Conker 1.2 beta testing

View previous topic View next topic Go down

Conker 1.2 beta testing

Post by Conn on Fri 9 Jun 2017 - 10:05

Alright, I managed to fix some remaining stuff in Conker. v1.2 features:

ASM fixes
- nimbus problems at boss fight
- Goldstar Voodoo
- Tail when carrying something
- noise fix that randomly appears on collecting ring
- shortcut to Ganon remains shortcut also when batcave opened
- vitreous (thanks to Superskuj)
- Armos-alien freeze
- Disabling the zsnes new gfx engine for hdma, windowing is green

HM fixes:
- Jedi Temple*
- Erock bumper fix
- infinitive sign collect fix
- retro dungeon shoot arrow through stone fix (only top right room, if I use too many opened chests in bg1 as blocker, game crashes)
- removed double bosses in underverse, as they cause bugs
- underverse doors fix
- clocktower erock wall fixed
... some other small stuff I think
*thanks to Puzz

monologue fixes**
- Deku seed
- Koka Kola
- Fairy
- silver harp
- hurricane spin
- Whomps
** thanks to Euclid

new item
- silver harp

gfx fixes
- deku platform now green
- alien babies
- alien armos boss fight***
- 2 fairies (Sunflower***&Rogue)
- HC piece on collect now in blackwhite (consistent with out of chest HC piece)
- Koka Kola replaces old floppy (chest and menu)
- silver harp out of chest
- thor's hammer*** and firerod***
- galaxy book
***thanks to Erock

and maybe some more stuff I forgot already Smile

Here's the finished patch
(v1.2)
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2


Last edited by Conn on Sat 24 Jun 2017 - 5:39; edited 20 times in total
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Fri 9 Jun 2017 - 10:10

Screens:

Rogue the bat (fairy #1)


Sunflower (fairy #2)


Koka Kola aka Old Floppy



New item: silver harp, location in 1st Dungeon.



Effect and rooms where silver harp (also golden) can be used. Let me know if there are more rooms





Erock's most wanted....


This isn't possible anymore (unfortunately I could only edit this room):
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Fri 9 Jun 2017 - 13:36

Download link is working again in the first post - I temporarly removed it and now stored a
conker_HRT_1-2_beta2.ips
into the zip as the description how to perform the hurricane spin was completely false, so I fixed that, too. Luckily I learned how to move monologues in the meanwhile Embarassed
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Erockbrox on Sun 11 Jun 2017 - 14:09

This looks good. I didn't think the game could get any better, but now it is. The silver harp is a good idea because now you can finally see the invisible platforms. Some people may get it or miss it since it's in the 1st dungeon, but no matter what you will be able to still use it when you get the golden harp later.

I have no problems with the koka kola replacing the floppy, but what is the whole significance with this? Did you also change all the monologues to fit the koka kola item instead of Al Low's Leisure Suit Larry floppy?

For the fairy 1 and 2 (rouge and sunflower girls) both of our wishes came true!

Here is one thing I want to point out. When fighting the boss of the retro dungeon Conker says to the boss that he will take the ring of Power, but in the chest you get the ring of Courage.

Since you Conn are in charge here, it is up to you if you think it should be fixed. To view the whole image you must do right click and select view.  

avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Sun 11 Jun 2017 - 17:10

Problem with your sunflower was that she had  too small boobs in comparison to original conker, so I changed those accordingly to Seph's wish. Also, your tail couldn't be inserted due to vertical mirroring, so I had to make it straight and center it. With the pervy animation side effect that it now looks like she gets shagged by her own tail Very Happy

Oh my... It's conker....

Koka kola looks better than an old floppy and up to 1903 it was brewed with cocaine. To not make advertisements, I made it an k instead of c. All monologues refer to Koka Kola filled up 1903 to brew Angel Dust (which makes a bit sense when you think about it Wink )

Harp, yes. Problem is that, if you'd get the golden first, and then the silver harp, the silver harp would rewrite the golden. So it was intentionally placed in D1, so this cannot happen.

