Iron Boots!!! I did it! Pretty much!

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Iron Boots!!! I did it! Pretty much!

Post by Erockbrox on Mon 28 Oct 2013 - 1:57

Okay so I remember seeing something posted before about iron boots and that it was too hard or something well I don't think it should be too hard after all.

You can pretty much achieve this just using layer 1 and 2 trickery. All I did in this video was remove that low guard rail.

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You would need to show a splash when Link jumps in and have him graphically underwater. It would need to look as if he is underwater.

Here in the screenshot Link could pick up pots and get things that were otherwise inaccessible due to them being underwater.

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With the Iron Boots Link can just walk down the stairs and get what's under the skulls!

Now the only things is...........

What about the fire-rod and other such items which wouldn't make any sense if they were used underwater? They would have to be disabled in this state.


Last edited by Erockbrox on Mon 28 Oct 2013 - 16:35; edited 1 time in total
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Re: Iron Boots!!! I did it! Pretty much!

Post by SePH on Mon 28 Oct 2013 - 15:18

That effect would have to be tied to an item so that you can still access other places by swimming into the water! Otherwise that's a pretty neat idea and I'd love to see this happen!

At this rate we could probably remove one of the three medallions to add this item Razz

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Re: Iron Boots!!! I did it! Pretty much!

Post by Erockbrox on Mon 28 Oct 2013 - 16:47

If you jump off the ledge you then land on the bottom floor. If you use the staircase you enter the water.

You could just have special places on the second floor where you were allowed to jump off of which would have a tile on the floor with an image of a iron boot that indicates that you can have the iron boots at that one specific spot.

This way you don't have to mess with stairs because if the iron boots is a item then you have to have a check when going down stairs on whether or not the player should sink or swim.

So by using iron boots tiles, which are just graphics on the top of ledges this could possibly be easier to implement as you don't even need an item at all.

It's an idea.

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Re: Iron Boots!!! I did it! Pretty much!

Post by Conn on Tue 29 Oct 2013 - 21:21

I think this idea is not too bad... can you also use normal staircases to get into the water and out of it (not those jump ones where you initiliaze Swimming)?

The items are more or less done. Even if I want, implementing new items gets more and more impossible (it wasn't in first instance foreseen to include so many new items, and as you may have noticed things start getting complex with all the bugs and I almost always need to jump to new unused regions).

I may have a good idea... I think it is possible to sink to ground during swimming (should be a 1byte change in the $0300 Region). This can be coupled to
(1) swimming in dungeon
(2) y button press (I think this is unused during Swimming, can also be B, L,R)
so this will be a special feature of Zora Scale and no further item necessary.



edit... ok set
$5d: 04 -> 00 while swimming and Link will walk on the water.
$EE: 01 -> 00 will set him on bg1 (lower floor).
$9A: 62 -> 72 will make him transluminescent
$5E: 00 -> 08 will make him move slowly (thus more authentic)

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guess I almost have everything I need for an asm Wink
Only makes sense in dungeons of course.
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Re: Iron Boots!!! I did it! Pretty much!

Post by Conn on Wed 30 Oct 2013 - 2:32

ok hack first Version done ^^

Please find the Rom here:
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Load zora.smc and use the snes9x savestate. Swim and press the L-button. If you start a srm cheat with 7ef33c-01

The only "bug" I find so far are the items which do not get translumiscent. I also checked in AST (fog) and the items in use are normal there as well. I think here is nothing I can do. Also using a lantern/bombs underwater is somewhat strange... but hej, it's a fantasy world... making exceptions is possible but only little gain for much effort. I consider giving upgrade red flippers to the fairy pond 1 for native/24 menu.

For PU I consider an extra tile (though it's hard to get any place there at my hook points). So Zora's scale can be L1 flippers, and diving suit these L2 flippers from the fairy (required for atlantis). What do you think SePH?
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Post by Erockbrox on Wed 30 Oct 2013 - 2:38

Unbelievable! This would have been unheard of years ago!

So is Zora's Scale an upgrade from normal Flippers?

No matter what this is awesome.

I LOVE the idea to make me walk more slowly. Brilliant.

So while you are swimming you can just sink to the bottom. Would this be like a fall or something? What would the transition be like? Will there be a SPLASH animation?

If its an upgrade I can see a way to using this. Have doors on the bottom under water. If you can't sink then you can't access those areas. Only after you have the Zora Scale then could to enter those areas.

Also you could put a key under a pot so that you would need to have the Zora Scale to get it.

Only thing is the weapons? Will you be able to use weapons? You could maybe just disable all weapons altogether while under water. Just disable the Y-button.



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Re: Iron Boots!!! I did it! Pretty much!

Post by Conn on Wed 30 Oct 2013 - 2:43

why don't you just download the file, use the savestate and try it out? You could also test the Goldstar at this opportunity /-)

The upgrade is not implemented yet, only the asm to be able to dive and emerge with L-button. I thought also about making the items unuseable but this limits your actions beneath the surface. I wait for the other's opinions here.
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Post by Erockbrox on Wed 30 Oct 2013 - 4:00

Actually I made that post before you made your other post so I didn't know you posted. Razz

Okay I will try and test this out and post whether I could do it or not. Finally I need to try out this goldstar!!!

