Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,481,182
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-25-24 09:57 AM
Guest: Register | Login

Main - Posts by puzzledude

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

puzzledude
Posted on 10-27-11 09:18 PM, in Zelda 3 Hacking - My Questions Link | Quote | ID: 148278


Porcupo
Level: 39

Posts: 141/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Ah yes, I was talking about the wall blocksets. Regarding your problem. For some unknown reason I couldnt edit the indoor block type for the individual tiles. It can be done outside, however. But I must tell you that editing the type for individual tiles is not a good thing to do, since it will affect more tiles than you think.

For instance editing the grass gfx tile from 0 to 1 will disallow the player to walk on grass, since it will become solid. Also, the program knows how to store the block type only at the tiles number, which will affect other gfx tiles on the same value. For instance in Gates of Darkness there is a "hollow" bird statue = wrong tile type. Its 0, should be 1. Ive changed it to 1, but then all the ice became solid as well (it should not be solid), because it has the same value on a different tileset. But it is interesting that I could only change these types in the overworld.

puzzledude
Posted on 11-09-11 01:17 PM, in Legend of Zelda - Prophet of Chaos (rev. 2 of 12-18-11 03:55 PM) Link | Quote | ID: 148412


Porcupo
Level: 39

Posts: 142/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
This hack shows a lot of potential. It skilfully uses the Parallel Worlds as well as many brand new custom graphics, specially indoor ones. I also had the privilege to actually see the demo and must say that the overworld areas (that are done) show a lot of knowledge. This is one of the complete Zelda3 hacks that is being worked on, which is always nice to hear, since these kind of hacks are rare.

Keep up the good work Spane. You are going into the right direction, but the road is long unfortunatelly.


puzzledude
Posted on 11-11-11 08:17 PM, in Zelda 3 Hacking - My Questions (rev. 3 of 11-11-11 08:23 PM) Link | Quote | ID: 148427


Porcupo
Level: 39

Posts: 143/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Does anyone know how to edit the indoors of the famous Zelda Parallel Worlds hack? I can access the gfx and the overworlds, but not the indoors. Im asking this because I had some requests of removing backtracking of the indoors, as well as making them easier (adding some hearts).

There is a huge amount of players that have quit the game in the guardhouse!! simply because they found it to difficult with no sword, which is a shame because the game is really unique, but for a lot of players much to hard.

puzzledude
Posted on 11-19-11 11:44 AM, in Legend of Zelda: Parallel World (need help) Link | Quote | ID: 148519


Porcupo
Level: 39

Posts: 144/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Din's catacombs is bigger than you think. One wall is bombable, so you can come to other areas. No one in the game tells you about the Lost woods combination all the way. I suggest you tube, since some parts of the game are just to difficult to help you with words.

puzzledude
Posted on 11-25-11 09:02 PM, in zelda 3 /boss model bug Link | Quote | ID: 148570


Porcupo
Level: 39

Posts: 145/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
You can not just insert Mouldrum. You need to change the sprite gfx that is loaded in this room. Mouldrum has (acording to Hyrule Magic Guide by Orochimaru) a sprite gfx (enemy blk) number 12, while your room still has the unchanged value 4 (thats why you see the soldiers heads).
You can not use save states when changing the values, only srm saves.

The other thing is pallete. If you want the Mouldrum completely identical to the original, you must have pallete 6, while your room still has the unchaned value 0. The problem is when you change the pallete, the dungeon walls change. So if you want Mouldrum in this room, you need to change the entire dungeons walls to pallete 6.

Minor problems. It is the best to have the entire dungeon with the same sprite gfx and pallete, otherwise you will have problems when passing to another room. Passing from the room with Mouldrum to guards will give you a small display bug on the sprites.

puzzledude
Posted on 11-28-11 04:21 PM, in zelda a hack to the past Link | Quote | ID: 148599


Porcupo
Level: 39

Posts: 146/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Luckily your file is very difficult to get (the internet browser always blocks the file, later on your out of the download credit) since it is a rom. But I have it now.

You can NOT put a rom (smc) on the internet. You must make a IPS patch with the LUNAR IPS. Then you must tell which exact rom to patch to (like U for US rom with the exact date, usually april 2004, and no header).

If you want I can make an IPS patch of your rom using the original US rom, and I can put it on the Uploader, Hack IPS patches (where the hacks are).

Dont let this discurage you, you made some nice remodels of some rooms, but it will take a long time to edit them all. If you are a beginner it is also nice to make a remodel hack instead of the complete one.

puzzledude
Posted on 11-30-11 02:46 PM, in zelda a hack to the past Link | Quote | ID: 148614


Porcupo
Level: 39

Posts: 147/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
So I've made the IPS. Here's the link
http://acmlm.kafuka.org/uploader/get.php?id=4087


What you shoud do now is to edit your first post and remove the link to the rom. Next get the lunar IPS here
http://fusoya.eludevisibility.org/lips/download/lips102.zip

Then get the original Zelda US rom and make a copy
Name: Legend of Zelda, The - A Link to the Past (U) [!]
Date: august 23rd 2004
size: 1024, no header

Then open lunar ips, apply patch, select the ips file, select the original rom.
The original rom will change into hacked one. The ips file is legal because it contains only the changes you made and not the original work of the authors.