Monologue. It is some effort to change monologues 1-200. I can do this myself now but since I need to rewrite 200 pointer bytes each time by hand, it's possible that I make a mistake here. So each change would require an additional playtest. I'm not sure whether people already started and I do not want to tell them start anew because of this small change.
Means: I will change it if it is between monologue 201-400 that can easily be changed in hm, but not if this typo is in the moved region 1-200-i check later. It's a nitpicking bug and I wished you found it 2 days ago.
Edit: Unfortunately, it is monologue 65 in the moved section, which I do not want to change anymore at this stage. Pedantism never was SePH's strength, and I think he was incosistent with the rings also in further monologues. Elvish wisdom is clear, but I thought human-power and dwarfs-courage (at least in the out of chest monologue it is switched. Dunno about whether it is named in the endings). So if I'd change this now you will surely find dozens of other monologues where these are mixed (this one is only obvious since the monologues follow each other in short time)...
if you find around 5 monologues with such nitpicks, I consider moving again.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Fri 16 Jun 2017 - 10:39

Alright, I fixed the monologues, so that the whomps say now Ring of Courage.
Also, SePH disabled the Ganon shortcut in the lost woods after Batcave opened. I changed it back so it remains a shortcut. SePH's concern was that people won't play through the underverse but players will do it nevertheless due to the green tunic.
I hope SePH has no objections about this change.

Speaking of SePH, I can't reach him anymore - since the corrupt manifest bml needs to be exchanged in the msu package, and I do not have access to his cloud, I see no other chance than hosting it myself on my google drive.

Means: if anybody has some wishes for exchanging the one or other pcm, now is your chance. If there are any requests, I'll talk with Trovsky about it.

If you re-download the patch from the first post, you find the latest and FINAL version:
conker_HRT_1-2_beta3.ips
in the zip file. Final therefore as I will not make any further corrections to that rom. There will only be a beta4 if any serious bugs emerge in the playtests (like I screwed anything up using HM, or gamebreaking non-detected bugs will be found)

I will do the update as soon anybody has playtested
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Tue 20 Jun 2017 - 12:16

I had some free time and felt a bit bored so I just renewed the patch in the first post to beta 4

Fixes:
Galaxy book out of chest (before and after):

nitpicking brown pixel thing, Erock also complained

I decided to add 6 aliens:
- now they make a formation...

... until you kill one, then they come all after you:


also, I didn't want to renounce on black moth, so I gave him an extra room:
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Erockbrox on Tue 20 Jun 2017 - 15:48

Fixes:
Galaxy book out of chest (before and after):

nitpicking brown pixel thing, Erock also complained

EXCELLENT! Very Happy
avatar
Erockbrox



Since : 2013-02-05

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Tue 20 Jun 2017 - 17:08

Superskuj now playtested. There are only 2 bugs remaining, I will try to fix:
moldorm's underworld room is already open while the upper door is closed until you defeat him
vitreous: in native ALTTP four eye babies were only deko, in Conker you can defeat them all. If you defeat all fast enough, the big eye will not jump on you, but stays there.

I'll see what I can do and release the new version afterwards.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Wed 21 Jun 2017 - 3:33

alright, I think it's the last update.

Redownload the patch in the first post for beta 5!

- Vitreous fixed - much thanks to Superskuj!
- all underverse doors fixed (again thanks to Superskuj)
- small change to fairy monologue
- clocktower optical change:


I hope this is a compromise you can live with Erock, as the wall isn't in the middle of nowhere anymore, which makes it optical more appealing.

It happens in 1 of 30 cases that the last alien freezes when you defeat them all too quickly (hurricane or pegasus trick). If the last alien is freezed you cannot hit him with the sword anymore, but an arrow or boomerang will unfreeze him. I won't fix this via asm ($0ed0-01 is responsible), as it is little and even causes the player to more action if this happens.
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Fri 23 Jun 2017 - 10:41

Alright,
- I fixed these Armos-alien freeze nevertheless
- Also when disabling the zsnes new gfx engine to have hdma effect in desert had as side effect green windowing when leaving a house - fixed this to black.
This made also space black where you dig for deku seed, but I made this an exception. I couldn't find more bg:s which use that green; neither Simpson's house gras.

I will publish the new version here and at romhacking on Sunday (can't reach SePH, so I hope he's alright).
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Sun 25 Jun 2017 - 15:15

Sometimes I hate it being nitpicking myself, but while I tested the bottle locations, I saw this:



and had to correct it Woot!!


So redownloading the patch at
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2#19689
will correct it Very Happy
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Conn on Thu 29 Jun 2017 - 9:58

Again - in my new attitute being nitpicky - I made the ram transfer so that you have the golden rod (byrna) showing golden color on use and deku seed showing green color, instead of showing green color for both. Also the old ice rod is changed to the old graphics, instead showing a blue mushroom staff (fire rod is changed to Erock's interpretation of it):







Get the repatched 1.2 here:
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2#19689

Now I retire Very Happy
avatar
Conn



Since : 2013-06-30

Back to top Go down

Re: Conker 1.2 beta testing

Post by Trovsky on Thu 29 Jun 2017 - 18:13


Trovsky
Blacksmith
Blacksmith

Since : 2014-04-10

Back to top Go down

Re: Conker 1.2 beta testing

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top


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