Parallel Worlds 15th Anniversary Celebration
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Parallel Worlds 15th Anniversary Celebration
Hello, in celebration of the fifteen anniversary of Parallel Worlds original release, I'm going to release all early versions of the game that I stumble upon along other goodies along the way. That will include concepts and ideas that didn't make it into the final game along possibly other hacks I've worked on and never got released or were abandonned. I'll update this thread as I find more. Enjoy!
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Euclid's Tower of The Triforce - Original demo *fixed* release [April 30th 2004]
((Download Here))
This is Euclid's original demo of Tower of The Triforce upon which I took the mantle to recreate his overworlds, which in turn over the years became known as Parallel Worlds!
-----------------------------------------------------------------
TotT-My EnD [August 15th 2005]
((Download Here))
This is the results of fidling/fixing Euclid's overworlds after one intensive month of work. The game at this stage was completely unplayable however as sprites, entrances and exits weren't all properly set yet. Still if you wanna have a look, you're welcome to grab any copy of Hyrule Magic as the rom is unlocked, or you can check out the overworld pictures below!
(click for full view/download)
(click for full view/download)
-----------------------------------------------------------------
PW February 9th 2006 Remade Houses by SePH
Sometime during development, Euclid agreed that I remade the houses so they would look different. However, we omited to implement them into the final game for some reason. Yet here they were in their full glory, along the descriptions I had gave to Euclid.
-----------------------------------------------------------------
PW-v471 [February 15th 2006]
((Download Here))
This version had a rather different overworld, it is unknown if it is beatable however. I suspect it hosts far more bugs then the final release as well. Entrances and exits appears to all be set, so it's at least possible to visit the different places. It should be noted that there's a permanent infinite health cheat implemented, as was the case with most early versions to quickly test all dungeons without dieing; holes still hurt though.
(click for full view/download)
(click for full view/download)
-----------------------------------------------------------------
PW June 29th 2006 - Area 03 Concept
I originally envisionned the top of the Parallel Tower to have a proper building exit, but never went that route for unknown reasons. It would have looked as such otherwise:
The Parallel Tower top exit as seen in the final game:
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PW July 2nd 2006 - Overworld Remaking Concepts
After some careful consideration, I've decided sometime at the beginning of July 2006 to remake the overworlds one final time before release, so they would be even better then the past two iterations before that. These maps outline my early ideas how the world areas would look. Some areas never made it past concept such as the log woods or the flower gardens, but most remaining as envisionned.
-----------------------------------------------------------------
PW August 11th 2006 - Custom Enemies and Priest sprites by Daisuke
We actually had a good spriter with us onboard the project at the time and it was Daisuke. After finishing the actually very good blonde haired Link sprite we had, he supplied me with a bunch of other enemies to implement along a different priest sprite. Most of them got into the game, but the priest didn't made the cut along a few others.
-----------------------------------------------------------------
PW-beta0 [December 16th 2006]
((Download Here))
This version was a beta close to release so the list of changes between the final version and this one isn't substancial. There could be more bugs however that were later fixed close to release. I'm including Euclid's original e-mail for the beta!
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PW December 25th 2006 Teaser
Before releasing the hack, me and Euclid were actually very quiet about the impending hack to be released and haven't talked much about it to the rest of the world (except the elusive close bubble of Zelda 3 rom hackers at the time). We only showed one screenshot on Christmas and it was this one:
-----------------------------------------------------------------
PW January 2007 News releases
The original google website by Euclid was really quiet until the news release from major blogs appeared and then the hit counter went up like crazy. The word then spread quickly with peers as well as the multiple curses about the difficulty... and less often praise lol.
-----------------------------------------------------------------
SePH's PW v2.0 edits from 2007
At the beginning of 2007, following heavy criticisms from people playing the game and finding the dungeons too harsh for their tastes, I've taken on the mantle to redisign Euclid's dungeons. It didn't lasted long however as I soon felt burned out for working on Zelda 3 for so long, so I quit and took a sabatical year. Little that I knew I would still be doing romhacks for this game 15 more years, meh...
