Erock's Version Conker 1.2.7

Page 7 of 7 Previous  1, 2, 3, 4, 5, 6, 7

Go down

Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Thu 8 Feb 2018 - 22:09

I finally figured out where this was from. I still haven't played any pokemon games ever.

avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Sun 11 Feb 2018 - 2:53

Okay, update again.

Here is a video showing my fix for the overworld area which had the sprite overlay.



The main reason for wanting to slightly redesign this was only because I wanted to dash continuously from one door entrance to the next door entrance without crashing into walls.

In Seph's design you could do this, but it was very difficult. While Seph's design is okay if you only play the game a few times, but if you are a speed runner and are going to play the game hundreds of times then my version may suit your preferences better since I am going for ultra polished.

Here is my remaining list:

- Improve Earthquake item graphic
- Koldstare drop weapon redraw
- Gear shaft remove
- Possibly add message tile
- Possibly redraw Zelda's tileset
- Dessert hammer splash bug fix
- Reinsert the stair tiles in SM64 castle

As you can see my "Erock version" is almost done. But I still need some help on some things. All of the graphics besides Zelda's tileset have already been sent to the artist and I am waiting on him. Actually I just sent him a reminder e-mail about this.

What I need to focus now on are these two things:

- Apply dessert hammer bug fix, so that the splash doesn't happen on the sand in the dessert area.

- Re apply the hammer bug in the SM64 castle. We got rid of the stairs in exchange for no splashing with the hammer. But actually I like having the stairs there.

So I need some help on these two items, because I really don't know how to approach these things. Thanks.


Last edited by Erockbrox on Wed 14 Feb 2018 - 5:45; edited 2 times in total
avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Conn on Sun 11 Feb 2018 - 7:18

You mean that fix we already figured out ages ago?

3. Try this: change
0d/f1a0: 01 -> 09 (will make splash in shallow water then)
0d/f3d8: 09 -> 01 (won't make splash on dry land then)

open your rom in a hex editor, press ctrl-G, search 0xdf1a0
You find the byte 01. Change it to 09, for desert bug fix.
Make the same search for 0xdf3d8, but change the 09 to 01 then.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Puzzledude on Sun 11 Feb 2018 - 7:25

- Apply dessert hammer bug fix, so that the splash doesn't happen on the sand in the dessert area.
This was already fixed by Conn, when he found out the location of the valuable table, which has all the info on middle tiles properties. So the original properties for this tile were "shallow water" and SePH build sand on these tiles, so the property must then change to "normal= walkable". However these tile properties can only be edited in hex (not in HM or any other way).

- Re apply the hammer bug in the SM64 castle. We got rid of the stairs in exchange for no splashing with the hammer. But actually I like having the stairs there.
This was already done too. But I had Conker v1.25 when I made this and I'm not prepared to work further on the Conker, so if it doesn't work on later versions or your version, I'm not fixing this again.

Revert M64-castle splash for Conker hack IPS (brings things back the way they were)
http://acmlm.kafuka.org/uploader/get.php?id=5257

Invert M64-castle splash for Conker hack IPS (brings in my splash-fix while removing the stairs slow-walk effect, because of lack of tiles), this is obsolete, since now we can just use Conn's method by manipulating that valuable table and fix the splash bug easily in SM64 castle as well
http://acmlm.kafuka.org/uploader/get.php?id=5258
avatar
Puzzledude



Since : 2012-06-20

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Conn on Sun 11 Feb 2018 - 7:37

I'm not sure if the hookshot grabbling on tree stumps bug reappears then again when applying Puzz revert bug fix, so that you can again hookshot through the barrier - At least I think this was the reason I didn't apply it.
Try maybe first, whether the 2 byte changes I posted above brings you forward and if not apply Puzz' revert patch, but check Ganon's shortcut treestump and change it if necessary in HM.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Mon 12 Feb 2018 - 18:40

Okay, got the remaining pieces of artwork from the guy.

Funny how he removed the shaft alright. I didn't actually need the upper part but oh well.

Also the crystal blue things, those are the boss weapon drops for the Khold Stare Boss in the Parallel Tower.



As with any of the graphics, feel free to use them in the other conker version as well if you like.

Also I didn't know those were hex edits. I will work on that next.
avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Conn on Tue 13 Feb 2018 - 1:34

Thanks for sharing, but I those changes are too little to touch the game again imo. The earthquake tile pretty much looks identical, I do not care much about the clocktower bg tiles and the kholdstare looks great, but too much effort for too little gain to edit the rom only because of this.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 14 Feb 2018 - 1:54

Okay, so I got going on the last remaining things for the game. Everything was going pretty good too.

Then while testing I came across something....

I exited the Mac area and then I got stuck in a wall.



I have always tried to be very careful when editing this game and I don't remember doing any edits like this. The player is basically just stuck.

The bad thing is, that I don't know where this room is located in Hyrule Magic.

I'm like 99% done with my version and I really don't want anything getting in the way of this.

Does anyone know the HM room number and does anyone know what this is and how to fix it. Thanks.

Here is also a video.

avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Conn on Wed 14 Feb 2018 - 4:55

room dec 129. You can also check the rooms by playing in a debugger like geiger. Play to this room, click show hex, ram and check $A0. Here you find 81 (hex) which is 129
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 14 Feb 2018 - 5:22

^ Thanks Conn, there are some rooms when viewed in HM that are totally blank, but apparently if you choose a different setting then all of a sudden you can see the whole level. I always found this strange.

I have a version of geiger's debugger, but it keeps on crashing on me whenever I use it and I don't really know how to use it despite me trying several times to understand it over many years.

Also Conn, your hex edits worked perfect. That is amazing!

Okay, everything is basically done now except for one last thing.... the stairs in the Super Mario 64 castle interiors.

Puzzledude you said you have a fix for this?

"Revert M64-castle splash for Conker hack IPS (brings things back the way they were)
http://acmlm.kafuka.org/uploader/get.php?id=5257"

I'm slightly afraid to use these things sometimes since I don't want unintended consequences.

I think you said that I could alternatively look at an older version of conker and check the stairs to see how the were done.

I don't mind any method as long as it works really.

So yeah, the stairs restore is basically the only thing left. I could also do an updated version of Zelda's tileset, but this is a pipe dream right now and would take a while to actually get all the artwork for her to be redrawn.

So basically as soon as I can do the "stair fix" I'm done with my version and I will release it here.
avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Conn on Wed 14 Feb 2018 - 5:32

What is this "stair fix" actually? You should in any case make a security copy of your rom before applying the reverse patch and then check the stuff out. E.g., you should be able again to hookshot through the electric barrier at Ganon and such.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Erockbrox on Wed 14 Feb 2018 - 5:48

"What is this "stair fix" actually?"

We removed the slow down effect of the stairs in the Super Mario 64 castle indoors areas. Currently you can walk up and down the stairs with no slowed down walking speed.

I actually prefer (want and desire) the slow speed when Conker walks up the stairs. So this is how I want it in my version.
avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Erock's Version Conker 1.2.7

Post by Sponsored content


Sponsored content


Back to top Go down

Page 7 of 7 Previous  1, 2, 3, 4, 5, 6, 7

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum