Erock's Dungeon Designs 2014-2017

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Post by Puzzledude Fri 13 Sep 2013 - 22:34

Ah, yes, standing on the very edge makes it 3 (instead of four). I guess you will need somesort of fix here afterall.
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Post by GameMakr24 Sat 14 Sep 2013 - 6:28

Moegami, that feather item is possibly my most coveted ASM hack for the entire game!  Reshaper256 and I discussed it a long time ago, and he thought he might be able to do it, but made no promises.  In my mind, the way it would work is to actually keep Link on the ground but display him as having left the ground, with his shadow still in place. To avoid needing new animation frames, he would use his falling animation as he comes back down.  (No ninja-flipping through the air, like in Link's Awakening, would be necessary.)  During that time, all pits would be disabled. If your friend completes the hack and shares it, I promise to make great use of it!!

As for bomb-jumping, I didn't even know it was possible until recently.  That breaks several puzzles I've created.  Sad  I'm going to need an ASM hack to greatly reduce the distance Link travels via explosion.  I would even settle for disabling his relocation altogether if it would solve this problem. (I want him to take damage, for sure, or bombs would be used a lot more freely.)

On a similar note, does anyone have commentary about the dashboots skywalking cheat?  You know, the one that's only possible in emulators where you slowly scoot across the void?  (I think it involves walking in opposite directions at the same time.) I've been worried about situations similar to the one in Zelda 3's Hyrule Castle dungeon chasm screen where you inch your way beyond the right-hand edge of the screen, into a different dungeon entirely.  Even with careful dungeon design, I still can't stop the player from cheating and rendering all pits (in a straight line) as ineffective. My own thoughts are that it can't be helped and, like save-states, if a player wants to ruin the intended experience, it's their business.

SePH, you're right, the Let's Play video called that puzzle Optional, though I didn't notice any indication to the player that they didn't have to attempt it.  I was just saying that even if there were a sign saying "Link, you don't have to do this..." it still wouldn't have been a puzzle I would create.  Though, I didn't know there's a Lens of Truth; with that in mind, perhaps the puzzle is borderlined on fairness.  Wink
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Post by Conn Sat 14 Sep 2013 - 18:03

The feather is actually one of a "must have items" :p
I remember that I saw a video of half-way progress... which item is going to be replaced by it?
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Post by scawful Sat 14 Sep 2013 - 18:55

@Conn: Potentialing made 2 hacks; one made it so holding L and pressing Y while using a bottle using the bug catching net feature and then he used the slot for the bug catching net to make the roc's feather.

The problem was he couldn't figure out how to set different X and Y sprites and there was like a few small bugs with going in dark rooms I think. He ended up telling me I should probably just use the addresses he used and rewrite it since his asm is a bit sloppy but I have no idea what to do with it. If you want to look at it I can send you the ASM files to look at it.

@GameMakr: As you can read above my friend has decided to stopworking but what you described is exactly what it does! He just couldn't apply the correct graphics when you're moving left and right or up and down. Hopefully someone on the board with asm knowledge can help finish it so we can all benefit from it Very Happy
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Post by GameMakr24 Sun 15 Sep 2013 - 2:57

I hate the moonwalking glitch, but I've decided I'm not going to create invisible barriers to stop such a move. My reasoning is that the ROM has a limited number of dungeon objects; I don't want to waste them on corralling the very few people that would try this. As for walk-through-walls cheats, I definitely won't worry about them.

Thanks for linking to the single ASM hacks collections page! If I step inside tonight, I know I'll be like a kid in a candy shop, and I won't be able to sleep from all the excitement!

The bottle/net combo hack concept is clever! But, couldn't empty bottles simply be programmed to trigger the net motion instead of giving the empty sfx? The graphics for the net in motion could then be replaced with Link holding out a bottle as he spins. If so, we wouldn't need to hold L while pushing Y.

Anyway, yes, Roc's Feather is my number one hoped-for item for Zelda 3 hacks! I feel smart for guessing how the animation would work. Smile
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Post by scawful Sun 15 Sep 2013 - 3:10

GameMakr24 wrote:The bottle/net combo hack concept is clever!  But, couldn't empty bottles simply be programmed to trigger the net motion instead of giving the empty sfx?  The graphics for the net in motion could then be replaced with Link holding out a bottle as he spins.  If so, we wouldn't need to hold L while pushing Y.
Oh yeah, that would be a good idea and probably not too hard. Perhaps I can release the ASM files and somebody could use the addresses found to remake it into net when empty.
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Post by Conn Sun 15 Sep 2013 - 3:45

uhoh, no more completely new projects for now... ^^''
I'd love to help but for the moment I'm quite exhausted in fixing existing projects and honestly I'd need a little break to just enjoy your works Wink
I'll help only in exisisting codes for a while I think.

