Parallel Worlds 1.3 Progress Thread

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Re: Parallel Worlds 1.3 Progress Thread

Post by wizzrobemaster on Thu 1 Mar 2018 - 21:14

other suggestions i have for the pw updates are less back tracking when it comes to attacking enemies with bushes and jars, and i would remove some of the item gating.  currently playing pw 1.2.



Last edited by wizzrobemaster on Fri 2 Mar 2018 - 3:45; edited 1 time in total

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Re: Parallel Worlds 1.3 Progress Thread

Post by fsg on Fri 2 Mar 2018 - 2:54

what places in particular do you have in mind wizzrobemaster? for the removed item gating and backtracking.

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Re: Parallel Worlds 1.3 Progress Thread

Post by wizzrobemaster on Fri 2 Mar 2018 - 3:48

so i have not gotten that far but i got the zora's sapphire. i noticed there are several spots where you need to use the power glove or the hammer. even ajinah's room is gated where you can get a heart piece. i used the game genie code to get the ocarina and the hammer from the start. also some of the knights move too fast that you cannot outrun them. i would also remove any spots that force the player to take damage without the cane of byrna or magic cape.

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Re: Parallel Worlds 1.3 Progress Thread

Post by wizzrobemaster on Fri 2 Mar 2018 - 3:53

the kakariko npc that runs away from you should be moved. it looks out of place for him to run on tiles that are impassable.  i would also redistribute some of the enemies where they are positioned. the endless ocean has too many river zoras that get in the way and there are beamos statues in the desert oasis that are impossible to dodge when entering a cave.

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Re: Parallel Worlds 1.3 Progress Thread

Post by wizzrobemaster on Fri 2 Mar 2018 - 22:48

here is one asm i would add: the roc's feather so that way bomb jumps are no longer necessary.

also i would remove the heart piece from the treasure chest mini-game. luck based quests are the bane of game design.

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Re: Parallel Worlds 1.3 Progress Thread

Post by fsg on Sat 3 Mar 2018 - 9:34

wizzrobemaster wrote:here is one asm i would add: the roc's feather so that way bomb jumps are no longer necessary.

i am very skeptical towards this. it is clear that bomb jumps is a mechanic which was intended by the designer to be used in the hack and completely removing them from the hack mean removing a conscious design element from the game. self damage from bombs have already been removed from the hack, which negates the punishing part of the bomb jumps, and which as far as i know changed the dynamics of the hall of pain, where byrna wasn't supposed to be reachable until after you got hookshot (not entirely sure about this though).

furthermore, parallel remodel, to my knowledge, removed the bomb jumps from the game (i may be wrong on this, as i havent actually played it). it does not seem right to let the philosophy of remodel spill onto the real hack.


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Re: Parallel Worlds 1.3 Progress Thread

Post by fsg on Sat 3 Mar 2018 - 9:43

i have one bug to report which causes the game to softlock, but which is probably a bug present the original game as well. there is however no way for it to occur in the original game (that i know of), but there is in pw

in ruto there is a lever you pull to blow up a wall. if you charge up a dash while pulling the lever (this is a mechanic which probably not everyone knows about) and dash right out of the door as fast as possible after the explosion, the start and select button becomes completely unusable and you have to hard reset the game to continue playing (maybe i death can fix it too, i didnt test that).

the easiest way to prevent this is likely a small redesign of the room, which moves the lever to a spot such that you cannot dash right out the door after pulling it

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Re: Parallel Worlds 1.3 Progress Thread

Post by wizzrobemaster on Sat 3 Mar 2018 - 18:33

I did not realize that 1.1. is the remodel while 1.23 is the original PW but with improvements. i suggest the remodel adds the asm's that were in the 1.23. anyway bomb jumping is too punishing because it requires precision and was not intended by the developers of zelda3.

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Re: Parallel Worlds 1.3 Progress Thread

Post by wizzrobemaster on Wed 7 Mar 2018 - 20:50

So I encountered an issue when getting grabbed by a fallmaster in din's catcombs. the entrance is dark and you lose the cone of light should this occur. either remove the dark room in the main entrance or do not have any fallmasters in the dungeon.

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Re: Parallel Worlds 1.3 Progress Thread

Post by MikeRL on Wed 5 Sep 2018 - 9:31

Some of the punishment from bomb jumping is negated since as of recent updates your own bombs don't damage the player. I also noticed a strange bug I've noticed on previous playthroughs - the mysterious tablets that are used for clues in the Parallel Tower have their clues shuffled up when you read the grey slates on the wall. I don't know the cause of this - be it a side effect of an update to the ROM, playing the dungeons in a certain order, or not completing all the dungeons (I tend to complete the Parade Tower before completing all dungeons.

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Re: Parallel Worlds 1.3 Progress Thread

Post by qwertymodo on Tue 1 Jan 2019 - 16:34

After a long hiatus from working on this, I have finished going through PuzzleDude's v1.23 changes, and have incorporated all of them that I intend to back into my source except for the Sky Isles/Icy Church tile changes.  It's been awhile since I've touched the OW tile data, so I need to reacquaint myself with the data format before I mess around with those any further.  Since I don't have work today, I intend to work my way through as many of the outstanding bugs as possible.  The work on v1.2 really burned me out on this game, but after some time away and a bunch more experience with both the game's code (thanks to work I've done on the Z3 Randomizer) and SNES assembly in general, as well as a significant upgrade in my workflow and toolchain, I'm ready to finally tackle the issues in 1.2 and try to polish this game up as much as possible (or at least squash all of the known bugs that I can...)
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Re: Parallel Worlds 1.3 Progress Thread

Post by qwertymodo on Tue 1 Jan 2019 - 19:01

I've figured out the first half of the Vitreous graphics bug.  There are two separate issues.  The first one (which I figured out) is that the slime on the floor is using the wrong palette.  This problem corrects itself after Vitreous uses a lightning attack.  This problem is because although the room Vitreous is in is using the correct palette, the room you ENTER the battle from is NOT using the same palette, so it has to switch palettes as you walk through the door, causing the bug.  Unfortunately, I'm not sure if I can fix this, as the room outside of Vitreous is using that different palette in order to force the otherwise hidden pathway to be visible.  If I switch to the correct palette (palette 18), that path will be invisible, with no way to show it.  Maybe that's not a problem, you can use bombs or the Cane of Somaria to find the path...

The second bug is the fact that it's using the wrong set of tiles in the slime.  I've posted notes on this before, but I still don't know what's causing it.  The correct tiles ARE loaded into VRAM, it's just using the wrong ones to render the sprite. Nevermind, it looks like the wrong tiles are getting uploaded into VRAM. I need to find my older notes...
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Re: Parallel Worlds 1.3 Progress Thread

Post by qwertymodo on Tue 1 Jan 2019 - 20:03

Woooo, I fixed Vitreous. There is a per-dungeon table at $02811E that gets read at $028274. In order to load the correct animation tiles for Vitreous, you need the entry for that particular dungeon to contain the value $5F. In the case of Parallel Worlds, that means offset 0x010126, $5D => $5F.
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Re: Parallel Worlds 1.3 Progress Thread

Post by qwertymodo on Wed 2 Jan 2019 - 0:08

I believe I have managed to implement the Icy Church OOB fix the same way I did in v1.2, but with actually unused tiles this time.  I have a more robust check in place to be sure that the tiles really aren't being used anywhere else, but I'm also going to manually check every overworld area with data breakpoints set to be absolutely sure.  This time around, I'm using:

#592
#595
#2898
#5819 Woops... forgot to check the waterfall cave. >_<
#5788
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Re: Parallel Worlds 1.3 Progress Thread

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