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Main - Posts by Trax |
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Yellow Stalfos Level: 71 Posts: 819/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Putting ROMs on the web is usually a no-no, especially in the ROM Hacking world, where it's common practice to crete an .ISP file from the changes made to a ROM... |
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Yellow Stalfos Level: 71 Posts: 820/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Some of the aforementionned ideas could be automated, according to the user's posts, visits, etc... |
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Yellow Stalfos Level: 71 Posts: 821/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Okay guys, at last some development, indoor levels enemy cycles edition is on the way. For those interested, some informations about the inner mechanics of enemy cycles. Here, "enemy cycles" refer to the green guys that run in front of you. In bank 0, there's a table of two pointer entries, one for level 2 (Base I) and one for level 4 (Base II) that points to yet another pointer table, from where you can find the actual data. This table could possibly be extended, which mean we could have more than 2 indoor levels...
Enemy cycles can be any length you want. The last byte must have bit 7 set to mark the end of the loop. From there, the cycle starts over, up to a maximum of 7 times, after which green guys stop and any remaining core starts shooting bullets... Each enemy takes two bytes. Byte 1 defines the type of guy and the attributes, if applicable. Byte 2 defines the delay (in frames) before the guy appears. Jumping guys can be set to turn red at the second cycle and give any weapon item. Running guys can shoot bullets or throw grenades. Groups of 4 have no attributes. Seeking guys can be set to throw 1, 2 or 3 grenades in a row... Here's a screenshot of what the enemy cycle editor looks like... For now... When everything will be working properly, you can expect another demo with the 2 first levels... |
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Yellow Stalfos Level: 71 Posts: 822/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Hmmm, that's funny because I intended to call the Evil in my future hack Blue Falcon...
From what I can see from the Windows editor screenshot, the enemy placement tool looks promising, if it's what I think. Being able to place and move enemies by point and click would be quite nice. However, enemies have attributes, and the order of the enemies is also very important... |
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Yellow Stalfos Level: 71 Posts: 823/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Seems like each byte corresponds to a set of tiles or "object"...
Now where are the objects definitions? That's the question... |
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Yellow Stalfos Level: 71 Posts: 824/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
At least we have the confidence that the number of CPUs was relatively stable during that hour... |
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Yellow Stalfos Level: 71 Posts: 828/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Retro Rain, I lift my hat to your enthousiasm, but I must stay realistic as well. Some of your ideas involve rewriting a lot of the game engine, and you probably know already that it is not trivial. Being one of the most knowledgeable person of this game, I know some of your propositions would be very hard to accomplish. There is a fair amount of unused space on the ROM, but not necessarily on the right banks for all situations. However, taking advantage of the 0x2000 bytes in SRAM leaves you with a lot of potential...
Your ideas involve not only ASM and free space, but actual gameplay as well. You want to use bombs, bow and boomerang, but what button do you press to use them? You switch in the start menu? That would certainly break the flow of the game. A combination of buttons? Yes, maybe, but it's still limited. What makes Zelda II different from almost all the other games of the series is the capacity to JUMP. So unless you make a combination of Up+A or Down+A, there's virtually nothing left... I noted that there's a lot of your ideas related to Zelda 1. If you like it that much, why not just hack this game instead? I'm just curious. Zelda 1 was all overhead view. Zelda II has a mix of overhead and side scrolling. Anyway, my comments about the technical side of some of your ideas: - Zelda 1 music to replace each track in the game. (Trust me, this would make a big difference). Quite possible, assuming you have a grasp of how the music is coded. I looked at the music side of the game a few times only, so I don't know much about it. Songs are cut into "chunks" that repeat in a certain order. The intro song has some hard-coded stuff. - ASM hacking so Link can throw bombs, Bow & arrows, boomerangs. Very hard. Dropping bombs is quite interesting, but it means you have to heavily ASM the input routine, create sprites, graphics and actual programming as a new object. You must also find a way to encode the level data to define bombable walls. And you have to keep a count of it, and find them somehow. Big contract. Bow and arrows seems less interesting, again on the gameplay side. Find a way to switch to the bow, again ASM the input. Keep a count of the arrows or they are infinite. My guess is that, like in Zelda 1, the bow would have very limited practical use, like kill a boss vulnerable to arrows. You already have a flying sword in the original game, which assumes the role of the projectile. Boomerang, idem. ASM the input, ASM the entire animation routine, plus the variables, the collision detection, and enemies behavior when hit. Quite a lot of job. - ASM hack - when you get the crystal at the end of the dungeon, the screen closes in, like when you get a Triforce piece in the first game. Again, I'm not sure it would enhance the gameplay in a way that is worth the trouble. Also, when you place a crystal, you get all your life and magic back, and your experience goes up until you hit the next level. That would feel awkward if you had to return to the overworld immediately. On the technical side, creating entire animation sequences from scratch could reveal very tedious. - Better usage of enemies, including enemies not in the game (ex. Like Likes) I'm not sure what you mean by "usage" here, but if you have the knowledge, you can add and remove enemies all you like, but if you want to place dungeon enemies in an overworld location, that would be much harder. At some point, you simply face the problem of space in the