Euclid gave me a list of suggestions to help me further with the major task I had undertaken.
And here's some before/after of the rooms that I did had the chance to edit during those few months before quitting.
The Guardhouse [Before]:
(click for full view/download)
The Guardhouse [After]:
(click for full view/download)
The Caves [Before]:
(click for full view/download)
The Caves [After]:
(click for full view/download)
And that's about all I'm going to showcase for Parallel Worlds pre-release stuff for now, the next updates will be about the rest of hacks I've worked on/abandonned and all their different phases, most likely next week or after.
Greetings!
-----------------------------------------------------------------
Euclid's Tower of The Triforce - Original demo *fixed* release [April 30th 2004]
((Download Here))
This is Euclid's original demo of Tower of The Triforce upon which I took the mantle to recreate his overworlds, which in turn over the years became known as Parallel Worlds!
- readme (click to view):
- ------------------------------------
---Zelda: Tower of the Triforce-----
------------------------------------
by Euclid
Demo 1
(use word wrap)
------------------
---Introduction---
------------------
Zelda: Tower of the Triforce is a Zelda: A Link to the Past hack made completely with Hyrule Magic (Might add a touch of hex and asm to it ). Here's a list of the things which i will hack:
- text (will include some of link's thoughts instead of having him being a mute)
- overworld (with some restrictions)
- all dungeons (with some restrictions)
- story
Basic gameplay will still be the same, i'd say this will probably end up close to 2x (maybe 3x) as hard as the original one (but it won't be impossible, i make sure i can beat it, also to test it, with ease )
General Difficulty of the game (if you play it from start to finish):
Hard -> Moderate -> Easy -> Moderate -> Hard
Names will also remain unchanged (unless someone gives me some good ideas )
-----------
---Story---
-----------
Long ago, a great battle was fought with the Power of the Triforce. After the battle was won, the bearer decided the knowledge of the Triforce is too dangerous for most people. Using the power, he constructed what's known as the Tower of the Triforce and hide the Triforce in there. There is also the possibility the power has to be used in the future so he constructed 7 stone tablets and wrote the clues to the Triforce on there. He also passed the same information down 7 different families in the village nearby.
As time goes on, people forget the stories, stories become legends, legends becomes myths, and it was assumed to have been forgotten by most people.
One day the families found one of the stone tablets were missing from its original spot, they soon learned that the information is not all been forgotten, someone -- or thing -- has been keeping track of the story of the great battle.
People gossips, and information was leaked out. With people believing the Triforce exists in the tower, another battle was made to determine it's rightful holder, one person won, and this person, now rules over the lands, seeks the power without one person going against him.
This ruler only knows the Triforce which is known to be somewhere in the Tower of the Triforce. The ruler is struggling to find it after a few years and decided to seek out those who hold clues as to the exact location of the power.
Meanwhile, a resistance group is growing to oppose his ruling since the battle, and you are Treasure Hunter along with your trusted friend (ie your 'uncle') who just passed that place, heard gossips of a revolution and the Tower of the Triforce... you're curiosity made you stay here to investigate the Tower. (Most of these are all in the game, intro, people talking etc)
And so the story begins.
(stupid story i know... i'm not a good story writer, but hey, it still makes some senes )
--------------
---Progress---
--------------
by complete means it's just beta stages, anymore work on "complete" areas it's the "finishing up" stage.
Light Overworld:
gfx - complete
sprites, entrances, exits, items etc - complete
dungeons - complete
caves, houses etc - 65% (you'll notice some which looks familiar)
World map - complete
Dark Overworld:
gfx - complete
sprites, entrances, exits, items etc - complete
dungeons - 10% (3/7)
caves, houses etc - 10%
World map - complete
text - 3%
Palettes - 5%
dungeon maps - 0%
menu screen - 10%
ending - 1%
3D objects - 50%
music - 11%
ASM - 0%
finishing up - 0.01%
----------------
---Known Bugs---
----------------
- various gfx glitches around the overworld, they are minor and shouldn't affect the gameplay that much, it just doesn't make the overworld that 'good'. I will find them and fix them, in fact, that's what the "finishing up" is about!