But I probably can give advises to achieve this or that. If you post the code, I can look through it.
So if I understand right you're going to turn an empty bottle to the feature of a bug-catching net, so that Link spins around holding a bottle in his hand and can catch fairies and stuff with it? And the net is remapped to become the feather?
The easiest way is probably to check for $0202 whether you have an empty bottle equipped and then change the ram check for the net to bottle. I must look into to exactly can tell which value, should be 7e/F34f (but I remapped it in the new menu to 7f/5020. You can then simply exchange the gfx of the net and turn it into an empty bottle, that's it pretty much.

@Gamemkr and everyone who uses the 24 items menu by Euclid, Puzz hasn't updated the patch in the single hack files yet, but there's an important bug fix - when you are at overworld you see compass and map in your inventory.
To get rid of the compass and map there, use following:
06/e5ae: 0c -> 1e
06/e5d7: 0c -> 1e
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Post by scawful Sun 15 Sep 2013 - 3:58

Oh yeah, I didn't feel like asking you til you had a break conn, it felt kind of inconsiderate after all the help you do. Obviously there's no rush whatsoever so if you need a break by all means take one dude!

Just so they are out there here are the ASM files 

Bottle L+Y
This one is mostly bug-free as far as I know.

Roc's Feather/Cape
This one is a bit buggy and I'm not exactly sure how to patch it. Asar says there are some errors and I believe potentialing used overlord with this as well.
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Post by Conn Sun 15 Sep 2013 - 4:26

urgh, I just told SePH that I'm not the best who can read asm texts ^^''
can you invite Asar to join this forum?

I can try to get through code, try to map the empty bottle to the spin (then you'd need to replace the spin net gfx with empty bottles to show that Link uses an empty bottle instead of net to catch anything).
Then I can try to remap the net use to the roc-feather animation (then you'd only need to replace the net in menu and net out of chest with the feather).

This should do the job Wink
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Post by scawful Sun 15 Sep 2013 - 4:36

Conn wrote:urgh, I just told SePH that I'm not the best who can read asm texts ^^''
can you invite Asar to join this forum?

I can try to get through code, try to map the empty bottle to the spin (then you'd need to replace the spin net gfx with empty bottles to show that Link uses an empty bottle instead of net to catch anything). 
Then I can try to remap the net use to the roc-feather animation (then you'd only need to replace the net in menu and net out of chest with the feather). 

This should do the job Wink
Yeah like SePH said,  Asar isn't a person, Asar is a patching program made as a more convenient replacement to xkas, it just has a few things in it that make writing the ASM easier or something I believe like autoclean and what not. 

Potentialing already said his code was difficult to read even for someone who does know ASM, but to just use the addresses he found. So if it benefits you you can try to look at the addresses he used for general.

Graphics for the bottle shouldn't be too hard at all, and as for link jumping we could probably use link's falling animation. When I was testing the roc's feather it worked just about perfectly only thing missing was the animations themselves. But it got over holes and enemies and it was a very well made hack. If you can manage to finish it that'd be amazing!
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Post by Puzzledude Sun 15 Sep 2013 - 12:13

Gamemkr and everyone who uses the 24 items menu by Euclid, Puzz hasn't updated the patch in the single hack files yet, but there's an important bug fix - when you are at overworld you see compass and map in your inventory.
It was updated yesterday, actually. So I think it turned out to be a nice 24-item menu now (specially with the shovel item fix). The only thing is: the post sometimes does not say: "Last edited by". This is why I decided to chenge the ZIP URL into Updated ZIP url, and the file name into "24 item menu updated".


Can you invite Asar to join this forum?
Asar is a program. (This reminds me of Matrix the movie, actually).


I can try to get through code, try to map the empty bottle to the spin (then you'd need to replace the spin net gfx with empty bottles to show that Link uses an empty bottle instead of net to catch anything).
It is not actually so. Once you equip the bottle, it is a normally usable item, but if you press L+Y, Link uses his (normal) Bugnet. So it is the Net, not the Bottle, that spins. This is already done, and functions normally.

It is the feather which is problematic, since it needs to load brand new gfx of the person (when jumping). And there's also a problem when you aproach the stair - then you jump through to bg2- bug. Link should just bounce into them rather. There's also a problem how to react to sprites while in the air.
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Post by Conn Sun 15 Sep 2013 - 14:15

Ah, good to hear that you updated already ^^ So Potentialing is the author?

