Conker's™ Hyrulian Tail ~ Screenshots and Videos!

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Post by Founder Thu 3 Apr 2014 - 19:38

Alright, it is set then! I'll play that music during the apple ending one! It's the least I can do considering all the hard work that you had to make those ending screens work the way I wanted!

Founder

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Post by Conn Thu 3 Apr 2014 - 19:57

Thanks a lot Wink
Conn
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Post by Founder Thu 3 Apr 2014 - 22:27

I've had time to test out your casino dungeon Puzzledude and even finish it and it turns out to be awesome!

Got stuck only once! That block pushing puzzle took some extra time, but I managed and was much happy that I suceeded actually, simply ingenious! You trully deserve the name of Puzzledude Wink

I started converting it into the rom and I can safely say it should be 100% done during my next weekend as porting them is rather easy!

Can you recognize your first four rooms? Razz



I'll need to fix some palettes (hammer pegs/peg-switch pegs & the torches) and reorganize my spritesets a bit, but that won't be a problem!

For others, here's an exemple of the porting work that will be done!

First here's the first room of Puzzledude mimic of my dungeon perspective:

Conker's™ Hyrulian Tail ~ Screenshots and Videos! - Page 22 Image2_zpsaa422205

And my rendition in my rom using my own custom perspective!

Conker's™ Hyrulian Tail ~ Screenshots and Videos! - Page 22 Image4_zps45934625


Founder

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Post by Puzzledude Fri 4 Apr 2014 - 7:33

Looks great. Yes, the Conn's ASM was finally used in practice. I always wanted to make such a block puzzle and it is much better as the sprite Statue. The multi-pushable block is faster to push and easier to go around it, and pushes by exactly one unit (and the warp is there to reset the puzzle).

Also, this dungeon is a more conventional one, using a lot of room sizes. It is very nice to see the first room ported.  Very Happy
Puzzledude
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Post by Conn Fri 4 Apr 2014 - 18:18

Uh, do you mean the unlimited moveable blocks? Be Aware that SePH uses the variant which requires a L3 glove (native L2 glove since he also uses worn-out glove) to move them unlimited times, so such puzzles should come quite late int the game Wink
Conn
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Post by Puzzledude Fri 4 Apr 2014 - 18:27

There are 2 options: if he uses the version that requires L3 to move them, than he needs to remove the puzzle from this dungeon; or use the same version, which I used in my Rom (I could move it multiple times with L1).
Puzzledude
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Post by Founder Fri 4 Apr 2014 - 18:38

I know that right now my game is set to give you the block push move unlimited times when you get lift4 but I'll change it so that the worn glove gives you the ability instead. I see no issue in doing that actually as the block puzzle is simply ingenious Smile

Founder

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Post by Conn Fri 4 Apr 2014 - 19:17

hm, best would be you'd bring the block puzzle in a later dungeon where you already have lift4... or is this not possible?

You'd have three choices:

(1)
If you want to have next to Lift4 also Lift3 move blocks you easily can do so by changing

07/7e11: 02->01 (enables Lift3 and Lift4 unlimited block move)

(2)
If you want all 3 gloves (Lift2, Lift3, Lift4) make unlimited block moves, you have to run this asm (note, not having a glove will not let you move unlimited times):


Code:


lorom

org $01d87d
NOP
NOP
JSL $0EFdf0 ; (above the icerod code to not overwrite it)

org $0efdf0
CMP #$2727     ;check if block is already moved
BEQ $0F           ; if yes branch to after first RTL
LDA $7F2000,x ; load block value (e.g., 70, 71, 72...)
STA $7F5000   ; store to intermediate (unused) 7E/D000 is icerod
LDA $00           ; set old block value to 00 to indicate that it is moved
STA $7F2000,x
RTL    
LDA $7EF354       ; load gloves
AND #$00FF              
BNE $05       ; branch to move unlimited
LDA #$2727       ; if no gloves or worn-out set the block solid      
BRA $04              
LDA $7f5000    ; If power or titan mitt load intermediate value  
STA $7F2000,x  ; store intermediate instead of 27
RTL              


