Erock's Version Conker 1.2.7

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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Sun 7 Jan 2018 - 15:38

Okay, I need to know how to do something.

I need to know how to change the palette of certain tiles.

For example: The floor tiles right outside of the subway dungeon or the floor tiles inside of the dungeon. Things like this.

Am I able to make a certain tile have a particular color palette?

Also I'm afraid to change colors within color palettes because I don't want to have a negative effect somewhere else in the game.
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Re: Erock's Version Conker 1.2.7

Post by SePH on Sun 7 Jan 2018 - 19:46

Erockbrox wrote:Okay, today seems like a good day to work on the project. Wish me luck.
Good luck. Yes

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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Mon 8 Jan 2018 - 22:23

update.

Here was the original subway floor tile




And now here is the changed one.




I had a few more colors to use on the outside tile, so it looks like this.

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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 10 Jan 2018 - 0:55

Update:

Dungeon 1 (B&W blood dungeon)... Done!
Dungeon 2 (Sony Substation)... Done!
Dungeon 3 (Casino) ... Work in Progress


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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Thu 11 Jan 2018 - 0:26

Update:

Dungeon 3 (Casino)... Done!

But I have one thing to do in it. Remember that sperm splooge on the floor? Since I replaced all the blood graphics this graphic was also affected.

I need to know how to make it so that the text message tile (telepathic tile) isn't shown... like how it originally was.



Dungeon 4 (Spencer Estate)... In progress!

For the artwork. Note to self give the following to the pixel artist:

- redraw zelda's tileset possibly from ssbb game.

- have pixel artist remove that vertical piece in that one gear graphic

- for the cold stare boss, redraw those tiny pieces of crushed ice
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Tue 16 Jan 2018 - 17:49

Will probably do some more editing soon. Her are two videos to watch.


When you walk up and down the stairs in this video there is a 1 frame glitch screen where the room reverts back to the other room. You might not even be able to tell in the video.



This is the reason why I'm changing the door ways. So people don't get stuck on the corners.

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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Tue 16 Jan 2018 - 21:37

Dungeon 4 (Spencer Estate)... Done!

Dungeon 5 (Retro Land) ... In progress.

Also I would like to know Conn how you solved this problem here.



There are two different pocket (previous belt) graphics. The one Trixie (strip club) gave me showed up with correct colors, but this one from bottle guy (Jill) didn't know up with the same colors.

I don't know if I can change the current color pallet on this or if I should just delete the graphic as it doesn't matter since you eventually hold up the correct pocket icon afterwards.
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 17 Jan 2018 - 0:13

Here is my edit to the first room in the Retro Land dungeon. The above one is the original one and the bottom one is my version.


Here are my issues with the original design.

1) Boomerang almost hits pegswitch (like 1 pixel off), so its slightly misleading
2) Special tags for both kill all enemies to open door and light lanterns for chest
3) Lanterns lit while also having lanterns not lit at the same time in the same room





This is what I did. I increased the distance between the pegs and the pegswitch so that it is more clear that the boomerang does not reach the switch.

I got rid of the kill all enemies to open the door tag. Why? Because its one too many things that are happening in the same room at the same time. In other words, its too much sh*t going on. Now there is only the chest that appears and the door is free to enter.

I got rid of the other lit lanterns. If you have to light lanterns for a chest. Don't have both lit and unlit lanterns all about. Also by removing the other lit lanterns I cleared up some walking space area. I put a block where the chest appears so the player can hookshot back for navigating on the platforms. The whole reason why lit lanterns were introduced was to give the player something to "grab on" to.

My design eliminates the clutter and confusion of the lit lanterns in an elegant way while still providing the same navigation for the player.

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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 17 Jan 2018 - 12:05

Okay, so believe it or not, but my door idea (not getting stuck on the south door ways) well, I'm regressing on this.

Even though I can make some doors "smooth" I can't seem to do this on all of them.

Now, I'm undoing a lot of work. Editing this game is STRANGE....

Also I changed this....



