Erock's Version Conker 1.2.7

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Post by Conn on Wed 22 Nov 2017 - 13:33

Ah, don't mind, it's better having it with Conker. I already made sort of an instruction for this puzzle:
http://bszelda.zeldalegends.net/stuff/Con/ConkerHRT_v1.26.zip

/!SPOILERSECRETS!.zip/hard_puzzle

both pdf and editable doc are inside (if somebody wants to make a better one)
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Post by Erockbrox on Wed 22 Nov 2017 - 14:21

The Erock version is not meant to be a long term project. The Erock version's goal is to fine polish up the game for a better experience.

I will most likely make the witch into a coke cooler then. Made just out of the witches pot. Coke cooker reference images link:

https://images.search.yahoo.com/search/images;_ylt=A0SO8wiOzhVaLbMA7w9XNyoA;_ylu=X3oDMTE0MGw1cjQ1BGNvbG8DZ3ExBHBvcwMxBHZ0aWQDQjM0NTJfMQRzZWMDcGl2cw--?p=coke+cooler&fr2=piv-web&fr=yfp-t


Also when you are making custom things like this conn if you tell me about them while you are doing it I can have my artist actually give the things proper graphics. team work.

Your coding work on the witch is great, but I can hardly tell that this is a coke fountain. It looks more like a birthday cake with a candle on top.

Erock's Version Conker 1.2.7 - Page 3 58d35087ab4cc8bdc3765e98917a16e7

The deku seed dash kick and the hookshot through the blue bumper are the things in the game that require the player to "figure this out" as I don't believe they are talked about in-game.
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Post by Conn on Wed 22 Nov 2017 - 15:02

That's the reason it tells you "Psst - I'm a Koka Kola fountain" if you speak to it. That is for people with low imagination capacities Razz
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Post by Conn on Wed 22 Nov 2017 - 20:24

Ah well. Since I need to hack the monologues again, I consider shifting the upper tiles of the witch being symmetric with the pot in that go, if you manage to post a good fountain. Fountain, not cooler or whatever. I can extract a patch to be applied on your version then that shifts the x coordinates of the head and body some pixels to the left then, then you have a considerable size.
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Post by Erockbrox on Wed 22 Nov 2017 - 23:08

Conn wrote:That's the reason it tells you "Psst - I'm a Koka Kola fountain" if you speak to it. That is for people with low imagination capacities Razz

Hahah, actually this is the funniest thing.

I knew that you wrote this precisely in this way, because people wouldn't know what this sprite was if you didn't tell them. lol

I mean, a dildo bobbing up and down in a coke fountain? I never would have guessed that.

Okay so here is the deal, tell me what tiles go where to create this new thing you are making and how many animation frames and what color pallets you are using and I will send this information to the pixel artist so he can draw it up.

It is a shame that we didn't have a pixel artist for this project on board, but this is okay, I'm passionate about this project so much that I will outsource the work.

Again, just tell me the:

-size of the sprite and the sprite tiles
-what animates and what doesn't
-what color pallets you are using for each of the sprite tiles

And I will send the info to the artist and then we will see what the artist will come up with.

I just have to be happy and satisfied with the project... that's all.

Also typically for water effects devs usually use some type of color pallet alternating effect so that there is no real animation just colors changing to create the illusion of moving water. Anyway this effect can be used here.
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Post by Conn on Thu 23 Nov 2017 - 5:40

You know this is really not easy:

Erock's Version Conker 1.2.7 - Page 3 Image110


left the original, right, after I centered the head and body (shifted the x-coordinates)

you have hoizontal
pot: left&right: 8 mirrored pixels = 16
middle: 8 pixels

vertical:
head: 16 pixels
body: 3 pixels (the rest is covered as it has least priority)
pot 16 pixels
= 35 pixels

stick: somewhere in the middle, the only part you can animate (body is also animated, but you cannot do anything with those 3 pixels after shifted) with 8x16 pixels

palette: least problem for now.
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Post by Erockbrox on Fri 24 Nov 2017 - 5:59

okay, i will try and study this and give it to the artist.

[edit]

Okay, I gathered up all of my graphics nitpicks that I had and gathered up the witch (coke fountain) too and sent everything over to the pixel artist.

Please note that sometimes he might take a week to get this done (or longer). I encouraged him to try and get these new graphics done by next week.

I'll be keeping my fingers crossed. Fingers crossed
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Post by Conn on Fri 24 Nov 2017 - 12:32

No hurry, I have dozens other stuff to take care on.
Also, I am actually content with the current welll, so this isn't on my priority list. I do this only because I want to look into the monologues to give a hint to kick the seed, doing so I can also update the well.
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Post by Erockbrox on Fri 24 Nov 2017 - 17:08

Here is what I thought of to give the player a hint to kick the seed.

Narrator: Did you know that you can kick the deku seed like a soccer ball? Just dash into it and give it a try. GOOOOOOOAL!
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Post by Conn on Fri 24 Nov 2017 - 17:28

Lol, I had half a hour to move it, so if you download 1.2.6 from this page again, it will have the monologue updates. Romhacking may come later if I accept that new witch.

The hint is more sober, there's an addition to Seph main entrance pw ruins:did you know that you can kick deku seeds by dashing into them? Erock folder isn't much more creative: add-on: did you know that you can dash invisible?

