Conker's™ Hyrulian Tail ~ Screenshots and Videos!

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Post by Erockbrox Fri 10 Jul 2015 - 4:06

Super funny! Keep it up and I can't wait to play the beta!!!

And also I found out that there is even a esrb rating higher than mature. Its called Adult Only.

but i really like the mature rating on your game because it makes it feel like its a big boys game.... like its for grown ups.

and it feels cool playing a game with that kind of rating because then you are curious to whats in it.

Like, whats in this game that gives it such a rating? lets play it and find out.

You can finish this game Seph! May the force be with you!!!
Erockbrox
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Post by Conn Fri 10 Jul 2015 - 13:15

where was that girl touching ...?  Tired  ...  Exclamation ... ... Ohmygod ...  Disgust

Very Happy
can you maybe transmit your video about the pcm:s elsewhere? Seems like dailymotion takes ages...
Conn
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Post by Mr.x Fri 10 Jul 2015 - 17:46

Sailor Jupiter!

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Also should PM the tracks that I have so far? I haven't had to time work except over the weekend so don't rush the project, don't hesitate to insert new graphics.

Mr.x
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Post by Founder Fri 10 Jul 2015 - 19:25

Thanks Erock, yes I know I can do this :-D

I won't reupload the video elsewhere, instead I'll show parts of the game once the msu-1 is fully implemented... like this:



Just read the title and enjoy the video!

There's a puzzle with the fishes but I forgot to add the chest definitions so it isn't working properly yet! All that catch me if you can fishing style for nothing :/

But the special two bosses fight is incredibly epic in the dark, all I can tell! It really goes well with the msu-1 theme I chose for this place Smile

You can send the tracks whenever you feel like it!

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Post by Conn Fri 10 Jul 2015 - 20:07

Looks promising Very Happy
Seeing the video I just wonder why you don't have a tail, though it's in the menu... is this a bug or something else?
Conn
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Post by Founder Fri 10 Jul 2015 - 20:49

Nah just using an old ''pu_msu.srm'' probably. The tail graphics and many other items are however glitched.

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Post by Mr.x Fri 10 Jul 2015 - 22:28

Okay I PMed you the songs. Be sure to check them out. I would also like to see them ingame if you don't mind. Tell me your top 5 favorites. Smile

Mr.x
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Post by Erockbrox Fri 10 Jul 2015 - 23:43

Watched the video.

The fish dark room seems like its a little awkward because you can't see the hole. Maybe possibly make the room flash light once in a while so that you can see the hole?

Or maybe just 1 lantern lit ( you know how you have many different levels of a lantern lit room). This way the room is still very dark but you can at least see something.

Just suggestions. Smile

Also very nice to see those puzzles come to life Smile
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Post by Founder Sat 11 Jul 2015 - 1:58

Thanks Erock for the suggestions as always. I really think the hack has changed so much in the good way since last beta thanks to all the comments and constructive critiques!

Ganon's Lair



Ganon's Lair using SePH's alternate MSU-1 Pack



Two msu-1 packs, fifty msu-1 tracks in each... I'm sure there's going to have something for everybody in there Very Happy

The Garden of Eden unfinished one is surely sounding epic already :-)

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Post by Founder Sun 12 Jul 2015 - 17:56

Started inserting this!



Posted a video of the whole process in case someone was interested in seing how I insert my overworlds ;-)

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Post by Erockbrox Sun 12 Jul 2015 - 19:47

Keep it up!!!!!!!!!!!!!!
Erockbrox
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Post by Mr.x Wed 15 Jul 2015 - 15:42

હેદρમ™ wrote:
All the rest of the songs and the new ones I've heard have really a good place in the hack. You're a great song composer trovsky and I already see the improvements you've made since you started this project! Some of your old songs like the old final boss battle (not in your pack) and the old ganon's lair have also a nice ring to them. Keep up the good work!
Thank you for the compliment. I've been working on this project for a while now and already I do see that I have improved greatly on composing music since I started on the project. In addition, yesterday I discovered how to rip instrument samples from Nintendo64 games and import them into SPCs! They can successfully be imported without compression but can take up half the space needed for an SPC. Yesterday I created a track with only the Great Deku Tree instrument.


Last edited by Trovsky on Sat 24 Jun 2017 - 2:59; edited 1 time in total

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Post by Mr.x Thu 16 Jul 2015 - 0:12

SePH, I sent you a PM, check it out.

Mr.x
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Post by Founder Thu 16 Jul 2015 - 9:49



Felt a little inspired!


Will reply to your pm later in the day.

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Post by Founder Thu 16 Jul 2015 - 21:50

In case anybody is interested in creating there own floor drop paths, its in the overlord.asm file by MathOnNapkins!

