Conker's™ Hyrulian Tail ~ Screenshots and Videos!

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Post by Puzzledude Sat 5 Oct 2013 - 8:52

The ending goes into black screen, since you need to tell the game, what overworld to load with the special white dots (exits). If one exit is missed, it will not know where to go, so it will go to black screen.
 
From my Vital hex addresses document:
Ending sequence
 
1.) FIRST PART correct values (this shoud load the Triforce shrine correctly, the rest is gfx edit)
 
Ganon entrance to-----15E26 = 89          
the triforce shrine-----15E27 = 01          
(HM destroys this
all the time)
 
GFX in triforce shrine--15E76 = 88          
------------------------15F14 = 00        
 
scroll up-down---------15FB1 = 00          
in triforce shrine-----15FB2 = 00        
 
scroll left-right------1604F = 00
in triforce shrine      
 
 
 
2.)B) SECOND PART, SPECIAL EXITS
 
 
01.) EXIT 1000 (place it in big area, lower middle position of the exit, picture travels up, place it so that the sprites are not seen)  
02.) room 18 (automatic)
03.) EXIT 1002 (place it in big area, upper right, travels down and left)
04.) EXIT 1012 (big area, lower middle, travels up)
05.) EXIT 1004 (big area, middle up, travels down)
06.) EXIT 1006 (small area, upper right, travels down left)
07.) EXIT 1010 (big area = zora domain, upper left, travels right)
08.) EXIT 1014 (small area, upper middle, travels down)
09.) EXIT 100A (small area, middle right, travels left)
10.) EXIT 1016 (big area, middle low, travels up)
11.) room 277 (must be fountain, automatic)
12.) toom 289 (must be smith, automatic)
13.) EXIT 100E (big area, upper left, travels right)
14.) EXIT 1008 (big area, upper right, travels left)
15.) EXIT 1018 (big area, upper left, travels down right)
16.) EXIT 0180 (master sword, automatic), can be changed, but then the gfx values in the "white dot" settings must be adopted
Puzzledude
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Post by Puzzledude Sat 5 Oct 2013 - 9:08

I've tested this out. There's definitely something wrong, since PU needs 16 seconds to load the Shrine and Links gfx and the background is still wrong. So PU is not compatible to Alttp in this case, thus the upper code in number 1.) will not solve the problems. The shrine, however, looks better than the upper video, but still far from correct.
Puzzledude
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Post by Founder Sat 5 Oct 2013 - 9:41

I've just tested this and Conn programmed the first two exits directly in the game! I've added all other exits and the game loads fine until the credits are finished. The only problem is that now takes a dozen seconds to load the room. Before adding any exit I entered there instantly.

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Post by Conn Sat 5 Oct 2013 - 10:05

oh seems you were faster than me. Just sent you the patch that fixes all screens.

also sent you the pu version of throw worn-out gloves in fairy pond fix.
Conn
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Post by Puzzledude Sat 5 Oct 2013 - 10:14

Just sent you the patch that fixes all screens.
Even the Triforce shrine screen? That's good to hear. I have the feeling everything is somehow different in PU, if compared to Alttp or any hack compatible to Alttp; thus different solutions need to be found.
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Post by Conn Sat 5 Oct 2013 - 10:23

Ah, err no, not the messed up. Only a patch that let's you come to the credits (all entrances that you listed).
I cannot confirm a long loading time, when I play the triforce chamber loads immediately.
Conn
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Post by Founder Sat 5 Oct 2013 - 21:03

The credits loads completely now and I don't need to add those exits (they make the lag before the chamber if you add a single one of them). It is to be noted that the glitched screens are mostly on overworlds since the two layers hack... I see two possibilities here. One, we skip those scenes and go directly to the credits part (after getting the triforce) or two, we change the locations to dungeons exclusively since those bug less.

If we are to change the locations to dungeons, it would be amazing to view all twelve dungeons in the game and four other dungeon rooms like so:

Instead of "The return of the king" it would be something like:

- Dungeon 1 - Ancient Museum -

and then we would see that a room from that dungeon!