Garden of Eden..... done
Clock Tower...... done
Firerod dungeon........ done
Star Wars dungeon......WIP
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Re: Erock's Version Conker 1.2.7

Post by Conn on Wed 17 Jan 2018 - 16:06


Also I would like to know Conn how you solved this problem here.


Just repixel the second pouch in the zcompress bin according to this palette:

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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 17 Jan 2018 - 18:59

Okay, I just got done playing through the whole game. I think the "Erock Version" is pretty much done for the most part.

There are still some things to do, but relatively speaking it is not much. I will even compile a list of the things needed.

- Overworld tile help area 2 (possibly need help on this)
- Earthquake icon, move around the colors just slightly
- Possibly add in a message tile
- Cold Stare ice weapon graphics
- Pocket/belt graphic with Jill
- Gear shaft graphic remove
- Get information on Zelda's colors for tileset, want tileset redrawn
- Need to know how to apply the dessert sand hammer splash debug
- Need to know how to re-insert the stairs in SM64 castle. I prefer the hammer splash bug here and want it.

After this is done I will release my "Erock Version" here.

Like HOLY CRAP I just worked on the game all day long. And I don't believe it that now finally my version will be finished.

Also in what room in HM is the deku seed plant space area? I can't seem to find it.

Oh, yeah, I was playing the parallel tower dungeon and found out that there is no good reason why these spikes guard the door.



Last edited by Erockbrox on Wed 17 Jan 2018 - 21:43; edited 4 times in total
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 17 Jan 2018 - 19:06

Conn wrote:

Also I would like to know Conn how you solved this problem here.


Just repixel the second pouch in the zcompress bin according to this palette:


I still don't know what you mean. Is this graphic the one by the bottle guy in YYCHR? I actually tried changing the colors once and it seemed as if the game never recognized it. But this second bottle/pocket graphic must be that one.
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Re: Erock's Version Conker 1.2.7

Post by Conn on Wed 17 Jan 2018 - 19:37

There are 2 pocket gfx (chest & bottle guy holding up). and yes, the gfx next to the bottle guy in the bin should be the one to change.
Dunno what your problem is, check the 1.2.8 to see what I did.
Maybe it's just a stupid issue, like you used freeze savestates. You must reboot and play there again to see the effects.
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 17 Jan 2018 - 21:41

Success!



Now I can cross that off my list.
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Re: Erock's Version Conker 1.2.7

Post by Darkie on Wed 17 Jan 2018 - 21:56

It is just me or everyone in this thread actually blind? Only I see is two people active most of time in this thread and none of both of you do check other thread. I already ask this morning and no one will answer for me while I kept looking for key. I already posted the thread so please answer me in there. I am tired to waiting and kept searching for key to find.

Here is linky.
https://www.zeldix.net/t1248p75-are-you-stuck-in-the-hack#23527
Help me in there, please. Thank you.
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Thu 18 Jan 2018 - 0:33

Darkie wrote:It is just me or everyone in this thread actually blind?   Only I see is two people active most of time in this thread and none of both of you do check other thread.  I already ask this morning and no one will answer for me while I kept looking for key.  I already posted the thread so please answer me in there.  I am tired to waiting and kept searching for key to find.

Here is linky.
https://www.zeldix.net/t1248p75-are-you-stuck-in-the-hack#23527
Help me in there, please.  Thank you.

I've been busy working on my version of the game. Hadn't even looked at your post yet. However I can look now. Also there are plenty of walkthroughs on youtube. so you can always check there too.
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Re: Erock's Version Conker 1.2.7

Post by Puzzledude on Thu 18 Jan 2018 - 12:10

It is just me or everyone in this thread actually blind? Only I see is two people active most of time in this thread and none of both of you do check other thread. I already ask this morning and no one will answer for me while I kept looking for key. I already posted the thread so please answer me in there. I am tired to waiting and kept searching for key to find.
Do note, that no one here is obligated to answer you, and also that people of this forum live in different time zones. Your question however is answered now, you also have You tube/Twitch playthroughs of the entire Conker hack, which thus also has the answer.
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Re: Erock's Version Conker 1.2.7

Post by Conn on Thu 18 Jan 2018 - 16:03

Second Puzz, but I do not really care much anymore about other User's politeness (respectively mental state). Do note that we are no hotline for a sold product and writing in an impertinent way like this will surely lead to unanswered posts in the future (no, we are not blind, just unwilling to help unpolite people - and sometimes, please forgive us, we have real life business and can not help you immediately).