- screen shows weird when entering the overworld screen through the forest (yes i know and i will try to do something about it) but shouldn't affect the gameplay that much apart from looking a tidy bit weird.
- you'll get a heart from every boss you beat (except the ones in the last level), that's an ASM thing which i can't fix (yet!), but it makes the game more easy and more enjoyable (so therefore, you see a boss, kick its ass!)
- background overlays... (one) place in the dark overworld (but you won't get there ) might look a bit stuffed (i'm trying very hard to fix them), if you encounter one overlay which looks weird, try pressing (X) to go into the overworld map and come back... this is the only solution i have for one of the areas i'm afraid.
- when you walk to some rooms through a door, you'll sometimes find you walked through a closed door, yet to find out how to fix that but... the game still works.
- doors when you say exited a room in the town may not be position right (looking into that).
---------------------
---Version history---
---------------------
1.0 (probably)
Initial Release (beta)
-------------------------------------
---What is used to make this hack?---
-------------------------------------
so far, the original Zelda: aLttp rom, Hyrule Magic, notepad (with lots of documents, no i'm not an excel fan), windows paint, Adobe Photoshop and Paint Shop Pro 7.0 (some gfx hates paint), Zsnes, my brain, some ideas (and inspiration) from other people, and 2 hex eitors, Translhextion and Hex workshop.
--------------------
---Special thanks---
--------------------
GameMakr24 - for all the help and inspiration i got! Thanks a lot!
Sephiroth3 - for making Hyrule Magic! (and all those offsets he gave!)
Neonswift - for quite a bit of help along the way.
DxEdge - thanks for that gfx list!
And everyone else which i forgot atm.
-----------------------------------------------------------------
TotT-My EnD [August 15th 2005]
((Download Here))
This is the results of fidling/fixing Euclid's overworlds after one intensive month of work. The game at this stage was completely unplayable however as sprites, entrances and exits weren't all properly set yet. Still if you wanna have a look, you're welcome to grab any copy of Hyrule Magic as the rom is unlocked, or you can check out the overworld pictures below!
(click for full view/download)
(click for full view/download)
-----------------------------------------------------------------
PW February 9th 2006 Remade Houses by SePH
Sometime during development, Euclid agreed that I remade the houses so they would look different. However, we omited to implement them into the final game for some reason. Yet here they were in their full glory, along the descriptions I had gave to Euclid.
- click to view:
-----------
LIGHTWORLD:
-----------
*Entrance 01: Link's house..
*Entrance 0E: Big house..
*Entrance 3C: Shopman..
*Entrance 3E: The BG2 is purely decoration.
*Entrance 40: Sickboy..
*Entrance 42: Inn, theres a sprite that block the upper stairs.
*Entrance 44: Small storage room..
*Entrance 4A: Since it's connected to the castle, put something like 300 rupees in chest, because if it's an important item >> castle doors are locked after beating agahnim, so you're screwed..
*Entrance 4B(used two times -areas 22&35 ???): Put w/e you want in chest...
*Entrance 64: Blacksmith..
*Entrance 6B: ...
----------
DARKWORLD:
----------
*Entrance 48(right): Put w/e you want in chest...
*Entrance 53(left): Bomb shop.. I changed room blockset in hex (at 0x155D4 with header, change from 03 to 0E)
*Entrance 54(right): I changed room blockset in hex (at 0x155D5 with header, change from 03 to 01). Put w/e you want in chest...
*Entrance 57(right): Shopman..
*Entrance 59: Archer game..
*Entrance 60: Shopman..
*Entrance 67(used two times -areas 40&4A ???): Shopman..
=====
MISC:
=====
unused in pw
0F
10
3F
screwed-up in this rom
7D
32
-----------------------------------------------------------------
PW-v471 [February 15th 2006]
((Download Here))
This version had a rather different overworld, it is unknown if it is beatable however. I suspect it hosts far more bugs then the final release as well. Entrances and exits appears to all be set, so it's at least possible to visit the different places. It should be noted that there's a permanent infinite health cheat implemented, as was the case with most early versions to quickly test all dungeons without dieing; holes still hurt though.
