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Main - Posts by puzzledude |
puzzledude |
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Porcupo Level: 39 Posts: 121/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
This is from the txt file:
There is no sword 2, only sword 1 and 3, there are no pendants, only crystals. There is no gold powerglove (this would lead to bug area), no shield 3, no armor 2 and 3. |
puzzledude |
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Porcupo Level: 39 Posts: 122/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Goddess of Wisdom has only one sword upgrade. So theres a normal sword (level1) and the "Master sword" (level3). Theres no level2 sword (requires pendant event) and no level4 sword. But Puzzledudes Quest has all 4 swords. |
puzzledude |
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Porcupo Level: 39 Posts: 123/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
@Yamanaka Ino
Check the PM. @bradzx Cheats work normally, since you overwrite the RAM code. For instance with infinity health it overwrites with the "do nothing" instead of taking hearts. It is similar with items. |
puzzledude |
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Porcupo Level: 39 Posts: 124/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Im not sure what you mean. It is completely your choice what game you will be playing, but then again, the games and hacks are designed to be played. |
puzzledude |
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Porcupo Level: 39 Posts: 125/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
It would be cool if there would be a Lets play of PDQ. There is only one, but with comments in german language. I always respect people that make Lets plays, since I know how much work is necessary to record and upload everything. So, it would be nice if we would have a Lets play of PDQ. |
puzzledude |
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Porcupo Level: 39 Posts: 126/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Press the + button. |
puzzledude |
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Porcupo Level: 39 Posts: 127/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
The doors can be moved to certain fixed locations with the numpad on the right by pressing the number 4. This can be a problem if you have a laptop like me. Then you need to press the certain combination of keys to first bring up the numpad in the middle of the letters (which have double function). In my case fn key + f9 to bring up the numpad on j, k, l and u, i, o. So the 4 is u.
The primary doors are up and left. To make connections use these two (use the up door to connect the up-down section and Not down door - it will not connect). Once you have the correct door, keep pressing the num4 to get it in place, and then the n or m to bring it to type 0, which is neutral and it will always work (in Hyrule castle one certain door is bugged and must always by type1 in order to work). One other thing, doors are usually on BG3. Special doors like blocked door that opens with certain effect and key-doors (type 14) don't always work. If you put a key door into a section that the Alttp had a normal door or no door, the door might not work (Link can walk through the closed door) and you will be forced to bring it to type0. |
puzzledude |
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Porcupo Level: 39 Posts: 128/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Text
It is wise to edit all the monologues that appear from the beginning to the church as you edit that section, so that everything is changed up to this point. Once this section is tested, the global first part of the game will be completed. After the text or block or torch edit, you must load the srm file (not a save state). Unused rooms You can use a lot more rooms that Alttp, but there must always be around 20 (or more) unused rooms in the global room net from room0 to room295. The rooms that are above 255 are fragile (the less edits the better). All the empty rooms have the same data, so you have to select "yes" when asked "the data is reused, modify this one only". Usually all empty rooms are already determined what they should be (specific dungeon, cave etc). Some rooms must remain empty/unused (because of the sprite connection to the boss room), some must remain unconnected (like 15 and 16), because this is the right edge of the global room net. Crossing the edge will result in reduction of all sprites (sprite bug). Key item If there's no key under the pot when testing, you are forced to reduce the number of pots or items, or to change its position. If that doesnt work, you are again forced to place it elsewhere or replace it with the key-sprite or a key in the chest. PD Dont use any items in the overworld. Sprites If you want a sprite on bg2, you must press the minus key, because the default is always bg1. Some additional data can be found in Orochimarus Perfect guide to Hyrule Magic in pdf format. |
puzzledude |
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Porcupo Level: 39 Posts: 129/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Every new Z3 hack is always a joy to see, since they are rare. Good luck with this. |
puzzledude |
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Porcupo Level: 39 Posts: 130/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
The house area looks fine. I dont see any drawing mistakes, but watch the grass patterns, they can quickly become squared. Regarding the overworld items, you might want to remove those, they can quickly bug the game. |
puzzledude |
