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Main - Posts by puzzledude |
puzzledude |
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Porcupo Level: 39 Posts: 161/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
The new-old title screen
It's been a while since I've posted, but that doesn't mean that the project hasn't been advancing. Lately I've been working on gfx, and edited as much as possible, but some gfx just didn't look ok, so I didn't use it, since the original seemed better. Here's the new-old title screen, initially made by SePH for Shards of Might and the upper part was also used for this game. Palettes and gfx have been edited along with the Triforce. I've renamed it back to Gates of Time, simply because it suits the story better. Hex adresses regarding the sound and other vital matters were found and fixed. The light world is fledged, with all houses and caves done. The dark world was severly updated. I will most likely go for a 2 part game, one being in the light world, the other one continuing in the dark world, because of the lack of rooms, that make light world dungeons to small. |
puzzledude |
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Porcupo Level: 39 Posts: 162/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Light world dungeons are mostly done, but they will be extended since they are to short. The dark world has only one dungeon done. There is still a lot to be done, but the project is far enough (is about 4 years old) to surely reach its finish. |
puzzledude |
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Porcupo Level: 39 Posts: 163/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
That's nice to hear, since the walkthroughs for this game are quite rare. Theres only one completed one on You tube, the other one has 8 parts but was abandoned. |
puzzledude |
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Porcupo Level: 39 Posts: 164/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
This is a long term project, since the game tends to have more material as the original. It probably needs around 2 years more (with breaks) to be completed. |
puzzledude |
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Porcupo Level: 39 Posts: 165/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
@IJ.nom
Just an idea. I've found out, that the game checks for the number of the area when loading a specific layer. Fog overlay is somehow fixed on area 00. If we could just change that into another value like area 30, the fog overlay would be automateically transported to the desert area. @MikeFuryXP That's nice to hear, since Alttp hacks are rare, however, there's been quite a lot of new Z3 projects lately. Three new ones emerged, which is good news. |
puzzledude |
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Porcupo Level: 39 Posts: 166/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Nice to hear from you Seph. Yes I went with "Time" because I wanted to have big letters of the title, but was lacking the gfx space. It's incredible how the original game is gfx "filled" with practically no empty space and with multiple use of the same letters or words.
I also think that this game can be better than the previous I worked on, since the rom is quite clean. And I've noticed you've put the naming screen data toward the end of the rom, originaly it was somewhere around $26000 in hex, now it is around $105000, making the vital screens of the game solid. Plus the overworlds are completely used (all areas are new) in both worlds. With some changed graphics and finished dungeons it will really be a fine game. |
puzzledude |
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Porcupo Level: 39 Posts: 167/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
It is interesting that we were both doing title screens lately. The Parallel Universes title screen really is advanced.
Yes, those gfx tiles are quite familiar and I also had to do some palette changes. Here the comparisment. |
puzzledude |
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Porcupo Level: 39 Posts: 168/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Snes emulators for Wii are not recommended, specially because of the poor emulation and inacurate joystick. If you can somehow plug in the N64 joystick, it will be better. Give it a try, but this game works the best in zsnes and snes9x for PC and PSP emulators. |
puzzledude |
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Porcupo Level: 39 Posts: 169/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Both new posts look amazing. You really know how to edit the gfx. Regarding the overlays, try to make the areas without them first and add them later. Also areas 03 and 05 dont have the flashes, only the clouds overlay.
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puzzledude |
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Porcupo Level: 39 Posts: 170/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
When patched to 1996 rom, the patched file is identical to the original rom. The 2002, 2004 E, 2004 U give a nonreadable file. |
puzzledude |
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Porcupo Level: 39 Posts: 171/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Yes, but strangely I always get an original game. I would really like to see some changes on Lyra Islands since I know the demo well. |
puzzledude |
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Porcupo Level: 39 Posts: 172/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Works now. I can see the updates you've made. Of course the game still needs a lot of edits. Keep up the good work. PS The entrance 04 needs an exit dot as well. |
puzzledude |
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Porcupo Level: 39 Posts: 173/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
This is a gfx issue. Seph managed to change the gfx of the indoors. All you need to do is to change this back to original. Go here for some gfx editing hints.
http://acmlm.kafuka.org/board/thread.php?id=7310 |
puzzledude |
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Porcupo Level: 39 Posts: 174/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Zcompress requires a 200 byte header and an extension to a specific size, starting at 1101F0. Usually the expansion with lunar expand to 2 MB (2001F0) will make the file compatible for de- and recompression of the gfx. |
puzzledude |
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Porcupo Level: 39 Posts: 175/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Zcompress decompresses all the gfx. In the yy-chr all gfx is editable (overworld, indors, sprites etc). In HM you can edit one gfx at a time, but sometimes after inserting the new gfx tile, it wont save.
In zcompress you need to type the command: zcompress 0 (name of the rom).smc gfx.bin. Instructions by FuSoYa: For decompression, the command line options are: zcompress 0 ROMFileName.smc [FileToSaveAs].bin For recompression, the command line options are: zcompress 1 87000 ROMFileName.smc [FileToInsert].bin |
puzzledude |
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Porcupo Level: 39 Posts: 176/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Altering graphics is an interesting process, much different from the actual game design. This is not the essence of the gameplay, but necessary. Changing graphics won't change the way the game is played at all, you'll only see things in a different way. The player gets the feeling of something new. Because of the SePH's release of the two Parallel World Betas, I was able to implement a lot of new gfx. The so called Part 1 of the game now has completely finished gfx, hex edits and the ligh overworld just needs a final touch. The big work that remains are light world dungeons, which will now be bigger (because of the two part game). |
puzzledude |
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Porcupo Level: 39 Posts: 177/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Thank you Lunaria. Hope you don't mind, but I've borrowed the numbers for rupees, bombs and arrows from your Ice Metal game. The ones I've done were just to flat and I didn't want to keep the original ones.
PS Most of these new overworld graphics were done by SePH, while I was more concentrated on implementing them (lots and lots of edits in Hyrule Magic) as well as changing the menu and sprite gfx. |
puzzledude |
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Porcupo Level: 39 Posts: 178/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
The new sprites are fantastic. The only alternative we've seen are the new sprites from Parallel Worlds. Bringing in the ones from the Minish Cap really is a refreshment for A link to the past game. |
puzzledude |
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Porcupo Level: 39 Posts: 179/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
After some hex studying, I've found a way to hex-change the data of the Zelda3 rooms. With this method I've successfully remodeled some rooms of the Parallel Worlds hack, making the game easier. That way I can change its radical difficulty to something more acceptable with minumum edits, to perserve the game's initial dungeon style. Main concepts: remove radical backtracking, gain the sword quicker, make dungeons a bit more difficult than Alttp...
I've named this remake: Zelda Parallel Remodel, because I want the original to be perserved. So it's Not like PW 2.0 that SePH was working on. I know lots (and lots) of players that have quit in the guardhouse!... missing out a great game and deleting the file out of fury. What do you think of the easy version of the Parallel Worlds, the Parallel Remodel? |
puzzledude |
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Porcupo Level: 39 Posts: 180/302 EXP: 370912 Next: 33859 Since: 08-16-10 Last post: 2267 days Last view: 2267 days |
Thanks for your oppinion everyone.
Posted by Celice The dungeon data of this game is completely (and I do mean completely) locked up. Hex is the only way. PS Try to open the game in Hyrule Magic, you'll see what I mean. You really have to pull of a little miracle just to see the rooms, while any saving corrupts the game altogether. |
Main - Posts by puzzledude |
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