(click for full view/download)
(click for full view/download)
-----------------------------------------------------------------
PW June 29th 2006 - Area 03 Concept
I originally envisionned the top of the Parallel Tower to have a proper building exit, but never went that route for unknown reasons. It would have looked as such otherwise:
The Parallel Tower top exit as seen in the final game:
-----------------------------------------------------------------
PW July 2nd 2006 - Overworld Remaking Concepts
After some careful consideration, I've decided sometime at the beginning of July 2006 to remake the overworlds one final time before release, so they would be even better then the past two iterations before that. These maps outline my early ideas how the world areas would look. Some areas never made it past concept such as the log woods or the flower gardens, but most remaining as envisionned.
-----------------------------------------------------------------
PW August 11th 2006 - Custom Enemies and Priest sprites by Daisuke
We actually had a good spriter with us onboard the project at the time and it was Daisuke. After finishing the actually very good blonde haired Link sprite we had, he supplied me with a bunch of other enemies to implement along a different priest sprite. Most of them got into the game, but the priest didn't made the cut along a few others.
-----------------------------------------------------------------
PW-beta0 [December 16th 2006]
((Download Here))
This version was a beta close to release so the list of changes between the final version and this one isn't substancial. There could be more bugs however that were later fixed close to release. I'm including Euclid's original e-mail for the beta!
- More info from Euclid here:
- Euclid wrote:
PW Has entered First Beta.
Yeah!
Nice isn't it? The only two things on the list now is:
(!!!) Woodsman in ending missing gfx
(!) Shield gfx - ending (?)
What's been done:
(ok!) Big key, big chest key
(ok!) Boss rooms music (needs testing)
(ok!) sky isles dungeon event (this is nice. you should try it)
Now lets start the buglist:
I've clocked 5 hours on my PW game (from the start), I've finished 6/7 dark
world dungeons, haven't went into Parallel Tower yet, and the last dungeon I
cannot finish due to a bug.
Here's the bug list (you might have noticed some of these already)
Misc Overworld:
- I think it still says "zora's flippers" when you ask king zora.
- Sahasrahla says "3 pendants"
- move the "buy bottle guy" to somewhere accessible after first
dungeon/guardhouse (instead of second dungeon)
- Lake Saria Bottom Right House, door exit not placed
- Misty Forest only 1 heart piece allowed.
- Happens in quite a few caves, LIMIT ONLY 1 HEART PIECE PER ROOM.
- old man in cave is still saying pendant
- red boomerang chest not working
- Zelda's recording, It"s (not quote, ' )
- Zelda's still around when Priest Dies (oops )
- A dead end cave dropping to BG1 sometimes...
- "Do you understand" -> "Replay this message?"
- check "Unreachable heart".png (it's in area 4A)
Dungeon specific:
Castle Guardhouse:
- Room where zelda is has wrong palettes... due to that draegor palette fix,
fix with special case.
Guradhouse escape:
- ok!
Naryu's Bay:
also bugless!
Din's Catacombs:
- ARGH BOSS IS SO HARD WITHOUT BOTTLES (which is why i suggested the above)
Favore's Isle:
- ok!
Draegor's Castle:
- ok!
Rauru's Ruins:
- cannot progress due to the 2 key ITEMS not being duplicated, resulting in
1 less key than you're suppose to have, there's a limit to 1 key item per
room...
- omited that there is an extra key hole in front of boss... ouch. (cheated
my way past that door)
- finishing exit Incorrect. (exits into darunia's caverns)
- big chest is a small chest -> "Big chest bug".png
- sprites in one room is incorrect, check png.
Ruto's Fortress: (CANNOT COMPLETE)
- big block not working
- double key sprite (remove one) in one room
- locked door near double key sprite has to be removed.
- light torches to open door NOT WORKING. (fatal!)