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Porcupo Level: 39 Posts: 131/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Regarding the grass patterns,
Left up – Grass pattern is fluent (looks fledged) Right up – Grass patterns are squared (looks unnatural and unfledged) Left down – Grass is hacked, has a dot pattern (looks fledged) Right down – Grass is plain green colour (looks unfinished and empty) Regarding the gfx, Sword, shield, sprites, title is editable in .bin file that you extract from the rom using zcompress and edit with yy-chr. |
puzzledude |
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Porcupo Level: 39 Posts: 132/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Zcompress extracts the bin file from the rom, but the rom must have a header and must be extended to 2MB. If it still doesnt decompress, then HM has changed the hex addresses so that zcompress no longer finds them, or in other words you can no longer extract the gfx with zcompress. But you can still modify entire gfx tiles with HM in a combination with Paint Shop Pro. |
puzzledude |
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Porcupo Level: 39 Posts: 133/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
This might help you (zcompress tutorial)
http://www.youtube.com/watch?v=HhAX1S7V7Ho |
puzzledude |
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Porcupo Level: 39 Posts: 134/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
HM can easily overwrite some important hex values, that you can not fix again. Some are of course editable in Hex, but it is easier to use a previous version, that didnt have the mentioned gamecrash bug. Of course you can use the bugged version to transfer the already made overworld to a non bugged file. |
puzzledude |
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Porcupo Level: 39 Posts: 135/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
I had the same problem a while back. It is interesting but I solved it rather easy, I've changed the grass colour so that it matches the frame, because the frame got around everything, not just trees. But Spane mannaged to solve the problem in hex. I think he copy/pasted the entire file into Parallel Worlds hex string, bassically adding the half of the megabyte to his file. Also a non standard solution.
Also, when you solve the frame problem in hex, it will still be visible in Hyrule Magic, but it will not be visible once you run the game. |
puzzledude |
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Porcupo Level: 39 Posts: 136/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Spane is still here. He's working on Zelda3 Prophet of Chaos backstage. I've revieved his file before and after the mentioned problem and couldnt find the specific bytes which fixed the problem. This is because the first file was a standard 1024KB and the second one was 1537KB. |
puzzledude |
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Porcupo Level: 39 Posts: 137/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Nice going Spane for finding those 3 bytes. Now the solution should be clear. Joey, change the grass back to normal, then copy paste the file. Change the grass to what you want in the second file. Open both files in hex and select compare files. The program should then find the changed values, one being the light green other one being the second green. Those should be the hex values of the new green colour, that must be inserted into the "frame" address. |
puzzledude |
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Porcupo Level: 39 Posts: 138/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
I didnt find any working links, so Ive uploaded it.
http://acmlm.kafuka.org/uploader/get.php?id=4072 |
puzzledude |
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Porcupo Level: 39 Posts: 139/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
Teamudf started a walkthrough of the lastest 3-0 version.
Check it out. http://www.youtube.com/watch?v=NR-csja7bLQ |
puzzledude |
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Porcupo Level: 39 Posts: 140/302 EXP: 371150 Next: 33621 Since: 08-16-10 Last post: 2273 days Last view: 2273 days |
The blockset of the dungeon is defined only at the entrance. For instance your dungeon has 1 entrance (0A). In Hyrule Magic you must select this specific entrance and set the blockset to the value you want (for instance cave is 13, for cave dungeon). This entrance is then fixed to this value, and the blockset will scroll all over the dungeon when you move through it.
If you open another entrance and go to the room that the 0A entrance leads, it will display wrong, but it will actually be correct. To see the actual blockset, always load the entrance of the dungeon and move only in this dungeon. If you want to go to other dungeon, load its entrance and dont move into it from the current dungeon. You also can not change the blocset of the random room (only the room that you can be entered from the entrance). You can not open one entrance, move to the other room, that can be lead to from second entrance, and edit the second entrance. Always close the room and open the second entrance separately. So the edits can only be made on one entrance at a time. After moving around, the starting location will always refer to the opened entrance, and not to the room that you see, after randomly moving through the room-net. Ive done some testing on the demo you sent me, and I could for instance change the 0A entrance to the cave dungeon (blockset 13). After saving and reopening, it was still a cave blockset. |
Main - Posts by puzzledude |
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