Primary Zelda Hacking
April 21, 2014, 09:57:24 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: There is now an official Primary Zelda Hacking Press!
 
   Home   Help Search Login Register  
Pages: 1 ... 3 4 [5] 6 7 ... 10
 41 
 on: March 07, 2014, 03:44:56 AM 
Started by katage - Last post by Lin
This sounds very interesting! I believe this is the biggest Link's Awakening hack yet, seeing how Nightmare's Illusion only edited I think dungeons 1-6 (or maybe you can only access 1-6) and didn't modify the overworld. I'll definitely be giving it a shot when I get the time. The fact that you finished this in two weeks blows my mind.

Also, a sidenote: Please remove the ROM attachment and instead replace it with an IPS patch. Hosting ROMs is generally illegal and I would just haaaaaaaaaaaaaate for this site to be taken down  Roll Eyes. Thanks.

 42 
 on: March 07, 2014, 02:54:49 AM 
Started by katage - Last post by katage
I just finished testing a full hack of Link's Awakening. It revises the dungeons, and to a lesser extent the overworld, and changes some owl dialogue text. I intended to do a more heavy revising of the game text, but until I start learning how to use text pointers, the text is mostly as is in the game.

The new game is overall significantly more difficult than the original. I have strived to put tight limits on backtracking in dungeons (which is basically always a needless headache) and make sure the new puzzles and fights are fairly novel. The dungeon order has changed. Now we go from Tail Cave to Key Cavern to Bottle Grotto to Turtle Rock to Angler's Tunnel to Catfish's Maw, back to Angler's Tunnel with the Flippers (now in Catfish's Maw), then on to Eagle's Tower and finally the Face Shrine. The first four dungeons are structured pretty similarly to the originals, but as time goes on, especially in the last four dungeons, the player will find the dungeons to be very foreign and designed much differently from the originals. Many screens are completely unrecognizable. This should make the game a more novel experience for the returning player, without throwing a lot of new stuff at the player right at the beginning.

Like in Hard Awakening, the player does not get a sword at the beach. The sword is now at Turtle Rock. I have tweaked the enemies so that bombs and powder will be sufficient to take them down until then (Vires are still there, but they do not need to be defeated). The first three Nightmares are all optional now; you will not need to face Moldorm without a sword. To balance the increased difficulty of the game, I have moved Crazy Tracy into town to make her potions available earlier on; the shopkeeper with the Shovel and Bow is in the castle. Potions have also been added to most of the dungeons, and I have placed hearts and the like around tough encounters. To balance the player not getting the first three heart containers from the first three bosses, I have added about 7 pieces of heart to the dungeons. Note that getting too many hearts will crash the game; I would recommend not looking outside the dungeons for too many pieces of heart.

The plot sequence has been broken. Marin caused a crash, so she no longer appears at the beach. Kiki the monkey is no longer needed to access the castle, and in case you skip right to the Stick and never get the Bananas, I have tweaked Kiki's dialogue so he is no longer hungry all the time. Many owl dialogues do not occur, but if I've overlooked any, the original owl dialogues may appear, which should contrast with the tone of the new dialogues. Bow-wow is not necessary, nor does he have to be left at Mabe Village. I have also removed certain obstacles so the player can explore areas without certain items. You do not need the Bracelet to access Ukuku Prairie, nor do you need the Sword to get into the mountains, nor do you need the Flippers to reach Turtle Rock. Richard is missing entirely; the Golden Leaves are just collectibles and you just need the Shovel to get the Slime Key.

There are shortcuts and alternative pathways in many places in the new game. Aside from using magic potions to get past the fires guarding Turtle Rock, you can also find a shortcut to the western mountains just south of Key Cavern (though you will miss an opportunity for a bomb upgrade). Also, multiple dungeons have extra keys for the player to find, though some require early possession of the bow, which I believe is not truly needed until the Face Shrine. The new keys offer alternative pathways if something goes wrong, but the extra keys are especially difficult to obtain.

To balance the player's getting the Wand very early in the game, I have tweaked the enemies after Turtle Rock to be much tougher. They come in larger numbers and the more dangerous creatures are more common. The Face Shrine enemy that throws the big black ball at you is a recurring enemy because he is immune to the Wand; he will provide the most difficult boss fights. In one case, you fight two copies of that enemy at the same time (there used to be two such fights but I removed the first one because I kept dying). Again, potions and hearts are placed before and/or after the hardest encounters so the player is less likely to get caught off-guard and killed with little warning. Note that some encounters are optional; you may be able to find ways to avoid some of the enemies.

The Face Shrine is by far the most difficult dungeon. You should not get lost in it, but the puzzles should confound your expectations, and the enemies should strain your resources. The Face Shrine has also received a cosmetic overhaul. I have recolored the whole dungeon and filled it with unlit torches to darken the atmosphere. I would replace the music with that of the Shadow Temple from Ocarina of Time, but I don't know how. The most difficult puzzle in the game should be a moving tile puzzle in the Face Shrine. It's the same type of puzzle as those blocks you would push in Turtle Rock to cover all of the holes in a room. The puzzle in the Face Shrine, however, has FOUR different blocks you need to use, each of which can each be pushed in multiple directions.

