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puzzledude
Posted on 05-31-11 03:56 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 142837


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It really is incredible what you did with the dungeon graphics. I was also working on some Z3 dungeons, but I usually edit the gameplay and the rooms. I've never imagined that the indoor graphics could be changed so much.
PS Nice work with the remodeled Rocklops, that was changed into a robot (in one of your previous videos).

puzzledude
Posted on 05-31-11 09:18 PM, in Zelda3, Work in progress hack, New Gates of Darkness (rev. 2 of 05-31-11 09:24 PM) Link | Quote | ID: 142899


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Yes, there is a debugger for SNES. I've used it once and got lost in it. I was trying to find the info/byte that affects the Ganon gate. So I started a special feature called trace, along with other ones, but the info that was written didn't give me any addresses. I found it later in HEX using a manual systematic search. This way I've found all the vital data.

puzzledude
Posted on 06-01-11 01:33 PM, in Zelda3, Work in progress hack, New Gates of Darkness (rev. 4 of 06-01-11 04:02 PM) Link | Quote | ID: 142971


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Posted by Yamanaka Ino
voted 2-5, mainly cause I recently lost internet at home. So if I'm on after I log off, its not me, its my brother, he'll try to ruin my forum life. He got me banned on Met const, and M2k2. I can't go on either now. mainly because metconst is blocked on the comp. at school. So yeah, 2-5 hrs


I'm sorry Yamanaka, but I can no longer respond to you, because I don't know if you are "you" or your brother fooling around.



puzzledude
Posted on 06-02-11 03:59 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 143102


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ZORA DOMAIN

Zora King was moved, since the actual Domain couldn't be entered. I've inserted 2 exits that allow you to enter/exit this special area (exit FFFF in area 0E, and exit 0182 in area 81), but it doesn't work. Later on I could enter, but the area was bugged.

Anyway, Zora King gets a new home. Now he's in a small area with lots of water, many waterfalls etc. But what is this, I gave him 500 rupees, but he throws the flippers in the wrong way (down instead of up). Now what? Well, he always throws flippers down, so the area must get an overhaul.

Another problem of this area is, that it doesn't allow shalow water blocks, nor the passing from this water to grass area. Also, meeting Zora King from stairs that lead to the water is strange. This must also be fixed…

Plus the cave that leads to this blocked area has to be done, since you can't enter areas 06 and 07 in a normal way. The global item sequence must also be implemented, so that you gain flippers in a certain point of the game.

The price of flippers can be altered in HEX, but you have to find a specific byte.





puzzledude
Posted on 06-02-11 09:55 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 143116


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Nice. Regarding the Phantom Ganon. This could be done only if I can find a sprite sheet for it and an already existing Alttp sprite boss to take its movements, but change its graphics. Will see what I can do.

puzzledude
Posted on 06-06-11 01:01 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 143353


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Posted by ShoFIZZLE
Well, I finally got the ball rolling and I finally have a decent SMB3 hack under way.

http://www.youtube.com/watch?v=jfVmlhNJNMM

I just can't seem to get the video to post properly here.


Here you go.


puzzledude
Posted on 06-08-11 10:45 PM, in Zelda3 Goddess of Wisdom v2-1, Ending sequence decoded (rev. 2 of 06-08-11 10:54 PM) Link | Quote | ID: 143527


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After lots of Hex editing I was able to decode the hardcoded ending sequence. It's amazing how much vital data those little bytes hold. The Zelda3 ending consists of three parts.

The first one is a pure Hex problem. HM usually changes the two bytes that load the Triforce shrine after going through Ganon's gate to FF, they should be 89 01. Next is the gfx that is loaded and the up-down and left-right scrolls. All editable only in Hex. You have to find the correct byte and address, which can be tedious. But I used very specific manual systematic search.

Next is the second part. This one is achieved by placing complex exits (just like in Alttp). These are not really exits, but certain definitions what overworld areas should be loaded at the end. The text is editable only in Hex, by using relative search. The upper letters are all one byte in many colours, the lower letters have two parts for each letter.

Important: Never use the function Remove all exits in Hyrule Magic. For it will remove the exits to the Triforce shrine, Master sword, Zora domain and all overworld definitions for ending. You wont be able to bring them back unless you know all their hex addresses and the correct byte values.