Code:
    ; $4BB24-$4BBB1 DATA
    pool Overlord_CrumbleTilePath:

    {
        ; Defines to make it easier to tell what the path looks like.
        !right = 0
        !left  = 1
        !down  = 2
        !up    = 3
        
    ; $bb24
    .rectangle
        db  !down,  !down,  !down,  !down,  !down,  !down
        db  !left,  !left,  !left,  !left,  !left,  !left, !left
        db    !up,    !up,    !up,    !up,    !up,    !up
        db !right, !right, !right, !right, !right, !right
    
    .snake_upward
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right, !up, !left, !up
        db !right
    
    .line_rightward
        db !right, !right, !right, !right, !right, !right, !right, !right
        db !right, !right, !right
    
    .line_downward
        db !down, !down, !down, !down, !down, !down, !down, !down
        db !down, !down
    
    .line_leftward
        db !left, !left, !left, !left, !left, !left, !left, !left
        db !left, !left, !left
    
    .line_upward
        db !up, !up, !up, !up, !up, !up, !up, !up
        db !up, !up
    
    .x_adjustments_low
        db 16, -16,   0,   0
    
    .x_adjustments_high
        db  0,  -1,   0,   0
    
    .y_adjustments_low
        db  0,   0,  16, -16
    
    .y_adjustments_high
        db  0,   0,   0,  -1
    
    .crumble_tile_limit
        db 26, 42, 12, 11, 12, 11


; $4BB24-$4BBB1 DATA
pool Overlord_CrumbleTilePath:

!right = 0
!left = 1
!down = 2
!up = 3

02 02 02 02 02 02 01 01 01 01 01 01 01 03 03 03
03 03 03 00 00 00 00 00 00 --------FloorDropSquare (Sprite 0A)

01 01 01 01 01 01 01 03 03 00 00 00 00 00 00 00
03 03 01 01 01 01 01 01 01 --------My custom drop (move elsewhere)


00 03 01 03 00 03 01 03 00 03 01 03 00 03 01 03
00 03 01 03 00 03 01 03 00 03 01 03 00 03 01 03
00 03 01 03 00 03 01 03 00 --------FloorDropVertical (Sprite 0B)

00 00 00 00 00 00 00 00 00 00 00 --FloorDropEast (Sprite 0C)

02 02 02 02 02 02 02 02 02 02 -----FloorDropSouth (Sprite 0D)

01 01 01 01 01 01 01 01 01 01 01 --FloorDropWest (Sprite 0E)

03 03 03 03 03 03 03 03 03 03 -----FloorDropLineUp (Sprite 0F)

10 F0 00 00
00 FF 00 00
00 00 10 F0
00 00 00 FF

1A 2A 0C 0B 0C 0B -----------------FloorDropLimits

24 3D 66 71 7B 86 BB BB BB BB BB BB



I'm sure you guys can figure it out yourselves ;-)

Happy new floor drop puzzles making! Very Happy

Founder

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Post by Mr.x Thu 16 Jul 2015 - 22:53

હેદρમ™ wrote:Felt a little inspired!
Man, that's some great puzzle design, it's much more thought as than those laughably easy puzzles in the original, keep it up.

EDIT: Replied to your PM

Mr.x
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Post by Founder Thu 16 Jul 2015 - 23:40

Thank you! It's going to be one of those extra 2nd/3rd quests puzzles.. so you won't have all the items. I know Conn is tired of adding new things in the hack because it breaks other things, thankfully there's MathOnNapkins source for my daily fun stuff!

Like this:

''Are you tired of dying?!''
''You've tried everything, talismans, cheat codes, even drugs to be immortal, but you still always died.''
''I mean ARRRRRREEEEEE UUUUUUU TTTIRED OF DDYYYING??!''
''Our labs technicians at Zeldix.Net got the cure for you!''



No more death penality and a one hit touch to get you back to square one if you don't have any more health!

Only one byte change lol!

At 0x380E7, change 12 into 11

Only problem is if you die in overworlds... go try it :-P

Code:

    ; $0061-$00B4 JUMP TABLE FOR SR$0085
    pool Module_MainRouting:
    {
        ; \task Figure out how to express this interleavededly... gah.
        interleave
        {
            ; Note: there are 28 distinct modes here (0x1C)
            ; This jump table is interlaced, sadly enough
            
        .modules
            dl Module_Intro          ; 0x00 - Triforce / Zelda startup screens
            dl Module_SelectFile     ; 0x01 - File Select screen
            dl Module_CopyFile       ; 0x02 - Copy Player Mode
            dl Module_EraseFile      ; 0x03 - Erase Player Mode
            dl Module_NamePlayer     ; 0x04 - Name Player Mode
            dl Module_LoadFile       ; 0x05 - Loading Game Mode
            dl Module_PreDungeon     ; 0x06 - Pre Dungeon Mode
            dl Module_Dungeon        ; 0x07 - Dungeon Mode
            dl Module_PreOverworld   ; 0x08 - Pre Overworld Mode
            dl Module_Overworld      ; 0x09 - Overworld Mode
            dl Module_PreOverworld   ; 0x0A - Pre Overworld Mode (special overworld)
            dl Module_Overworld      ; 0x0B - Overworld Mode (special overworld)
            dl Module_Unknown0       ; 0x0C - ???? I think we can declare this one unused, almost with complete certainty.
            dl Module_Unknown1       ; 0x0D - Blank Screen
            dl Module_Messaging      ; 0x0E - Text Mode/Item Screen/Map
            dl Module_CloseSpotlight ; 0x0F - Closing Spotlight
            dl Module_OpenSpotlight  ; 0x10 - Opening Spotlight
            dl Module_HoleToDungeon  ; 0x11 - Happens when you fall into a hole from the OW.
            dl Module_Death          ; 0x12 - Death Mode
            dl Module_GanonVictory   ; 0x13 - Boss Victory Mode (refills stats)
            dl Module_Attract        ; 0x14 - Attract Mode
            dl Module_Mirror         ; 0x15 - Module for Magic Mirror
            dl Module_Victory        ; 0x16 - Module for refilling stats after boss.
            dl Module_Quit           ; 0x17 - Quitting mode (save and quit)
            dl Module_GanonEmerges   ; 0x18 - Ganon exits from Agahnim's body. Chase Mode.
            dl Module_TriforceRoom   ; 0x19 - Triforce Room scene
            dl Module_EndSequence    ; 0x1A - End sequence
            dl Module_LocationMenu   ; 0x1B - Screen to select where to start from (House, sanctuary, etc.)
            