To my knowledge, I have fixed the text so it displays correctly, and I have designed the dungeons so that there is no way to get trapped in any of them, nor any way to break the dungeon. In fact, I'm fairly certain that even Manbo's Mambo, saving and quitting, and using miniboss warp portals will never be necessary unless you run out of bombs or powder or arrows in a dungeon that requires many of them. Note that a good supply of bombs and powder is pretty important early in the game. Note also that you don't need to buy the bombs; only the Shovel, and probably also the Bow if you can't get to the Bow I've put in one of the dungeons.

There are some sprites which are rendered incorrectly. Some of this is intentionally left uncorrected, either because correcting them is impossible (the sprites in a room can only be rendered correctly by two different sprite banks) or because the net result was interesting (seeing knights in Tail Cave instead of Stalfos). But usually, opening and closing the inventory will correct the sprites in a given room.

The end result is, I believe, quite strong. The game is challenging but does not require save states to be playable and should not force the player to retry puzzles incessantly outside the last dungeon. The game is new but the new challenges are not thrown at the player all at once. The only warning I have is that you will need to be able to bounce off of walls with the Boots, which I don't think is a well-known trick (it is needed only once or twice in Hard Awakening). If you jump at a wall with the Boots and the Feather, the ricochet off the wall can let you reach places that would otherwise be unreachable. You have to push in the right direction right after the impact. If you are in a top-down screen, you can use the ricochet to add some lateral distance. If you are in a side-scrolling screen, you can reach places a full tile higher than normal. Also note that, in side-scrolling screens, if you dash over an edge with the boots, you can use the Feather in midair, which can help your trajectory.

It took about two weeks to finish. I think you will enjoy it.

 43 
 on: March 06, 2014, 07:18:35 AM 
Started by Lin - Last post by Lin
I decided since nobody probably checks out the press, I'd mention it has a new post. It goes into depth about why ZOHS's releases are spaced far apart and also talks about some new features and tweaks. I suggest reading it Smiley

http://zeldahacking.net/press/?p=22

 44 
 on: March 06, 2014, 12:35:18 AM 
Started by hylian18 - Last post by Lin
This is a problem on your end. For all future issues please at least look around the forums as this is addressed here. Your ROM is marked as read-only and needs to be changed to not read-only.

 45 
 on: March 05, 2014, 10:32:32 PM 
Started by hylian18 - Last post by hylian18
The rom wont save after I edit it. says that there is an error please help!

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.UnauthorizedAccessException: Access to the path 'C:\Users\hylian18\Desktop\zelda LA mode\Legend of Zelda, The - Link's Awakening DX (V1.1) (U) [C][!].gbc' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at LALE.Form1.writeFile()
   at LALE.Form1.save()
   at LALE.Form1.saveROMToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34011 built by: FX45W81RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
LALE
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/hylian18/Desktop/zelda%20LA%20mode/LALE.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34003 built by: FX45W81RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
GBHL
    Assembly Version: 1.1.0.0
    Win32 Version: 1.1.0.0
    CodeBase: file:///C:/Users/hylian18/Desktop/zelda%20LA%20mode/GBHL.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



 46 
 on: March 05, 2014, 03:32:28 AM 
Started by katage - Last post by katage
Thankfully I've fixed most of the damage. The rom is still broken but I had an earlier copy of the rom, before I wrote over the raft ride and revised the last dungeon. In the new rom I've restored most of the content, by hand. It took a few hours but the changes I've made are back, though I need to do more to fix up the owl dialogues. Other than that, it's basically finished.

 47 
 on: March 05, 2014, 01:49:50 AM 
Started by katage - Last post by Fatories
Based on what you've told me I am unable to discern what the error may be. There certainly shouldn't have been any error created by you editing the warp and I am certain there wasn't as I tried myself and you said that its happening throughout the ROM now.

My only guess would be that you somehow wrote text over some important data in the ROM and it is now causing issues all over the place.

 48 
 on: March 04, 2014, 04:20:08 AM 
Started by BigTarantula99 - Last post by BigTarantula99
So you guys don't have to memorize all the enemy names, here's a picture of each enemy and its ID for ZOLE.
Also, here's all the enemy names:  http://www.zeldadungeon.net/Zelda08-oracle-of-ages-enemies.php

 49 
 on: March 03, 2014, 09:50:09 PM 
Started by katage - Last post by katage
More testing and I found that the error recurred even outside the context of the Wind Fish's Egg. Like when I loaded an earlier save from Eagle's Tower or the Face Shrine and it froze up with the same error message after trying to enter the former and press the start button in the latter.

 50 
 on: March 03, 2014, 09:11:23 PM 
Started by Lin - Last post by Lin
File > Export HUGE png (lol) This was a removed test feature, along with Dump Map Ranges, to see if I could find beta maps.
Are the numbers in the hex editor supposed to be that gray?  I can barely see them... Yes. Click on the hex editor and they'll become black. They're light gray when it's not focused and black when it is, so you can easily tell whether or not you're editing it.

Pages: 1 ... 3 4 [5] 6 7 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!