Sorry my time problem, but it's sufficient
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Post by Erockbrox on Mon 27 Nov 2017 - 3:08

Okay I need help.

Erock's Version Conker 1.2.7 - Page 3 6WnBSAA

In this area, first room in retro dungeon. Currently this door at the top is locked until you beat all of the enemies in the area.

Once you beat the enemies the door opens. I want to change this and make it so that the door is always open and that you do not have to kill the enemies in the room for it to open.

I looked under the special taggs and I see that it says "move block to open" , but this doesn't make sense to me as there is no block that makes this door open.

I tried changing the effect to nothing and then tested the game, but the door still acts the same. So I do not know how to make the change that I want. I also don't know which door to use if I have to change the door type nor do I know what layer the door should be on.
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Post by Conn on Mon 27 Nov 2017 - 5:52

doors can be edited with bg 3. Click edit: 3, click on the door with right -> insert a door. Which one is try&error (at least for me).
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Post by Conn on Mon 27 Nov 2017 - 15:06

Uh... good to know, I use 962, however, it works - with various playtest prove it doesn't corrupt the rom.
Erock obviously only played with the header options they were correctly until he tinkered.

I still think it is his problem that he didn't press "3" to chose an open door:

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Post by Conn on Mon 27 Nov 2017 - 17:24

Uhm you are right, I thought Erock has problems with having door always open, reading it all again it makes now more sense.

But it is strange then, because you are telling 963 is wrong, but I definitely worked with 962, and here it shows up correctly:

Erock's Version Conker 1.2.7 - Page 3 Image214
(click on image to see full)

Anyways, do you think I could have screwed anything up (or can make a quick check somehow if anything in screwed up if this is possible) in 1.2.6 using the version 962?



http://bszelda.zeldalegends.net/stuff/Con/ConkerHRT_v1.26.zip

That would be an apcalypse, probably Doh


Edit:
Phew, all good:
https://www.zeldix.net/t142-hyrule-magic-v0-964
I used this version, SePH says its 964, but in about it says 962 Confused

Apocalypse for Erock, you must start anew I think Sad
One save with the wrong version, and everything is corrupted. I think, right Puzz?
Sorry Dude if that's the case Cool

If you have to, take the latest version
http://bszelda.zeldalegends.net/stuff/Con/ConkerHRT_v1.26.zip
With the moved monologue for kick deku seed
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Post by Erockbrox on Mon 27 Nov 2017 - 19:45

While doing all of my edits, I only changed objects and sprites, never a room header. So do I really have to START OVER!!!???

I love the fact that I'm using an "old version" as if HM gets constant updates.

From what I understood, there was one version of HM and then the guy who made it never updated it ever again.

No wonder why the Zelda 3 hacking scene is so small. You have to have the "correct" version of Hyrule Magic yet when you go to see what version of the editor you have it all reads the same version because the creator was too lazy to update that part.

Also no wonder why I've always had a hard time hacking this game. If I'm not using the right version then of course things will be confusing. Like looking at the effects that I can do in HM. In addition in my version of HM when I open up Conker, there are tons of glitched graphics. I don't know if that is normal or not, because editing with the glitched graphics is sometimes pretty hard to do.

Narrator: What version of HM do you have?
Zelda Hacker: I don't know man, there all the same!
Narrator: No man, there different.
Zelda Hacker: How can you tell which one is the newest then?
Narrator: It's a secret to everybody....

Just for the record my version is 0.962... if that even means anything.


Last edited by Erockbrox on Tue 28 Nov 2017 - 1:21; edited 1 time in total
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Post by Erockbrox on Tue 28 Nov 2017 - 1:19

Also here is an update message form the artist.

David wrote:I really love making the pixel art for your games! I'll try to finish everything (including the statue and the plants for your ninja game) this week. I'll offer a price for everything when I am finished.

Thank you so much for your patience! Smile
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Post by Conn on Tue 28 Nov 2017 - 1:35

While doing all of my edits, I only changed objects and sprites, never a room header. So do I really have to START OVER!!!???
According to Puzz, you're lucky and no. I'd recommend opening the "native" 1.2.6 and your altered version with HM 0.964 (link given by me in above post) and compare some room headers to verify they are still correct.
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Post by Erockbrox on Wed 29 Nov 2017 - 5:42

Thank god that I don't have to start over. I made plenty of back up copies when I was doing my edits.

When I came to this obstacle with the room headers I actually tried to change the header once and it said "bad error happened".  So I deleted that version and got out my save saved version. I knew something was fishy when I saw that.

Also I'm working on that subway floor tile. Going back and forth with the artist to try and nail this. The tile circled in yellow is something that we are trying to aim for, but just a better version of it possibly.

The original tile is just speckled with random pixels and it looks flat which I'm sure everyone here will agree. So I'm really trying hard to improve on this.

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Post by Erockbrox on Thu 30 Nov 2017 - 2:31

Okay now that I'm using the correct version do I need to do anything special in this version like the move pointer headers thing?

Now, I'm stuck on this part. In this room there is a block, but the chest always appears even if the block isn't moved.

I'm assuming that seph originally wanted the chest to appear once you move the block and I selected to move this block as a special setting, but it doesn't seem to work.

I'm guessing that because there is another tag that says "chest appears if enemies are killed" and once you get to this room the enemies are killed so the chest just spawns regardless if the block is pushed or not.

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