The third part are the credits. More Hex writing. All together a difficult and not very attractive work (definitely not for everyone).

Ips
http://acmlm.kafuka.org/uploader/get.php?id=3921

Readme
http://acmlm.kafuka.org/uploader/get.php?id=3920




puzzledude
Posted on 06-12-11 01:09 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 143674


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THE FOREST

Another great achievement, I must say. The forest is brand new and it is in a completely different area as in the original Alttp. This was once Hyrule castle. This means that a new overlay had to be added (yes, SePH can remove it and add it as well!).

Plus, going from your house (2C area) to Hyrule castle in Alttp was a normal passing, but now you have to pass from road blocks to forest blocks with fog overlay. This means the 2 passages into the forest have to be special i.e. »fade out« passages, that were not there before. This is again amazing, because most passages are not fade out ones. In HEX you can do all passages normal or all passages fade out. But doing most of them normal and just specific ones fade out is difficult to do. So, the most complex way suits the game best (since all fade out doesn't look that good and all normal is not possible because of the overlays).

The forest was lacking the sprites, entrance values and indoor caves (7 entrances… that's many). The music problem was solved with the special new ambient sound and as we know already the stomps and trees have been graphically hacked before, plus the sprites have different colours. All these things together really represent a nice hacking achievement and give the player a brand new area to play.





puzzledude
Posted on 06-15-11 12:01 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 143797


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Nice. Much better then the ones I've found. The resolution also seems compatible to snes.

puzzledude
Posted on 06-21-11 04:19 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 144025


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IT IS SNOW TIME

Yet another amazing area! SePH managed to overhaul the desert into a snow area. Cool. The stone entrances were changed into ice-looking ones and the snow covers most of the area. The rest is actual ice. Snow cactus was also added (modified). All passages from grass to snow had to be done. The usual grass patterns were changed into icicles on a snow.

All this puts the modifier's intelect way above average; since not only graphic changes, but also palette and block modifications were included. And despite the massive change the Zelda feeling is intact, since the area can still be recognized as former desert, only totally remodeled.

The area was still lacking the sprites (like most of them), entrance values and cave/house indoors. Hill jumps were also tested and 2 bugs were removed with fencing i.e. making new fence blocks. One of them even goes diagonally, which is difficult to make, especially if so close to the hill's end.

Sprites were added (something else but soldiers had to be included) and indoor caves of the area had to be done. A house was also modified, since it was completely empty.

All together, yet another cool area…





puzzledude
Posted on 06-27-11 05:52 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 144147


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HYRULE CASTLE

Uh, difficult area. It has 10 complex entrances (3 are wooden i.e. a house, and 7 are »fancy door = palace«). New coordinates had to be determined (10 times!). Plus the last dungeon of the light world now has 7 entrances, so special logic had to be implemented, since this dungeon has only 1 entrance in the Alttp. Thus the whole global strategy of the dungeon needed to be fixed, along with music, blockset etc.

Some other drawing updates were included: fixing the passages, changing the whole left castle wall (big update) and some other minor things, like new blocks of grass. Sprites had to be determined (very important because of the »electric barrier« sprite), inserted and tested.

Hyrule castle has a lot of graphic mods, like simbols on walls, the upper side of the wall (dark purple), colours were changed, the bridge blocks were altered. The area looks amazing, the efforts paid off. Of course the majority of the outside was done by SePH, but all the outside updates and specially the indoors (3 houses + 3 dungeon entrances/indoors, 4 still remain for later) were done by me.





puzzledude
Posted on 06-29-11 06:42 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 144203


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Dark world music will most likely not change at all and the new sprite can be inserted with the modification of the graphics. Regarding the hex editing, Ive already located the vital parts/banks that must be edited in order to achieve the important changes in the game.

puzzledude
Posted on 07-07-11 01:10 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 144678


