 04-16-11 12:34 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140856


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Yes, the game looks better and better. Right now I'm working on some graphics and I'm glad to see how some new statues and specially peg switch bumps look like. The graphics really brings something new into the game. I've decided to make a full scale hack, focusing only on light world for now.

puzzledude
Posted on 04-18-11 08:08 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 140888


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SPECIAL ENTRANCES

Some entrances are complex. They don't have the exit (white point) at all. So how to edit the exit settings of souch an entrance. The trick is hidden in indoors. After double clicking on it there is a special feature in indoors' starting location frame of HM. First you have to fix the scrolls (left, right or center). Entering from left side = the settings are Y = 472 (448 for BG2 i.e. higher), X = 120, Y scroll is 272, X scroll is 0. The CX and CY will go on 127 and 391 automated. The room is obviously set already. Next is the music (in my case must be »lower volume«, so that the Town music doesn't get corrupted i.e. changed to »world map« music, the »dungeon« must be at »none«).

The »More« button leads to various settings. Doorway must be »vertical«, BG is usually 1, Ladder must be 0, Scrolling edges (leave those), and the house exit door. You may change any of these settings only if the entrance (with no exit) has a special door (like house), don't touch these settings if the special exit doesn't have it (like cave). The changes will corrupt the exit. If the entrance (actually a room it leads to!) has an exit (white dot), these settings may be altered. You can check this at Alttp game.

Setting the coordinates…
These are done at the exit dot (white dot), but if there is none, at the »More« setting in indoors. In my case the »house exit door« is »wooden« with X position is 14, Y is 17. How to calculate this?
In area editor check the »grid«. Count the squares from left to right all the way to the door of the house, for instance 6 in my case (multiple this times 2 = 12), and you'll get an approximate X. Count from up to down, in my case 8 (multiple this times 2 = 16), and you'll get an approximate Y. Start the game and enter and exit the door, you'll see the entrance close to the door. Make the final correction (for instance in my case a little to the right, so 12 is actually 14, and little down, so 16 is actually 17). Note, X rises by going right, Y rises by going down.

Note. You must have the latest Hyrule Magic, the one that lets you double click the yellow dots (entrances). By doing this you'll be directly in a room. The old one doesn't support this. You have to do it in HEX with the old one (can be difficult if you have many exits to do).




puzzledude
Posted on 04-26-11 12:48 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 141217


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VILLAGE CAVES AND HOUSES

Constructing a cave is always interesting. I usually change the blk for walls to 1, so I can see the part of the wall better. I'll put them back on 6 (actual cave) later. The cave usually has a »tunel« tactic, since you walk through it like a tunel in the hill.

First I've set up all corners (there are 8, not 4 of those). 4 are on the room's »blocked« corner, 4 on »unblocked« corner. Next are the walls, and the diagonals on the end. Finally »the roof« is set.

Of course you have to fill the room/cave with objects and sprites and test the whole thing.

It's similar with houses. I'll probably take the rat as the main sprite. There are also a lot of people indoors. This requires the mod of the monologues.

Note, this picture is a prototype. Two diagonals must not stand together.




puzzledude
Posted on 05-04-11 01:17 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 141481


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HILL JUMPS

Hill jumps are a pain. You never know, where you'll land. In the village there were 4 bug jumps, two of them were critical. You can solve this by removing some obstacles on the ground, but usually with fences. The fencing is a pain also, since it requires the change of blocks. The problem is that you need to find an empty block first. This is an actual big block, that's not used anywhere. Now you can edit it.

In my case the big block is number 3057. It was unused, so I've redone it. It now holds 4 new 32 by 32 blocks. These are 565, 820 (2 times fence), 2422 (fence on the left), and a new 32 by 32 piece, that wasn't there before.

Now you have to find a 32 by 32 free block to use, in my case 3750, that was unused. It now holds 4 new 16 by 16 blocks (that exist, but not in this order). These are 392 (fence's small top), 408 (fence's lower, normal part), 410 (fence's lower, connecting part), all on pallete 6 (brown).

Now we have a brand new 32 by 32 block, that can be used for a specific fence. We also have a new big block. Despite all the work, this is not graphic hacking, but block editing, making new blocks from existing small parts (in this case new fence combinations).

All this is necessary so you don't end up in a bug when jumping from a hill.




puzzledude
Posted on 05-11-11 03:01 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 141905


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MONOLOGUES

There are a lot of people in the village. I've implemented as much as possible. We have a brand new sprite here, the village elder. He's actually a hacked Farm boy sprite. Other sprites are known, like blacksmith, sick boy, dust girl etc. They all talk as well. These monologues were altered so that they fit the new story. This can be difficult, since you need to search for the specific monologue.