            { modules long i } => { lowers  byte i       },
                                  { middles byte i >> 8  },
                                  { banks   byte i >> 16 }
        }
    }

Code:
    ; *$3807F-$38108 LOCAL
    {

    .linkIsDead
    
        LDA $1C : STA $7EC211
        LDA $1D : STA $7EC212
        
        ; Save the current mode so that the game knows what mode to go to after you've died
        LDA $10 : STA $010C
        
        ; Enter death mode.
        LDA.b #$12 : STA $10
        
        ; And in death mode, go to the second submodule.
        LDA.b #$01 : STA $11
        
        ; Disable heart filling
        LDA.b #$00 : STA $031F : STA $7EF372

We love you MoN, we really do Very Happy

P.S. Thanks for your pm, will reply tommorow at the job during my breaks Wink


Last edited by હેદρમ™ on Fri 17 Jul 2015 - 0:40; edited 5 times in total

Founder

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Post by Founder Thu 16 Jul 2015 - 23:52



Edited that intro from the Anthrox Christmas Special Public Domain rom and would love it if Conn would implement it to boot before the game starts (Before the Mature 17+ screen).

I already edited the Mario sprite into Conker but his colors are funky ;-P

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Post by Founder Fri 17 Jul 2015 - 0:20

For the harcore players out there...



The game resets after dieing!

Same as above, at 0x380E7, change 12 into 17

I'm sure there's other values, but haven't tested them all out yet ;-)

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Post by Conn Fri 17 Jul 2015 - 5:45

Edited that intro from the Anthrox Christmas Special Public Domain rom and would love it if Conn would implement it to boot before the game starts (Before the Mature 17+ screen).
Uh oh... such things are incredible hard to implement. Adding a static slide is no problem at all but with an automatically walking Conker...? with my current skills not possible I guess Sad

Only possibility I see is to add this to the msu video...


Last edited by Conn on Fri 17 Jul 2015 - 7:40; edited 1 time in total
Conn
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Post by Puzzledude Fri 17 Jul 2015 - 6:33

Fantastic new features SePH. I thought you must have done something there to make that floor drop in a different way and of course the dieing thing. Very useful new findings, suitable for master-quest versions. This is actually I was thinking of doing a while back based on some Wario land games: where you can not die, but if you fall down or get defeated, you just need to repeat the stage. But I though it impossible to do (and now it is one byte change...)
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Post by Puzzledude Fri 17 Jul 2015 - 9:13

Same as above, at 0x380E7, change 12 into 17

I'm sure there's other values, but haven't tested them all out yet ;-)

Try 19! - teleport to Triforce Shrine. Very suitable if you want to test the ending sequence. Don't know if the Conker game actually has this shrine, since as far as I know you go straigt to slides.

Also, you can still die by pit damage. If the game actually extracts the hearts when falling down the pit, but I don't believe Conker has pit damage either.
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Post by Founder Fri 17 Jul 2015 - 9:48

Going to be much useful when I add Erockbrox voiceovers!

Add a spike in the intro room, items in chests to trigger the right ending, touch the spike a few times and bam, endings are triggered! Much quicker then going into Ganons room to trigger it.

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Post by Founder Fri 17 Jul 2015 - 14:19

Just a heads up to say that I'm right on schedule to finish my overworlds this very month with more then half of my remaining paper checklist done alteady..and best of all I'm in vacation in two weeks.

Then I'll tackle the remaining dungeons changes/2nd quest/endgame during August.

Beta fixes from last year, monologue changes, dungeon maps in september and most likely will start the next beta in october... in which month I have my final and third vacation week of the year.

If all goes well, I'll be rom hacking free early next year, hurray!

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Post by Founder Fri 17 Jul 2015 - 20:33

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Hidden Jesus of Nazareth found!

The gods are with us!

The funny thing is I didn't added him in the hack....those graphics are that of another area and another tileset.

Found him in the Parallel Tower Ruins area and immortalized him  by adding him to the 1st overworld layer which you can turn off using an emulator ;-P

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