Nabooru's Hole:
- welcome message incorrect
- one of the drops didn't increment the floor
- big key door is wide open
- Room 158, missing A4 pit @ 11,37 (cannot get big chest key -> cannot get
big chest)
Darunia's Cavern:
- some rooms you can just walk through the closed door... not a big issue
though.
Saria's Gardens:
- nuthing! (I gotta say i'm surprised)
Shiek's Hideout:
- is awesome, is hard and is extremely rewarding (CAPE AND armor 3 in that
dungeon )
- Swap Big key Room 10 and the uber hard to get key Room 25 (i think) under
the big chest.... INCREASE DIFFICULTY
- Last bomb door not working, probably change it to key
- +2 keys? (+1 is intentional but +2....)
Impa's Ways:
- boss music not working
Parallel Tower:
- to be played
I have 13 hearts so far, guess there's still a lot to be found eh?
My vote for the best dark world dungeon goes to Shiek's Hideout (if you
exclude Parallel Tower of course)
-----------------------------------------------------------------
PW December 25th 2006 Teaser
Before releasing the hack, me and Euclid were actually very quiet about the impending hack to be released and haven't talked much about it to the rest of the world (except the elusive close bubble of Zelda 3 rom hackers at the time). We only showed one screenshot on Christmas and it was this one:
-----------------------------------------------------------------
PW January 2007 News releases
The original google website by Euclid was really quiet until the news release from major blogs appeared and then the hit counter went up like crazy. The word then spread quickly with peers as well as the multiple curses about the difficulty... and less often praise lol.
-----------------------------------------------------------------
SePH's PW v2.0 edits from 2007
At the beginning of 2007, following heavy criticisms from people playing the game and finding the dungeons too harsh for their tastes, I've taken on the mantle to redisign Euclid's dungeons. It didn't lasted long however as I soon felt burned out for working on Zelda 3 for so long, so I quit and took a sabatical year. Little that I knew I would still be doing romhacks for this game 15 more years, meh...
Euclid gave me a list of suggestions to help me further with the major task I had undertaken.
- euclid's wishlist:
- Euclid:I've got some suggestions for the dungeons: (Some SPOILERS for those who haven't beaten the game yet)
Nayru's Bay: The Armos Knights! Holy crap! They are so freaking hard if you forget the boomerang.. one of the hardest bosses in the game. Maybe if you put a reminder towards the end of the sewers telling people how important the boomerang is, or change the miniboss to something easier, like a Moldorm or something. You could also make it so that the light world fairy fountain will upgrade the blue boomerang.
Din's Catacombs: Pretty good, I can't find too much to complain about, except maybe put a rock that needs to be lifted up somewhere in the dungeon so the Goron bracelet is necessary. That way, people don't have to travel all the way to the Sky Isles and then realize that they need to go back.
Farore's Sky Maze: I don't remember this one that well, but I remember a lot of ridiculous bullshit and cheap hits, especially for so early in the game. If I played through again, I would be sure to bring the cane of byrna. O yeah, now I remember getting screwed by those red octothings because there's not enough room to avoid them, as well as having to backtrack repeatedly through mazes of fire chains that can't be avoided.
Rauru's Ruins: I don't remember this one too well either, which means I didn't spend hours on it, so it was probably pretty good. Except for those rooms with like two beamos, flying tiles, and a fire snake moving around and you need to step on a warp tile, except the part that warps you is slightly off center so you take hits while trying to step on the right spot.
Nabooru's Hole: I can't think of anything without changing the entire dungeon around, although maybe if there was a torch somewhere on each floor so you can get a better view of the dungeon?
Darunia's Caverns: I played this again in the Second Quest, and I could not for the life of me find the small key. I looked everywhere, but I couldn't find it, so I guess maybe make the key a little easier to find (e.g. in plain sight or under a pot rather than inside an enemy you would avoid rather than kill). This place is really just ridiculous, but it comes with the game I guess.
Sheik's Hideout: My favorite dungeon. Vitreous is a bitch, though I didn't have the Cane of Byrna at that point, so it's my fault. Good puzzles, not too much backtracking.