graphical banks. From what I know, graphical banks related to side scrolling are quite packed. Link itself takes at least 64 tiles, plus all the text tiles that are there permanently. The only bank with a lot of empty tiles is the one for the overworld. And creating new enemies from scratch is also another big contract. As far as I know, the only time I saw such a thing is in a hack of Castlevania. A boss was almost made from scratch, different graphics and behavior. I know that West Hyrule has 0x22 enemy codes, including two (0x08 and 0x09) that are not assigned to anything. You could use this spot to create new pointers or use 0x23 and up. But of course, that's just the beginning. Enemies have a lot of attributes to take into consideration, including, health, damage, size, vulnerability, projectiles, collision detection, tile codes and all the AI. - Animated Water for the overworld. Done in Journey of a Day. Apparently not too hard. - Weather effects (in the dungeons, rain outside would be awesome) Feasible. Static weather effects could be fairly easy to do. The simpler would be palette changes over time. Animated ones seem a lot more daunting. - ASM hack - Once you obtain the boots, hold down select and Link can run faster. Select is already used to cast spells. Ignoring this detail, that would be reasonably easy to achieve. ASM a few variables at most. - Life meter would be hearts. If you carefully set up your tiles with transparency, yes, I think that's possible. The way it works is that a red tile moves left under a transparent frame as your life goes down in the last square. All the full squares have a full square tile placed there. Same for magic, but white. That's it for now, I'll comment the rest later... |
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Yellow Stalfos Level: 71 Posts: 829/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Kawa, stop whining and just do it, noone will slap your fingers for adding useful information...
From what I can recall, somewhere around a year ago, this wiki was under massive spam assault in many many pages. It was becoming unbearably ugly on the most visited pages. The admins had to counter by locking a lot of pages, and it's possible that some content was lost in the process... |
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Yellow Stalfos Level: 71 Posts: 830/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
In my opinion, what lacks the most in pretty much all other Zelda games is the combat system, which usually sucks hard. You'll have a hard time finding enemies harder to fight than Iron Knuckles or Bird Knights...
Anyway, if you can manage to create a system with a few swords with increasing power, as well as a few tunics, that could reveal interesting. Creating completely new usable objects is not out of the question, but it's quite demanding. For the boomerang, maybe you could use parts of the boomerang routines of the Goriyas... You could also replace the experience system with rupees and you would have to buy your crystals (or whatever replaces them) before you put them in the stone statues and reach the last palace... |
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Yellow Stalfos Level: 71 Posts: 831/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Maybe it's time to create a permanent birthday thread... |
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Yellow Stalfos Level: 71 Posts: 833/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
More Lucky Star...
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Yellow Stalfos Level: 71 Posts: 835/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Jardin du Paradis...
They have the best pizzas and the best frites as well... |
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Yellow Stalfos Level: 71 Posts: 836/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
"Wear A Bikini" is not epic at all, it's just colon...
I'd go for a non-existent logo instead... |
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Yellow Stalfos Level: 71 Posts: 837/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
There are many WAYS to make your time worth something... |
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Yellow Stalfos Level: 71 Posts: 838/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Is "lower than 3" supposed to mean anything? |
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Yellow Stalfos Level: 71 Posts: 839/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Okay, so it really wasn't a joke...
There really is a thread for each birthday of people that are popular enough... Sorry, didn't realize it sooner... |
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Yellow Stalfos Level: 71 Posts: 840/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Many societies, some extinct today, predicted the end of times in 2012...
Thus, time will stop... Fin... |
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Yellow Stalfos Level: 71 Posts: 841/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
Canada?
Québec would be more appropriate... |
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Yellow Stalfos Level: 71 Posts: 843/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
I'll go watch l'International des Feux Loto-Québec fireworks at La Ronde, Montréal...
Saturday, 4th of July is Australia's presentation... |
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Yellow Stalfos Level: 71 Posts: 844/1145 EXP: 3035380 Next: 131734 Since: 07-06-07 From: Québec Last post: 3625 days Last view: 2877 days |
My favorite is the Thunder Game:
The deck is made of as many squares (4 of a kind) as there are players. Everything else is put aside. You need easily grabbable (word doesn't exist) tokens (9V batteries, dices, wooden cubes, etc), one less than the number of players, à la Musical Chairs. Shuffle the cards, deal 4 cards to each player. Then, someone is chosen to be the "caller". Each time the caller says the signal (can be "go" or anything else), take a card from your hand that is not needed to form a square, and slam it to the player on your left (or right, whatever is decided beforehand). As soon as someone obtains a square, he takes a token in the middle, and when he does so, all other players must quickly take one as well, regardless of their hand. The player without a token loses, either a point or anything else... Note that it's preferable, when the cards are slammed, to synchronize as much as possible (thus, the "thunder"), so that it's fair for everyone when it's time to check the new card and see if you have a square. Better played on a round table... Hours of fun for the whole family... |
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