You have done amazing work Conn! I am very impressed.
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Post by SePH on Wed 30 Oct 2013 - 10:59

Conn wrote:For PU I consider an extra tile (though it's hard to get any place there at my hook points). So Zora's scale can be L1 flippers, and diving suit these L2 flippers from the fairy (required for atlantis). What do you think SePH?
Sounds good! I can make it so that the L1 flippers/zora scale are required for the Sunken Temple and diving suit L2 to reach the Parallel Tower ruins underwater!

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I almost tempted to rename my diving suit into iron boots now with that effect! As it does pretty much the same thing as in OoT!

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Re: Iron Boots!!! I did it! Pretty much!

Post by Conn on Wed 30 Oct 2013 - 11:19

What about bunny link in atlantis area? couple him to L2 flippers then? (dunno what the sunken temple and the ruins are).

ok what do you think about item use under water? Enable or disable?
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Re: Iron Boots!!! I did it! Pretty much!

Post by SePH on Wed 30 Oct 2013 - 11:30

The bunny in atlantis was going to be link holding his breath, couple it to L1 zora scale/ then you get the diving suit L2, change into normal link.

But instead let make it so that:

nothing/L1 flippers = link holding his breath
L2 zoras scale = breath and dive underwater!

Item use underwater should be disabled totally. We can at least still use block puzzles underwater that way!

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Re: Iron Boots!!! I did it! Pretty much!

Post by Conn on Wed 30 Oct 2013 - 13:53

That was pretty hard, but I think it is quite good debugged now. I mapped diving on the y-button now:

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This included zora2 can be seen as final since also the fairy upgrade is implemented (flippers turn to red). I'll create the single hacks and pu port later.
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Post by SePH on Wed 30 Oct 2013 - 14:27

Looking much better! If the flippers upgrade it means we could have swim1 and 2 in the menu aswell.

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Post by Erockbrox on Wed 30 Oct 2013 - 14:50

SePH wrote:

Item use underwater should be disabled totally. We can at least still use block puzzles underwater that way!
I agree.
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Post by SePH on Wed 30 Oct 2013 - 15:53

He already disabled them in the latest patch Wink

And Conn for PU, since it's going to be upgraded at the 2nd pond, I'll make them like so:

L1 = Silver Scale //  gives you the ability to swim
L2 = Golden Scale // gives you the ability to dive and breath in underwater areas!

Pretty much like in OoT but we don't start the game with the ability to swim.

It would be amazing to implement a timer that gives you a maximum of time underwater before you get back to the surface automatically! Because then it could be...

L1 = Swim at the start of the game
L2 = Silver Scale //  gives you the ability to dive for a maximum of ten seconds
L3 = Golden Scale // gives you the ability to dive unlimitedly and breath in underwater areas!

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Post by Conn on Wed 30 Oct 2013 - 18:56

Sorry, I am really somewhat burnt out now to implement further stuff.

Ok, silver and gold then. Am finished with 24/native menu port
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Post by Conn on Thu 31 Oct 2013 - 10:50

I did some testing:

- you can lift pots and should be able to open chests
- small "bug" with the peg boots. You must press in a direction to run, what happens quite slowly then. I won't fix this because it doesn't hurt and might even fit to a difficult movement below the Surface. Would seem strange if you can run normally.
- sprites underwater is special. You can place sprites there and they get translumiscent, but only with you! So if Link is below the surface, the sprites are as well, if you are swimming the sprites are on top of the surface as well. It is not possible to differ between this, because both share the same address $9a. So placing sprites and fighting under water is unfortunately not possible, since it would look strange if the sprites "dive and emerge" with you.
But of course you can place a Heart Piece into a chest below the surface or a key under a pot there or whatever.


btw: if you see typos like capital letters and stuff, don't blame me. It's new win 8.1 and ie 11 which does automatical grammar correction (to german, not english). It isn't deactivate-able as in win 8.0 (charms->pc Settings). If somebody knows, let me know how to get rid of it. If it persists, I use Firefox.
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Post by Erockbrox on Thu 31 Oct 2013 - 12:50

Very nice. You could however make a brand new sprite which mimics you which dives down under the water and comes up the surface as you do . It would be a sprite that copies your behavior, but it would have to be custom created just for this.
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Post by Conn on Thu 31 Oct 2013 - 14:38

Yes, but he will walk on water what looks strange.

I think this hack is limited to chests, pots with items beneath, restructions (underwater walkway) and maybe you can place a path on the upper floor that will block Swimming link, but he can walk through beneath (must be tested, also what happens when he emerges when being below the path).

Edit: just tried out to walk underwater through a door and it works, however only inbetween a room (you can walk under water inbetween these 4 squares using a door) - if you enter another 4-square room will reset the translumiscence (I think, by watching the ram value).
Being in a door way I tried to emerge and couldn't move until I dived again, so blocking the surface with a bridge path where you can go beneath on the ground may work.

This should be tested, but I am terribly bad with HM...
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