Impa's Ways: I don't even know. Maybe make some of the different rooms look different so people have SOME idea of where they are? Maybe if there were certain distinguishing marks in some rooms, so they don't look EXACTLY the same. Then you could add even more rooms, if you wanted. Another thing i would like to do is put borders around rooms, that should prevent people exploiting the "walk on air" bug to move around rooms.
Saria's Gardens: TOO MUCH BACKTRACKING for those crystal switches.
Also, the bombable crack in the wall in the Fire Rod room is kind of covered up by the words at the bottom of the screen, so I skipped over it about 60 times before finally finding it.
Ruto's Fortress: Please don't make us do that statue thing in the first room twice, it was annoying enough the first time.
Also please make it so you can get out through the main entrance instead of being trapped inside the dungeon for a while.
Also please give some indication towards the beginning that you need the Fire Rod, so we don't get up to Kholdstare and get screwed.
Parallel Tower: First of all, please make there be some way to ge the Kokiri Emerald and the big chest key on the same trip up. It is not fun climbing 2 times, let alone 3.
Also is there any way to keep Lanmolas from respawning every time you fall down a floor?
That room where you have to fight 4 sets of floor tiles and a Moldorm SUCKS. The Moldorm is fine, but I think you could have gotten the point across with only 2 sets of tiles
Passing through two spikes where you have JUST enough room to get through is way too precise to even be fun. It's so freakin' hard, even after playing this game twice through.
The biggest suggestion I have for this game is to use less flying floor tiles. They're not really a problem when placed every so often, but it feels like EVERY time there is some empty space, it has to be filled with flying tiles. They're fine for puzzles that actually involve them, but it's a pain in the ass to see them thrown in EVERYWHERE just for the sake of adding enemies. If you want to make something harder, there ARE many other enemies in this game.
I know this has been mentioned, but there are also too many rooms that are dark and you need the lanturn. It really makes the game kind of claustrophobic, and detracts from the overall experience. You spent all this time making interesting and new dungeons, why don't you want us to see them?
By, the way, Orochimaru, you have my compliments on the overworld. It fits together very nicely, even without getting the Ocarina until the end. The only annoying part was having to go through that whole cavern to get to the Sky Isles.
That's all I can think of, I'll edit this if I think of anything else.
MathOnNapkins: Fun fact. Orochimaru = SePH
And here's some before/after of the rooms that I did had the chance to edit during those few months before quitting.
The Guardhouse [Before]:
(click for full view/download)
The Guardhouse [After]:
(click for full view/download)
The Caves [Before]:
(click for full view/download)
The Caves [After]:
(click for full view/download)
And that's about all I'm going to showcase for Parallel Worlds pre-release stuff for now, the next updates will be about the rest of hacks I've worked on/abandonned and all their different phases, most likely next week or after.
Greetings!
Last edited by SePH on Sat 8 May 2021 - 19:27; edited 9 times in total
SePH- Since : 2020-10-03
Re: Parallel Worlds 15th Anniversary Celebration
[Reserved for Gates of Time/Darkness, Lyra Islands, Shards of Might and Parallel Universes...]
Last edited by SePH on Fri 7 May 2021 - 21:04; edited 3 times in total
SePH- Since : 2020-10-03
Re: Parallel Worlds 15th Anniversary Celebration
The houses became too hard since the dungeon data was moved to the back of the rom around 2005? Anyway wasn't willing to risk breaking it at that stage since I ran out of dungeon object space furnishing the last few PW Floors (the near-empty rooms on one of the floors is part of the result).
The way I had to refit dungeons is - find the rom where I had all the dungeon objects -> modify -> generate object data at the back of the rom -> copy it over. -> pray that I didn't break a door/thing by testing the crap out of it.
The way I had to refit dungeons is - find the rom where I had all the dungeon objects -> modify -> generate object data at the back of the rom -> copy it over. -> pray that I didn't break a door/thing by testing the crap out of it.
Euclid- Since : 2012-06-21
Re: Parallel Worlds 15th Anniversary Celebration
Oh, hey Euclid! Guess I had to release some Tower of The Triforce stuff to take you out of lurking mode lol.