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BG2 PROBLEM



Link – Help! I'm trapped on BG2 and can't get out.
PuzzleDude – Working on it.
Link – I'm still trapped.
PuzzleDude – Nintendo hardcoded this room to BG2.
Link – Why?
PuzzleDude – Well, because it always was BG2 in Alttp.
Link – Save me.
PuzzleDude – How?
Link – Don't really care how.
PuzzleDude – I'm making one more entrance, the dungeon will have 2 parts.
Link – Fine, no problem, just get me out.
PuzzleDude – I've fixed the ladder of the new entrances to 0.
Link – Hm?
PuzzleDude – Plus there's no more connection between 2 specific rooms,
that will always bring you to BG2.
Link – Yeah, I'm back on BG1 again, and the dungeon has a new gameplay.


puzzledude
Posted on 07-19-11 02:11 PM, in Zelda3, Work in progress hack, New Gates of Darkness Link | Quote | ID: 145311


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OVERHAUL ON AREA 32

I've decided to do a complete remodel of area 32. This is one of the Hyrule path areas. I've seen that it has amazing blocks that were not used. This area was altogether unused with only a small coridor to walk between the hills… but now, it has an amazing mix of blocks: new rock-fence, 2 types of statues, that were in some dark world area in Alttp, and of course the new path blocks.

I had to do some hill overhauls, making the new, much bigger area to walk in. Despite the fact that the blocks were already made, I had to do a lot of drawing, as well as making new blocks, so that the new stone path could be connected. There are a lot of other blocks too, like special grass, torn away fence, hammer bumps, cut away bush etc. If you combine this with the modified soldier sprites, you'll get another amazing area with lots of different and new graphic blocks.



PS
I've looked at some indoors and found out, that you can save some room header space! Why is this so important? Well, by unchecking the info that shows where a hole/warp and the staircase will take you, you can save header space. If you add this values, you'll lose the space again. But… when you have a bit of space free (like 5 units free), you can change the Tags! And it will Not tell you that there is no room for room header. This is good news, since I can now make much better dungeons, because the tags hold the efects of the room (for example: defeat all to open the door).


puzzledude
Posted on 08-01-11 02:22 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons (rev. 2 of 08-01-11 02:25 PM) Link | Quote | ID: 145615


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After starting this project in early 2010, it has finally come to its end. I've decided to work on it one last time and came up with the very final version 3-0. At first I was lacking some technical knowledge to fix certain things, but now I could go back to my previous problems and I could solve them all. In the global room net, that I didnt do before, I've seen some empty space, so I've decided to expand the game further.

Two brand new big dungeons were added (tomb dungeon and ice dungeon), Ganon got his tower, one more big darkworld area was added. I could also add one more semi dungeon and expand the MoonPearl dungeon. Some other things were updated also: monologues, exits and entrances, indoor blocksets, village, overworld drawings. All dungeons were reviewed and updated. I've also updated the ending sequence. This is a lot of work, since I had to rewrite all dungeon names in hex.

All together working on this project was sometimes fun, sometimes tedious, because I was learning more and more, so I could update the game over and over. I'm just glad I can finally close the work on this game for good.

Ips
http://acmlm.kafuka.org/uploader/get.php?id=3991

Zip
http://acmlm.kafuka.org/uploader/get.php?id=3992

Read
http://acmlm.kafuka.org/uploader/get.php?id=3993


puzzledude
Posted on 08-01-11 10:46 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145620


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Every IPS file must always be applied to a clean (original) rom. This IPS is compatible only with the original EU rom, with (E) [!] on the end, made on august the 23rd 2004, with 1024 KB. Dont patch to any other files.

Also, you must play from the beginning and make a new 3-0 savestates and srm (automatic when playing), you can not mix it with 2-0, since the game is changed (is longer).

puzzledude
Posted on 08-02-11 02:42 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145629


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The video trailer




puzzledude
Posted on 08-09-11 11:32 AM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145773


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The second dungeon is in the grave area. It has 3 entrances. I assume you were there already since you have the flippers.

puzzledude
Posted on 08-10-11 10:20 AM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145801


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Go to the entrance with the torches, there are 4 of them. First defeat all enemies, then pick up the rock to free the 4th torch. Now go back and light all 4 torches to get a chest. Now you can go to the other entrance with the unopenable chast. Once you finish this grave, go to the third and final grave.

puzzledude
Posted on 08-10-11 10:00 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 145813


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You need to do a special trick (you need a quake medalion from
the cave north of the graveyard).

http://www.youtube.com/watch?v=kcbzP-hI-E8
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Main - Posts by puzzledude

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