Changes: Ive made some debugging on the file and some remodels. Uncle can't be where you've put him - it doesnt match with the ornament sprite. Some sprites were on bg1, Ive put them on bg2 (you do this with the minus button). You can of course remodel the hyrule dungeon further to your desire.

puzzledude
Posted on 12-02-11 09:01 PM, in Zelda 3 GFX question (rev. 2 of 12-02-11 09:09 PM) Link | Quote | ID: 148641


Porcupo
Level: 39

Posts: 148/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
The gfx must first be extracted from the rom with zcompress. This is a dos program that reacts only on the original hex addresses, that Hyrule Magic can alter. So it is the best to fix this while the rom is still compatible with zcompress.

Once the gfx is extracted to .bin file, you can open it with yy-chr. In this program you can alter all gfx including sprites. The problem is that the gfx block sets are quite mixed. Once altered, the new bin file must be recompressed with zcompress.


puzzledude
Posted on 12-14-11 10:30 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 148761


Porcupo
Level: 39

Posts: 149/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
You are welcome. Remember, it is not as difficult as Parallel Worlds, however some dungeons and puzzles toward the end of the game can be quite challenging.

puzzledude
Posted on 12-25-11 02:14 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons (rev. 2 of 12-25-11 09:58 PM) Link | Quote | ID: 148881


Porcupo
Level: 39

Posts: 150/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Goddess of Wisdom Christmas marathon with TeamUdf

http://www.youtube.com/watch?v=u7gFhZ0q8VM


with an epic ending (plus rating)
http://www.youtube.com/watch?v=QU1zfwgUMjA

puzzledude
Posted on 01-15-12 01:39 PM, in Zelda Goddess of Wisdom cartush issue (rev. 2 of 01-15-12 02:48 PM) Link | Quote | ID: 149538


Porcupo
Level: 39

Posts: 151/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days



This label looks really nice, but everyone should know that the game was not designed to be played on actual hardware. This game was made using a lot of Hyrule Magic, which is known for its buggy nature. The rom is what we call unclean. It reacts the best only in an emulator for PC. Can also work on PSP emulator, but not on DS or Wii emulators (false displays etc) or actual hardware.

A cartush with the label box... Such a product requires material and can only be soled. This involves money, which becomes a problem. The programing is still owned by Nintendo (original rom) and the changes (ips file) are owned by the authors of the hack.

The authors of Goddess of Wisdom support only freeware IPS files and screenshots of the game to be distributed publicly. We DONT support already patched roms on the internet or selling of the SNES cartushes (despite the fact that they look good and despite the fact that seeing a price on the label gives us a feeling that our work on the hack is actually worth something).




puzzledude
Posted on 01-15-12 02:45 PM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 149539


Porcupo
Level: 39

Posts: 152/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days


Interesting, but I actually found Goddess of Wisdom as a cartridge with the label... and a price...
The authors of Goddess of Wisdom made this game as a freeware (IPS of course). It was not meant for anyone to buy it. Specially not at this price.

On the other hand, many actions by others of putting an already patched rom to public internet sites, on cartridges and even making covers, labels and boxes made us to believe that we produced a quality game. However, we DONT support this actions.


puzzledude
Posted on 01-25-12 11:58 AM, in Zelda3 Goddess of Wisdom v3-0, Final version, new dungeons Link | Quote | ID: 149683


Porcupo
Level: 39

Posts: 153/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
The cane of Byrna is much later in the game in one of the dungeons. So you'll get this chest later. Regarding the second dungeon. Go west from the village and get two vital items in two caves. Then go south of the village and eventually you'll end up in the grave area. The second dungeon is a combination of three graves.

puzzledude
Posted on 01-27-12 01:17 PM, in Zelda Goddess of Wisdom cartush issue Link | Quote | ID: 149700


Porcupo
Level: 39

Posts: 154/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
In my oppinion it is like on a webpage. Ips file are allowed, but rom files are not. One of the official Nintendo related sites wont even allow screenshots of a modified games to be posted. Since Nintendo holds all the rights for their games, the authors of Goddess of Wisdom can support only the use of IPS files, nothing else. Our work is in this file only (and it is freeware). Any other action must be at ones own risk.

puzzledude
Posted on 01-30-12 12:50 PM, in Zelda 3: Inserting GFX back in to Hyrule Magic Link | Quote | ID: 149731