"The loyal sage"
Sanctuary

- Dungeon 2 - 66 Rupees Casino -

etc.. and of course make each room load it's original properties so the gfx show up right! Using all dungeon rooms instead of overworld areas is therefore required to get the ending right.

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Post by Euclid Sat 5 Oct 2013 - 21:46

i suggest skipping the triforce shrine - i don't think link's goal in this game is to get the triforce (since the menu screens indicate you've "gotten" the triforce pieces) but to stop ganon (or whoever) who's hiding in the rift? then walk out and "poof".

as for the overworld scrolling thing - in theory it should be possible to mimic the code in the dungeons to be done purely in the dungeons - however it seems all we have to work with is a "down scroll to up" (fairy pond/sanctuary) or a static screen (blacksmith)
Euclid
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Post by Founder Mon 7 Oct 2013 - 2:29

Good idea. Let's skip the triforce shrine. Makes more sense that way since well already have the triforce... The protagonist is a shadow form of ganon. I'll explain much of the story though dialogues and those crystal maidens and make it so you know enough about the forecoming events that'll happen after you beat the final boss... peace will restore, the worlds with reunite once more.. typical stuff.

Is it possible to make it so that when you walk out of the boss room it loads the credits directly? Less painless that way when we look at it!

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Post by Euclid Mon 7 Oct 2013 - 4:27

if you go straight to credits after walking through the door, but it wouldn't look as epic as scrolling through the dungeons?
Euclid
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Post by Founder Mon 7 Oct 2013 - 14:08

Well it would surely be less epic indeed. If you want I can make a list of dungeon rooms and the gfx sets they should use along with if it's a static screen or a vertical scrolling one. Not all dungeons are currently done, but I could set or create a room in advance for each of them.

You could keep the people sprites from the ending, it would be amazing to have them walk in the dungeons again (cleansed from monsters) like for example people walking/just chilling in the casino, the ancient museum or the space station for that mather Smile

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Post by Founder Mon 7 Oct 2013 - 16:15

I've reworked on my batcave event, here's pretty much what it'll look in the final game Wink


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Post by Erockbrox Mon 7 Oct 2013 - 17:38

I like a lot of what you've done with this game so far.

I will say this though, I think that the bones and skulls on the ground are just a little too much decoration wise.

Just my opinion.
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Post by Founder Mon 7 Oct 2013 - 22:35

Thanks and no worries, everyone is entitled to their own opinions Wink

I'll see what I can do to make it looks like less crowded (decoration wise).

I've been thinking about the ending Euclid... why not create an epilogue that uses static screens.. similar to how you guys created the Bs Zelda Sekiban ending! It would satisfy people hungry for a good ending and it would save us a lot of pain! Provided inserting such a thing is easy of course. Maybe Conn has an idea... on my part I have no idea who did what in Ancient stone tablets beside that you helped create the indoors and the translation?

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Post by Euclid Tue 8 Oct 2013 - 7:03

conn's the person to ask there, i did the indoors initial leg work and editor (the actual rooms are done by someone else) and the translation text insertion.
Euclid
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Post by Founder Wed 9 Oct 2013 - 15:45

I'll ask him about it then! About those lost woods areas Euclid, I've started remaking the modern world one, here it is as of right now:



The directions you make in that middle area will lead you to the gates of hell and heaven! Just started inserting them so the palettes aren't right at the moment.

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Post by Conn Wed 9 Oct 2013 - 17:02

Yeah, I should be able to do it similar to what I did in AST... my problem is only that I tend to forget what I did pretty soon ^^''
But I guess I can create a similar code for PU.
I think the measurements for a gif to insert is 87a, 256x224, 256 colors (but I am not sure). One pic will take a complete bank but you have enough space.
Conn
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Post by Founder Wed 9 Oct 2013 - 18:26

It would be amazing yes! I could create a few screens that represent the epilogue/ending, not too much though considering they take a bank each.