That's a pretty good explanation. I know there had to be something why they were never implemented since just remaking the guardhouse took sometime to figure how you would do it!
Feel free to submit more Parallel Worlds stuff if you still have them laying around, the way my files are so much unsorted I found stuff all over my other hacks folders lol.
Anyways good to see you ;-)
That's a pretty good explanation. I know there had to be something why they were never implemented since just remaking the guardhouse took sometime to figure how you would do it!
Feel free to submit more Parallel Worlds stuff if you still have them laying around, the way my files are so much unsorted I found stuff all over my other hacks folders lol.
Anyways good to see you ;-)
SePH- Since : 2020-10-03
Re: Parallel Worlds 15th Anniversary Celebration
Dude this is awesome! Glad you decided to do all of this, really exciting to see just what was planned/scrapped compared to the final game. Seeing those early over worlds was mind blowing to me, they look so different from the final, but there are a lot of parts of it that are the same. Thank you so much for doing this! Will definitely be interested to see more.
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
I still have most of it on the computer, but not sure which ones are in usable state.
But if people just want to look at them via HM, then I can probably generate a few ips, not today though maybe bit later.
But if people just want to look at them via HM, then I can probably generate a few ips, not today though maybe bit later.
Euclid- Since : 2012-06-21
Re: Parallel Worlds 15th Anniversary Celebration
No worries Letterbomb, enjoy!
I figured as much Euclid, it's very rare for rom hackers to delete their work folders!
Alright, sounds good and as you said, no rush, take your time (I personally have much to share as well, so it might take sometime to process everything else).
I figured as much Euclid, it's very rare for rom hackers to delete their work folders!
Alright, sounds good and as you said, no rush, take your time (I personally have much to share as well, so it might take sometime to process everything else).
SePH- Since : 2020-10-03
Re: Parallel Worlds 15th Anniversary Celebration
On the Tower of the Triforce Maps, it is so cool to see Cannon Oasis and Sky Isles to be about the same as the final! Looking at the Cemetery too, it looks really detailed along with some of Hyrule Castle. One of the cool things about this too is the fact that the Icy World was just the Dark World. Again thank you for these, it's so cool to see all of these early things, and it's even more mind blowing how many things were changed. I hopefully will be able to try out the Beta and the other versions of PW/TotT tomorrow to see all of this.
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
So I've been trying to try to get the PW-beta0 download to work on SNES9x, but I haven't been able to find out how to get it to work, it always ends up with a bad checksum. (This is my first time trying to patch btw) Anyone have a good video I can look at to try to get this working?
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
I tested this and it works fine. You just need to patch it to the original A Link to the Past with No-header, US version - using LunarIPS program, while having the original ROM, which is not provided here for legal purposes. The checksum will Not be ok, since the checksum is based on the original game (while PW is a hack), and romhackers don't bother to fix the checksum for the hack, but it can be done with the checksum calculator. The checksum is usually just ignored by the emulator as well as real hardware, so we don't bother to fix this, but it will say bad checksum in any case, even if you patch correctly, and it does not mean the game will not work, it will still work normally, despite bad checksum message.Letterbomb9689 wrote:So I've been trying to try to get the PW-beta0 download to work on SNES9x, but I haven't been able to find out how to get it to work, it always ends up with a bad checksum. (This is my first time trying to patch btw) Anyone have a good video I can look at to try to get this working?
Puzzledude- Since : 2012-06-20
Re: Parallel Worlds 15th Anniversary Celebration
Yeah I've been trying to do that, but I keep getting the bad checksum error. Not sure what I am doing wrong
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
Nevermind, figured out the problem with it!
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
All this is seriously neat!
It's nice to see the different stuff a project went through.
If you /do/ end up making other LttP hacks, I'd certainly like to try. Never could quite finish CHRT 100%.
It's nice to see the different stuff a project went through.
If you /do/ end up making other LttP hacks, I'd certainly like to try. Never could quite finish CHRT 100%.
