Primary Zelda Hacking

Oracles Hacking => Opinions and Experiments => Topic started by: Mue on March 05, 2011, 07:30:52 AM



Title: Goron Mines - Dungeon 1
Post by: Mue on March 05, 2011, 07:30:52 AM
Well, after months and months of working on it. Squishing all bugs and making great level design, here it is.

http://www.youtube.com/watch?v=ZGVgyrhbUhg&feature=channel_video_title (http://www.youtube.com/watch?v=ZGVgyrhbUhg&feature=channel_video_title)


Title: Re: Goron Mines - Dungeon 1
Post by: felmet on March 05, 2011, 12:32:52 PM
look really cool:) well done.

If this is dungeon 1, where does one get the braclet?

Are you going to make more dungeons or/and overworld changes?

Are you going to release the rom so people can play? :)


Title: Re: Goron Mines - Dungeon 1
Post by: Jandazekon on March 05, 2011, 03:25:46 PM
Post the rom file as a ips file is good.
Use ipswin over a hacked ooa.gbc rom. Before sharing the romhack!!!!


Title: Re: Goron Mines - Dungeon 1
Post by: Fatories on March 05, 2011, 05:04:24 PM
 :w00t: :w00t: Mue, mue mue, that was great. I seriously want to steal the ROM off you and view your scripts and stuff  :P Also as you saw through your video, that is why you don't use VBA recorder. Still very well done.


Title: Re: Goron Mines - Dungeon 1
Post by: Mue on March 05, 2011, 09:42:23 PM
Actually, the bracelet is gotten before level 1. It's the only way you get to level 1 actually, without it, you cannot progress. Watch my overworld video and you'll see.


Title: Re: Goron Mines - Dungeon 1
Post by: Beastof2000 on March 05, 2011, 10:46:35 PM
This is amazing. I want to play it so bad!!! Pretty soon I'm going to start working on my first dungeon and I'll be sure to ask you for help.  :P


Title: Re: Goron Mines - Dungeon 1
Post by: Jigglysaint on March 06, 2011, 02:42:02 AM
There are a few cosmetic issues with the layout, but nothing that big.  The dungeon had signs of all the things I love about Zelda.  It had a path to the left with the compass and a spot that required the dungeon item.  It had areas with holes that needed to be jumped over.  It had an interesting mini boss fight and a cool boss fight that you entered in by mine cart.  It had a neat little gimmick that required you to do one thing in one spot, then go back to a previous spot.  I noticed that there was no boss key or door.  It would be cool to see modified lock blocks that accept boss keys, or even an interaction that "locks" the object, and you need a key or boss key to free that object.  You know, like a locked block that when unlocked will let you move it or something.


Title: Re: Goron Mines - Dungeon 1
Post by: Mue on March 06, 2011, 06:38:28 AM
Heh thanks. I'm saving boss keys for something else.  8)


Title: Re: Goron Mines - Dungeon 1
Post by: Luigi1000 on March 07, 2011, 06:04:41 PM
I like this idea, looks real natural and nice use of asm and mine carts. :P


Title: Re: Goron Mines - Dungeon 1
Post by: Lin on March 07, 2011, 10:00:01 PM
I like this idea, looks real natural and nice use of asm and mine carts. :P
He didn't modify any assembly.


Title: Re: Goron Mines - Dungeon 1
Post by: Luigi1000 on March 09, 2011, 11:13:59 PM
I didint say he modifyed it, im just saying he used what he did well to achive the effect he wanted.


Title: Re: Goron Mines - Dungeon 1
Post by: Lin on March 10, 2011, 01:54:56 AM
I didint say he modifyed it, im just saying he used what he did well to achive the effect he wanted.
What's the point in saying "nice asm" then if he didn't change anything?


Title: Re: Goron Mines - Dungeon 1
Post by: Luigi1000 on March 10, 2011, 02:57:01 AM
It is so at least he know's that to the viewer that he achived the effect he wanted, standard things can be used in weird ways to create new affects like what he did here. One does not need to change something in order to make it new, just the way its used.