256x224 is the same size as those zsnes screenshots (the size of the screen) if I remember correctly! The game being able to load 256 colors is also interesting Smile

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Post by Conn Wed 9 Oct 2013 - 19:12

yes, exactly the size of a screenshot. You can convert it to gif 87a non-interlaced or something... need to figure out correctly the adjustment.
And yes, you can use the full palette. For thirdquest/fourthquest I was able to insert beautiful titlescreens this way:

Conker's™ Hyrulian Tail ~ Screenshots and Videos! - Page 11 Fq

Only restriction I have is to jump only one time back into game routines... so no static screen, ingame dungeon screen, static screen, credits or stuff like this... you can however have as many static screens in a row as you like.

It required much asm for AST to have it this way so that you see how the mascot brings back the master sword and gets back to earth. So only one time back to game is enough... like:
- static screens, ingame routine dungeons, credits
- ingame routine dungeons, static screens, credits
Conn
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Post by Founder Wed 9 Oct 2013 - 20:09

That's really amazing actually!! I'll try creating a 256x224 gif 87a non-interlaced picture that will be the first screen that'll load after defeating ganon's shadow! It's okay to skip any of the overworld/dungeon scrolling/static screens as those are too much glitchy anyway.

256 colors static screens will do the job just fine Wink

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Post by Conn Wed 9 Oct 2013 - 21:52

so you are
- defeating ganon
- walk to north (native triforce chamber)
- have a cascade of new static screens
- display the credits

Jumping back to the credit scroll might be difficult since this is a back to game routine jump but I did it once for AST, so it might be possible here too.

You can add nearly any pic... in AST ending I put also this pic as final screen (with original "the end" but far more beautiful :p ):

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For example, I really love this pic (which should also be insert-able without problem when resized):


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Conn
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Post by Founder Thu 10 Oct 2013 - 1:11

Is it possible to make multiple ending with static screens like that? Say for example you need to have a certain item in your inventory in order to get a good ending? or it could be finish the game in less then say 5 hours with all items and get best ending I dunno lol

Here's what the first screen could look like! I could probably add shadows to the text to make it easier to read:

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And if it's possible to have alternate endings, say for example you don't get the ankh (gold potion) you'll get a bad ending:

Conker's™ Hyrulian Tail ~ Screenshots and Videos! - Page 11 Image8_zps026b6812

Got inspired by Diablo 1 ending for this one lol


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Post by Conn Thu 10 Oct 2013 - 5:48

different endings are of course very easy to make. And I think you don't need to worry about the space, 1 MB are 32 banks lorom banks; I however need 2 banks of those. So 16 pics/MB. I think however the pic must not exceed 64 kb (2 banks). If it is below 32 kb I can store maybe even 32 pics/MB (just pragmatic calculation...).
Then I need the conditions; time you like to have each screen displayed, advancing through button press yes/no...

But making the gold potion that important? It's only a spin and relatively easy to get.

I was thinking it may be a good idea to transform it into the philosopher's stone could be a good idea.

Other topic, if it is possible to port the super bomb into PU, do you have a favourite color (your dynamite already is red, so you might want to have it green or blue)?
Conn
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Post by Founder Thu 10 Oct 2013 - 17:46

Thanks for telling me the average size it all takes, I got worried it would be taking much more space then that Razz

So different endings is something possible after all.. I seriously didn't expect that!

About the gold potion, we could beef up it's price to say 2000 rupees, that way most people will just skip it thinking it's irrevellent and get a bad ending lol

The philosopher's stone from that first Harry Potter movie? That's an awesome idea actually!!

You can make the super bomb palette green! Blue is already used in Alttp so let's go with something new Razz

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Post by Conn Thu 10 Oct 2013 - 18:11

Just sent you the superbomb for PU.
I got the palette "greenish" it uses a non-standard one, therefore the native bomb is more orange as well.

It's really easy; you just need to point to another image with "if no ankh jump to this instead that pic", that's all.

The difficult part is when it comes to the credits... I guess you want to jump to the image cascade (with different endings) when Link enters the triforce chamber. After the cascade you want to have the scrolling credits (where I'd need to get back to the ingame routines, which is hard). Then you want another final end screen I guess which is again easy.
You know, jumping from game routine to an image is quite easy, but get into the ingame routines afterwards is pretty hard.
Conn
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