I had an idea how to manage the code simply, but I'd need to make an own code from point zero then. I'll test it out Wink
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Post by scawful Sun 15 Sep 2013 - 18:50

Awesome that this is being finished! Good luck to you conn! I believe there was one other bug about jumping into a dark room so look out for that too when you're bug testing. Ill get to work on the bottle swinging graphics
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Post by GameMakr24 Sun 15 Sep 2013 - 20:49

:: does the Subrosian dance ::
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Post by Conn Sun 15 Sep 2013 - 23:33

I already have the most important parts (Link glides over pits when using net, swings empty bottle).
I'll check whether I can give him another frame when using the net.
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Post by scawful Sun 15 Sep 2013 - 23:50

I'd recommend just use the frames for when link is falling/jumping off of cliffs. Sounds like it would be difficult to add in brand new frames using links palette
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Post by Conn Mon 16 Sep 2013 - 3:16

Here's the best I could make out of it
http://zeldix.forumotion.com/t237-roc-s-feather

pls reply only in this thread for further progressing.
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Post by scawful Mon 16 Sep 2013 - 3:44

Seriously nice job conn! The feather works really well, link just hops far forward if youre not holding the d-pad while jumping but its awesome that you applied the animations correctly. Other than the bug you said about the new bottle hack I haven't found any yet either. I'll keep testing though so keep up the good work Very Happy
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Post by Erockbrox Sat 26 Oct 2013 - 5:22

I wanted to post an older submission that I've sent to GM from a while back just for show and feedback. I really liked how this one turned out. Can you figure it out and solve it? The goal is to simply get to the other door.

Erock's Dungeon Designs 2014-2017 - Page 2 Zrgc

This is just one of my submissions to GM. In total if I had to guess off the top of my head, I've probably made and sent him over 200+ ideas, puzzles and designs. Probably enough content for all of the dungeons in an entire hack!
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Post by Tompala Sat 26 Oct 2013 - 11:25

Solved the second I looked at it =). But it's nice!

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Post by Puzzledude Sat 26 Oct 2013 - 23:37

Second day looking at it, I still don't get it.
 
Use Cane of Somaria, throw a red block, release the beam, get the brown up, hookshot once into brown pegs, throw second red block but don't explode it, hookshot up, release the beam with cane, to get brown down again.
 
The block on the left is an escape route, so you don't fall into the paradox (since if you dont have the second block with the cane prepared, you would be stuck - but now you can escape to the left).
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Post by Erockbrox Sun 27 Oct 2013 - 0:07

Here was the actual submission to GM fully explained.

Erock's Dungeon Designs 2014-2017 - Page 2 Iyms

Tompala - Wow! You solved it that quick. I consider this a pretty hard one so I'm very impressed.

Puzzledude - You solved it! Congrats!

SePH - Check out the image. I'm sure you will see it now. Smile
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Post by Euclid Sun 27 Oct 2013 - 9:48

OK the bit with the red block got me Smile
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Post by Tompala Sun 27 Oct 2013 - 13:40

The Cane of Somaria block is a funny item and has a lot of potential for puzzles.

If you put it on a button which needs to be held down and then run into it. The button will still be down until the block has landed fully. You can then make a puzzle where the button opens one door, dash into it, walk through the door, the block lands on another button which opens a second door when the first one will close.

Would love to see a something like that in a hack!

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Post by Erockbrox Sun 27 Oct 2013 - 22:29

Let me ask you Tompala, I like that idea, but how would it work?

You would have to kick the brick into another room yet not be in that other room when you do it. Maybe I'm missing something here.

Here is my attempt to fulfill your request (lol, yes I take requests now hehe). I put everything in a single room and this is just a mockup version (non playable) that I made in photoshop just to demonstrate the concept here.

You walk in the room from the top left, the pot on the left has the switch button under it which opens the closed door in the middle of the room. The pot on the right actually needs to be an uncovered switch. I don't even think this exists in the game (just a button switch alone), but that's what it needs to be. The bricks on the right are there to prevent the player from just using two red bricks on each individual switch. The button switch on the right opens up the closed door on the top right.

Erock's Dungeon Designs 2014-2017 - Page 2 E8u3

I did this in photoshop just to show the idea since I'm not to familiar with editing the doors and don't know if its possible to put a door in the middle of a room nor do i know if you can have two different buttons going to two different doors in a single room either, but its a pretty cool idea you have there.
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