Mariotag- Bee
- Since : 2016-12-17
Translation
I even participated in the translation of version 1.23 to other languages, in my case it was to Portuguese.
mcthlsferre- Bee
- Since : 2018-07-23
Re: Parallel Worlds 15th Anniversary Celebration
Might be late by a lot on this, but I have tried to get Euclid's demo of Tower of the Triforce working, but I haven't been able to get it to load.
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
That's because the IPS was made for a headered rom and also the naming screen/menu is false due to abnormal file size.Letterbomb9689 wrote:Might be late by a lot on this, but I have tried to get Euclid's demo of Tower of the Triforce working, but I haven't been able to get it to load.
Here the new IPS for the non headered (standard US) rom with the naming/menu screen fix.
Download (I hope zebucket uploader is not blocked in your country/IP), since this is the easiest one click download free service that I know of, mostly hosting romhacks and their screenshots:
http://www.bwass.org/bucket/TotTdemo1-no-header+menu-fix.ips
If it doesn't work, just copy paste the link into the browser or go to Zebucket and search for it and download it from there.
It doesn't seem to be working since zebucket seems to be blocked. Well, uploaded it as a zip attachement using this forum's service, but I think you need to be logged-in.
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Puzzledude- Since : 2012-06-20
Re: Parallel Worlds 15th Anniversary Celebration
Puzzledude wrote:That's because the IPS was made for a headered rom and also the naming screen/menu is false due to abnormal file size.Letterbomb9689 wrote:Might be late by a lot on this, but I have tried to get Euclid's demo of Tower of the Triforce working, but I haven't been able to get it to load.
Here the new IPS for the non headered (standard US) rom with the naming/menu screen fix.
Download (I hope zebucket uploader is not blocked in your country/IP), since this is the easiest one click download free service that I know of, mostly hosting romhacks and their screenshots:
http://www.bwass.org/bucket/TotTdemo1-no-header+menu-fix.ips
If it doesn't work, just copy paste the link into the browser or go to Zebucket and search for it and download it from there.
It doesn't seem to be working since zebucket seems to be blocked. Well, uploaded it as a zip attachement using this forum's service, but I think you need to be logged-in.
Oh I didn't know it had to be headered, I tried it with the header and I was able to get it to work! Thanks Puzz.
Letterbomb- Since : 2020-03-01
Re: Parallel Worlds 15th Anniversary Celebration
Happy Anniversary. Bit late reply, was going through my email and saw a whole bunch of zeldix notifications. I remember following parallel worlds way back around 2007-2008, and playing it on Zsnes. Man things have changed to much since then...a shame Seph never finished it with his own custom dungeons, would have made it no doubt the best zelda III rom hack out there.
Zanak- Snap Dragon
- Since : 2016-04-28
Re: Parallel Worlds 15th Anniversary Celebration
You should play conkers high rule tail - seph's done a great job in dungeons there.
Euclid- Since : 2012-06-21
Re: Parallel Worlds 15th Anniversary Celebration
This hack is awesome!!!!
totally deserving of an anniversary. I just finished it tonight and was really wondering if there's a place where i can listen to or even download the new music in this game. OR even just where all the different new tracks are in the game would be good too i guess.
Does anyone know?
totally deserving of an anniversary. I just finished it tonight and was really wondering if there's a place where i can listen to or even download the new music in this game. OR even just where all the different new tracks are in the game would be good too i guess.
Does anyone know?
parallel pal- Newcomer
- Since : 2023-09-05
Re: Parallel Worlds 15th Anniversary Celebration
parallel pal wrote:This hack is awesome!!!!
totally deserving of an anniversary. I just finished it tonight and was really wondering if there's a place where i can listen to or even download the new music in this game. OR even just where all the different new tracks are in the game would be good too i guess.
Does anyone know?
Pretty much all of the music tracks in this game are vanilla, except for one which was the Zelda 1 Dungeon theme used in Darunia's Cavern. But there were actually plans to use more custom music tracks, like the Lost Woods theme, and Stone Tower Temple theme. I actually have some of the music files since I have pretty much all of the PW-Dev builds.
Letterbomb- Since : 2020-03-01
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