Porcupo
Level: 39

Posts: 155/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Because of the multiple edits HM will at some point disallow you to change the gfx by copy pasting from PaintSHopPro. You have two options. Pick up a backup file still compatible to it, or use the other method by extracting the intire gfx to a .bin file using zcompress. Then you can edit all graphics in YY-CHR. Once edited, you can recompress them back. In this case the rom must have a header and it must have the size 2001F0 in hex (expand it with lunar expand).

puzzledude
Posted on 01-30-12 01:21 PM, in My attempt at picking up an abadoned zelda 3 hack *Updates (rev. 2 of 01-30-12 01:37 PM) Link | Quote | ID: 149732


Porcupo
Level: 39

Posts: 156/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
That is good news. SePH released three abandoned or unfinished Z3 games. When I finished one of them (Shards of might or Goddess of Wisdom) he was ok with it. He was really in a good mood seeing his old project finished. And afterwards he also gave me a go with Gates of Darkness. It is really not hacking other hacks, but more like two people working on one. SePH is the best with overworlds leaving me the edits and all the dungeons. Z3 games really need more than one person.

Im sure SePH will be ok with you picking up Lyra Islands (but ask him anyway). By doing so, all 3 of old Z3 unfinished games will be complete.

puzzledude
Posted on 02-03-12 03:19 PM, in [WIP] Untitled Zelda 3 Hack Link | Quote | ID: 149767


Porcupo
Level: 39

Posts: 157/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
This looks really promising. You can also graphically change the blank green grass. Dont know why Nintendo decided on blank here, when just a few dots added and the grass really looks better.
Regarding the two "light worlds". This is possible by copy pasting light world main gfx tiles into dark world ones (like you did with the tree) and a lot of palette changes.
By removing the annoing ability of mirror warping anywhere in the dark world, you can make the second world completely different without any bugs (like landing in the wall after warping). Good luck with the project.

puzzledude
Posted on 02-12-12 12:34 AM, in [WIP] Untitled Zelda 3 Hack Link | Quote | ID: 149848


Porcupo
Level: 39

Posts: 158/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Posted by Celice
Zelda 3 hasn't had any real projects alive


Not exactly true:
Seph is working on Parallel Universes, a spiritual sequel to Parallel Worlds since 2009,
http://parallelsequel.wordpress.com/

Spane is working on Prophet of Chaos since late 2010,
http://acmlm.kafuka.org/board/thread.php?id=7118

I'm continuing on Gates of Darkness since mid 2010 (initial work from 2004-06), just dont have time to post.
http://acmlm.kafuka.org/board/thread.php?id=6722


These three Z3 work in progress games have serious potential and have so much done, that they cant miss. For instance Gates of Darkness has (right now) practically all overworlds done, just some minor edits. However it needs a lot of work on indoors. Similar with Parallel Universes. Both games have over 3 years work in them. Prophet of Chaos is younger and has about 1 year work, but has a lot done for such a short time.

The new ones are this one and the continuating of Lyra Islands.
http://acmlm.kafuka.org/board/thread.php?id=7247
http://acmlm.kafuka.org/board/thread.php?id=7245

Hopefully all of them will be finished someday.


puzzledude
Posted on 02-15-12 03:42 PM, in New Hack - LoZ: Golden Age Link | Quote | ID: 149879


Porcupo
Level: 39

Posts: 159/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Basic rule when working with Z3 and Hyrule Magic. Make a copy of the current file every hour or if you've made some important changes and continue working on a copy. Make a copy of all versions at the end of the day on a usb key. Burn results to cd-r every month. No matter what happens, you can go to the specific spot of your progress.

puzzledude
Posted on 02-15-12 11:57 PM, in Legend of Zelda - Prophet of Chaos Link | Quote | ID: 149883


Porcupo
Level: 39

Posts: 160/302
EXP: 371130
Next: 33641

Since: 08-16-10

Last post: 2273 days
Last view: 2273 days
Regarding the events. These are very difficult to achieve and require extensive ASM, specially if the event doesnt apear in the original game. Events are usually fixed on ceratain locations. You cant even move the location of the flute when digging without ASM. I suggest putting somesort of the natural barrier, like stones that can be lifted once you have the powerglove.

Regarding the overlays. This is possible, but only SePH and MathOnNapkins would know how, plus this requires a fade out passage to such an area. Also there are several special areas: 5B has a (very) hardcoded overlay as a background, 03 has clouds, while 00 has an actual (go over) background (fog), and so on. Recoding these overlays is far from easy. I personaly avoid them, specially 5B (nobody decoded this one), by changing the layout of the areas, removing the overlay altogether. 5B is big area, changing it to 4 small ones and adding a big one above, removes the 5B and the annoing overlay with it, while the entire space is used.

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16


Main - Posts by puzzledude

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.242 seconds. (330KB of memory used)
MySQL - queries: 137, rows: 169/169, time: 0.233 seconds.