(3)
If you want to have unlimited block move everytime (Lift1, Lift2,Lift3,Lift4) run this asm:
Code:


lorom

org $01d87d
NOP
NOP
JSL $0EFdf0 ; (above the icerod code to not overwrite it)

org $0efdf0
CMP #$2727     ;check if block is already moved
BEQ $0F           ; if yes branch to after first RTL
LDA $7F2000,x ; load block value (e.g., 70, 71, 72...)
STA $7F5000   ; store to intermediate (unused) 7E/D000 is icerod
LDA $00           ; set old block value to 00 to indicate that it is moved
STA $7F2000,x
RTL                  
LDA $7f5000 ; branch here if 27 - load intermediate value
STA $7F2000,x  ; store intermediate instead of 27
RTL      
Conn
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Post by Puzzledude Sat 5 Apr 2014 - 6:22

know that right now my game is set to give you the block push move unlimited times when you get lift4 but I'll change it so that the worn glove gives you the ability instead. I see no issue in doing that actually as the block puzzle is simply ingenious
If you like this puzzle and you want it to be in this dungeon, then you simply need to copy what I did in my Rom. I used the standard Block moving ASM, where you can push it multiple times in all cases (in my Rom the puzzle is before you get any type of gloves). This is how I've done it, but of course you can adopt this to your wishes.
Puzzledude
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Post by Conn Sat 5 Apr 2014 - 11:56

SePH, are you using staircases in the tardis dungeon? I found a bug with the countdown Rendering you invisible when being warped while in a staircase:

Conker's™ Hyrulian Tail ~ Screenshots and Videos! - Page 22 Rom30014

it's a 2 Bytes fix (stz $4b) but if you don't use staircases there's no Need to fix it. I also fixed Swimming in the asm (was Buggy when warped), but I think you don't use it either in tardis.
If you use staircases or Swimming nevertheless (or generally want to have this fixed), then please send me a fresh Rom. If you have Problems applying above posted asm (moveable blocks), then you can tell me which Version you'd like to have and I can apply this too in this go.
Conn
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Post by Founder Sun 6 Apr 2014 - 7:08

Conn wrote:hm, best would be you'd bring the block puzzle in a later dungeon where you already have lift4... or is this not possible?
This is first used in the fourth dungeon, so it's good enough. It means the infinite block move could be used in all later dungeons that Puzzledude will make.

Also the tardis dungeon isn't using water, staircases or doors.. only warps, so no fix needed Smile

One thing though. I've found a bug with the hammer. If you use it and open your menu right away (while the animation of it is happening) and select another item, the animation of the hammer will be freezed and you'll have to select the hammer again, to unfreeze the game. If you need the latest rom I'll send it to you after I come back from work, thanks!

Puzzledude wrote:
If you like this puzzle and you want it to be in this dungeon, then you simply need to copy what I did in my Rom. I used the standard Block moving ASM, where you can push it multiple times in all cases (in my Rom the puzzle is before you get any type of gloves). This is how I've done it, but of course you can adopt this to your wishes.
The third asm Conn posted will do just fine. Feel free to use infinite block puzzles in all your dungeons since I won't be doing these in mine.

Founder

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Post by Conn Sun 6 Apr 2014 - 7:46

The third asm Conn posted will do just fine. Feel free to use infinite block puzzles in all your dungeons since I won't be doing these in mine.
in this case I'd use the asm where you already need any glove (which is option2 (move only when having Lift2,3,4 but not Lift1), since you get the worn-out glove in this dungeon)... In this case you could give a riddle where unlimited block move is required earlier, that makes you Need to return after having the worn-out glove. Or better you have a barrier, require unlimited block-move in this 4th dungeon that doesn't let you proceed until you found the worn-out glove.

One thing though. I've found a bug with the hammer.
Simply Change
03/9b69: ad e0 02 -> 0d 7a 03
The old Buggy code checks for reasons I cannot retrace now if you're in bunny mode.
I think I coded it at a time to not select items while in bunny or something, but I probably fixed the issue already somewhere else since I could not find a bugs bunny after the fix.
Conn
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Post by Founder Sun 6 Apr 2014 - 15:46

Haven't read correctly, but yeah option 2 is what we want to apply here!

Thanks for the hammer fix aswell, I'll go check it out!

Founder

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Post by Founder Sun 6 Apr 2014 - 23:44

Current progress porting Puzzledude's first dungeon!

Conker's™ Hyrulian Tail ~ Screenshots and Videos! - Page 22 Image10_zps649fd1a4

Some rooms will be different since I'm using different tilesets/graphics, but the puzzles and room layouts will essentially be the same!

I'll first create all the remaining layouts/add doors then will add details in them in the end (goes even faster this way).

^^After that dungeon is done porting, I'll send the endings to Erockbrox so he can begin creating the differents ending dialogue.

Founder

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Post by Erockbrox Mon 7 Apr 2014 - 2:10

yea, just give me the paragraphs and i'll do the voice overs for you. let me know if you want the same accent or possibly different styles of voices.

also let me know if you have any requests for designing anything inside your dungeons. that's my specialty.

also cant wait to beta test this and give you some feedback.

when i do the beta test I'll record myself playing it blind and post it on youtube as private so only people here can see.

this way you get to see what its like for someone who has never played the game before.

also i think your game could be improved greatly if we had new enemies too.

is anybody working on new enemies. i remember reshaper256 was doing this but i believe that he just quit.