The monologue goes like this

Text[2]
text[3]
text[Waitkey][Scroll]
text[Scroll]
text[Scroll]
text[Waitkey][Scroll]
text[Scroll]
text[Scroll]
text[Waitkey][Scroll]
text[Scroll]
text[Scroll]
text.

Special features, like window, speed, colour etc. can also be set, but one text line must be around 27 characters. All texts with commands must be in one long single line. I usually copy-paste it to HM later.



puzzledude
Posted on 05-12-11 04:36 PM, in [SMD]Rock n' Roll Racing - hack v0011 (+4 players ver. hack) (rev. 2 of 05-12-11 04:40 PM) Link | Quote | ID: 141964


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Yamanaka, you fascinate me, since your mind is filled with such thoughts and (judging from your info) you are only 14. I thought you were over 20, since rom hacking usually requires a lot of knowledge, that comes with age (I might be wrong).

puzzledude
Posted on 05-12-11 08:02 PM, in [SMD]Rock n' Roll Racing - hack v0011 (+4 players ver. hack) Link | Quote | ID: 141976


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I just think your interpretation of the SMD is interesting, because if you press one of the Rock 'n Roll Racing links you'll get a big SEGA logo. So the S in SMD is obviously Sega, but you developed an interesting alternative.

Regarding the age. It's good to know that there are such young rom hackers out there.

puzzledude
Posted on 05-18-11 12:54 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 142191


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I don't think I can match SePH in the overworlds up to the level where I could draw a totaly new overworld area with brand new tileset, but I did do a small ruins area that wasn't there before by using the new ruins tiles.

puzzledude
Posted on 05-20-11 01:00 PM, in Z3-The Puppeteer Link | Quote | ID: 142258


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ROR_V4.ips file can be normally patched to the rom Zelda - A Link to the Past.smc (last changed on march 28 1996).

But the patching will not solve your problems since room9 (dark world, first dungeon), for instance, is permanently destroyed and will crash your emulator and Hyrule Magic. So it is best to stay in the light world only.


puzzledude
Posted on 05-20-11 01:44 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 142260


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EAST WATER SIDE

This area is mostly done. It has a lot of waterfalls and water areas. The land areas function as islands. First I did a drawing update, moving the bridge to the left, because of the passage problem. Next is always the difficult grass. How to make a non square feeling of the grass patterns. The sprites, that were not in this area (most areas have no sprites yet), had to be carefully choosen. The 4/3 gfx/pal sprites were the best (crab, raven, blue soldier and most importan the fire ball zora, since there's a lot of water). Cucumber (now purple, not green) was also added. There are some other sprites in this gfx as well.

Some game tactics were considered here (specially raven attack to the Link in the water). You can't fight in the water, so these attacks can be hurtful.

The indoors of 2 caves had to be done in this area as well. I'm always looking at the global item sequence if a key-item has to be in this area, that you can get after flippers.




puzzledude
Posted on 05-27-11 01:31 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 142578


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HYLIA LAKE

Uh, difficult area. Lots and lots of fencing (because you can jump left or right into a waterfall, which stones Link into a wall, strange half water spot and into water rock). 5 new blocks needed to be done to fence the problematic parts (there were 4 jump bugs), plus a lot of jump testing.

I've decided to add some new entrances here, since a lot of them were unused in the global entrance overview. The rooms, which were not dungeons, not caves, but had a wall interior could be added here, since the area gfx is the one with stone entrances possible (this is the area of Alttp where you could empty the water by pulling the switch).

New graphics…
SePH added special blocks here (the bridge and some others too). This is actually a remodel from the mountain bridge and it looks cool. The interesting part of it is, that you can't swim under it. This is not indoors, where BG2 could be defined. The block is infront of Link or not (Link's infront). So if you would be able to swim under the bridge, going across is impossible and the other way around… if you can go across, going under is impossible. Let's just say that the bridge is floating on the water. Can you imagine that this big, new, original area was once a desert (in Alttp area 30), with completely different gfx, graphics and sprites.




puzzledude
Posted on 05-29-11 12:11 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 142706


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I did some analizing. You are right, there are multiple versions of stairs: one to jump into water inside a water dungeon, one that brings you to BG2 and the normal ones.

puzzledude
Posted on 05-30-11 11:15 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 142803


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The ASM is the only thing I haven't yet mastered (along with some other things for this specific game). So far I was able to solve all the major problems that I recently still had with HEX editor (sound efects, HUD problems, menu etc).
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