In worst case it may lead to a ban (but no worries you didn't cross a red line with your post... yet).
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Thu 18 Jan 2018 - 19:54

Moral of the story is that you just have to be very careful of how you say things on the computer.

A person can actually try and be polite in a post, yet it may come across in a rude way. As a general rule you can ask, but can't demand that people do things.

By the way, I "demand" my fellow hackers here to help me finish my version of the hack. lol (just kidding)

But seriously, just the little help that I have received has been very helpful I've learned more about HM. For example, I always used crtl + b or crtl + v to bring things forwards and backwards, but I didn't know that just b or v also will do this with the order of priorities.
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Fri 19 Jan 2018 - 17:58

Just sent the artist the info for some more graphics.

I'm getting the gear shaft removed, improvement on the earthquake graphic, khold stare boss (dropped weapon) graphic redrawn.

I also asked if he were up to redoing zelda's entire tileset.

It's getting there.
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Sun 28 Jan 2018 - 1:45

I might need some help.

I think I have an overworld area which has some tiles in it which can't seem to be edited with HM. It seems to be one of those instances which we had in the dev hideout area where there was an invisible bush out of nowhere.

All of the details are in the video.







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Re: Erock's Version Conker 1.2.7

Post by Puzzledude on Mon 29 Jan 2018 - 10:17

Erockbrox wrote:I might need some help.

I think I have an overworld area which has some tiles in it which can't seem to be edited with HM. It seems to be one of those instances which we had in the dev hideout area where there was an invisible bush out of nowhere.

All of the details are in the video.
I found the problem Erock.

Basically what's happening is, that another layer is loading here. This is Area 02. Look at the original game ALTTP and the area 02. As you can see this is the tree which the Lumberjacks are cutting. And afterwards this becomes a special sprite which you can bring down while running towards this "hollow" tree.

Then a new overlay is loading over it= tree with a hole.

This is very complex: you have to remove the sprite obviously (if this is not done already), and also remove the tree with a hole overlay. But since this is a two layer overworld, you can not edit this additional overlay with HM.

Thus you need to read the ASM code and tell it via hex edit to no not load this, or in other words NOP the loading out.

SePH went for another approach and simply "stoned" this section of the Area 02. So this is fine in version 1.25. But you "destoned" it in your version, which caused the problem.



You have 2 choices: Stone this section of tree loading coordinates back the way it was, or NOP it out with ASM/Hex. I suggest you go for the first option.








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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Mon 29 Jan 2018 - 15:56

OMG. That is hilarious. I didn't think to check this against the original zelda 3. I just thought that I was using the wrong tiles or something.

What are the odds that the only overworld area that I edit can't be easy to change. I think that I will just re-brick it unless someone wants to aid me with the asm side of things.

I guess I also forgot to play around with the layers options in the emulator.



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Re: Erock's Version Conker 1.2.7

Post by Puzzledude on Tue 30 Jan 2018 - 15:17

I think that I will just re-brick it unless someone wants to aid me with the asm side of things.
It is similar to the overlay of Hyrule Castle main Door, just after the bridge. This needs an overlay to be opened after the Beginning mode (ie raining) of the game.

Euclid traced this:
0x779FE : A9
Change to 60 (if headered rom).

As you can see, this is also one byte change, if you know where. The same for Turtle rock overlay (when opened), but needs medallion to open. And also for Dark Woods dungeon.
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Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Thu 8 Feb 2018 - 19:08

Just giving an update here. I talked with the artist about my remaining graphics requests and he said he was working on them.

He also said he would redraw zelda's entire tileset but that it might take a while.

Here is a teaser to show off. I still plan on finishing my "Erock Version".

I promise that you will love it. Yes

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Re: Erock's Version Conker 1.2.7

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