Conn have you ever tried to make a new enemy?
Erockbrox
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Post by Conn Mon 7 Apr 2014 - 6:25

Conn have you ever tried to make a new enemy?
Hell no. Duke wanted once to have me inserted vitreóus in AST and some other enemies (gleeok and lamnolas) in bszelda. Maybe I am able to do so after 2 months hard work but I hardly see a Point doing so.
Conn
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Post by Erockbrox Mon 7 Apr 2014 - 20:18

^ i only say this because i know reshaper256 made some 100% custom enemies and i think your asm is probably more extensive than his.

if he was able to manage then im sure you could too. btw how hard is it to do anyway?

Erockbrox
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Post by Conn Mon 7 Apr 2014 - 21:47

Is reshaper member of this Forum? You know, every hacker has his specialities... enemies are surely none of mine. Especially when I think about the asm required to make that (tiles, movement, live energy, etc...)

But I am interested in what he was able to create, if there is a hack/Video or anything of the new sprites?
Conn
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Post by Erockbrox Tue 8 Apr 2014 - 0:06

The video Conn used to be on youtube, but the link brings up just a blank page.

You can read about it in the gamemakr diary page from 2007 and here is a paragraph dealing with them.

gm wrote:Reshaper256 recorded his progress as he developed the blue bot sprite. The 1st video shows a major landmark -- we were excited just to have creatures on the screen that look normal, cause damage, and can be killed. In the 2nd video, they can actually move around. Notice how they animate differently, depening on whether they're traveling or sitting still. The 3rd video shows that they're programmed to be aggressive. They don't just hop around anymore -- they attack! The 4th video shows that there's strength in numbers.

i can tell you what he achieved though. even though the video is no longer available.

He made the sprites move randomly around. They inflict damage on link. They can be killed. Then he made them hop up in the air and follow link and chase him around the room.

Again apparently he took the videos down. From what I understand they were coded from scratch!

if you want to see what reshaper256 did you could ask game maker for the code. if anybody here could figure out reshapers code it would be you Conn! Smile
Erockbrox
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Post by Conn Tue 8 Apr 2014 - 6:21

that's amazing that such a Thing is possible. maybe you should invite him to These Forums Wink
Conn
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Post by Puzzledude Tue 8 Apr 2014 - 6:56

Reshaper is already on this forum, just not active.

I remember this sprite. It is a hopping thing, which was made out of the Tentacle sprite. This definitely is a reprograming of the mentioned sprite. But Reshaper also added the new feature: jump attack on Link.
Puzzledude
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Post by Founder Tue 8 Apr 2014 - 14:09

Remember seeing those videos too. It shouldn't be too hard to reprogram some of the sprites considering MoN documented them all mostly in his disassembly:

http://math.arc-nova.org/Releases/Banks_02_27_2014.zip

But like everything that we change in the game with those hundred of asm patches, I can garantee more bugs will occur and more fixes will be needed.

Don't we have enough bugs to fix already?

I see little need to reprogram enemies beside the bosses maybe, but then again don't think those are a necessity to enjoy a good hack of Zelda 3.

Founder

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Post by Conn Tue 8 Apr 2014 - 14:15

I completely concur, SePH :p
Conn
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Post by Founder Tue 8 Apr 2014 - 14:35

I think the worst part about modifying sprites is that some of them have shared code with other sprites. Sometimes, you think that you're only modifying one sprite, when in fact many others are affected.

A good exemple of this is their health and damage tables.. if you're not careful enough, many bugs can easily occur like making the bosses unbeatable (I learned this the hard way) and affect some sprites movement (like they can't go north).

It think it would be safer to create new/small sprites from scratch like wiiqwertyuiop did a while back:



But then again, before starting new projects, I really think we should focus on fixing the bugs already present in the game (I know there are a lot more then you can think of due to all the goodies our asm geniuses added over the course of the last few years)! I'm pretty sure we'll find dozen more during the beta test, if not hundred more!

Founder

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Post by Conn Tue 8 Apr 2014 - 17:14

I also think that your sprite modifications will do the Job. You have rendered the tiles to Mario themed creatures, cats, fairies etc. I only could guess which original sprite would hide behind them. Thus there's really no new sprite needed in PU.

But generally, I wish I could tell my item adjustments work for 100% percent, but I can't since every now and then new bugs are found... which makes asm hacking depleting (feather was until now the most devastating bug fixes I ever did).
So I won't mess around with new sprites - I did it once with the golden potion at the witch, and though I managed I can tell: ... it was difficult Wink
Conn
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