Primary Zelda Hacking
April 21, 2014, 10:01:28 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Current Zelda Oracles Hacking Suite beta version: 0.05
 
  Home Help Search Login Register  
  Show Posts
Pages: 1 2 [3]
31  Oracles Hacking / Projects / Re: The Legend of Zelda: Return to Koholint on: May 22, 2013, 09:46:17 PM
Just so you know you don't have to edit posts - double posting is acceptable here.

Looking pretty... Rad... Cool Cool Cool Cool But seriously, that's awesome. I can't wait to see what you do in terms of plot and events, but that's great mapping. Few people have actually been able to do a good job placing tiles together, especially around mountain areas, but you nailed it. I'm looking forward to the present map! Let me or Fatories know if you need any help.
Well, it helps that I'm essentially modding the original Koholint Island.  There were a few parts where some major modifications have been made that required a reworking of the mapping (the former rapids and the expanded moat around Castle Kanalet), but in general it was tile for tile a copy of the original source.

Another thing about the map, you might notice a distinct lack of time portals in the southern half of the island.  That's because I'm not 100% on the progression through the game and time periods so those will need to be adjusted as those become more concrete. 

I can for certain say that you start in the present and depending on what the final design is, could remain in the present for a decent amount of time.  I can also say that songs will function exactly as they do in Ages and appropriately so given the story and context that this game will take place in.  My game will address certain aspects of both Oracles and Ages that were sort of just swept under the rug.
32  Oracles Hacking / Help / Help With Map Script on: May 22, 2013, 06:55:17 PM
I am having a problem with a map script that's messing up my map.  It's the script from the area just south of Symmetry City.  Best guess is that it is where the seed grows into vines up the cliff if placed in the proper place.  Due to the nature of my hack, I'm likely never going to use this sort of script for anything, but I cannot get rid of it either since I am using all 16x16 screens for the overworld which means I cannot simply dump them in an empty screen.

Also, on the subject of maps, can you get your map to work on a hack?  I ask because as I explore it doesn't change from unexplored blocks on the map.  I haven't played Oracle of Ages in a while so I don't remember if you got a map item or something for the overworld or what.
33  Oracles Hacking / Projects / Re: The Legend of Zelda: Return to Koholint on: May 22, 2013, 04:40:39 PM
Probably.  I'm going to have my brothers and some local friends alpha test, but once it gets past them, I'll release for beta testing.

EDIT:  I just updated the initial post with the now completed Koholint Island present as well as a little context in terms of when this takes place relative to Link's Awakening and the Oracle series as well as a little plot teaser...a back of the box description as it were. Wink

EDIT 2:  I also just noticed a mistake in the castle.  I'll fix that, but I am not uploading a new picture right now though.
34  Oracles Hacking / Projects / Re: The Legend of Zelda: *Subtitle to be revealed* on: May 22, 2013, 03:44:07 PM
It's actually the present, but yes, it is indeed Koholint Island.
35  Oracles Hacking / Projects / The Legend of Zelda: Return to Koholint on: May 22, 2013, 01:57:33 PM
I've been working on a hack for the past two weeks.  It's something I feel is a good introduction to the hacking software and a good way to learn the system.  Mostly, I've worked on the overworld map only.  I have a plot in my head and some general ideas for item placement and order, but nothing is set in stone.  Also, the northern half of my map is pretty much staffed with enemies and the like, but no warps currently work and I haven't really messed with the tree warps yet (though I do have two trees at this point).

Here is the completed Koholint Island in the present.


Here is the completed Koholint Island in the past.


Here is a taste of the underwater portion of the past map.  This is of Martha's Bay to be specific.  I will not be including an image of the full underwater map because it is, frankly, ugly due to the excessive unused space and I don't want to be bothered with cleaning it up and there are also a few little secrets underwater I'd rather not give away.


Here is a large portion of the underwater in the present.


For context, this is several years after the events of Link's Awakening.  Once again, the Triforce summons Link and sends him back to Koholint Island.  Turns out the island didn't disappear when he and the Wind Fish woke up after all.  All those years ago, Link was rescued eventually without ever discovering the disturbing truth that Koholint was more than just a dream after all.  In those years without a hero, the Island has fallen into ruin with monsters running amok and multiple people have vanished from the island completely...including Marin and Tarin!

I will now work on the past overworld which will take a bit longer since most of the present time island's southern portion is underwater (water is sort of a major player in making the island feel familiar but ruined as you can probably notice).  The past time is prior to Link's Awakening and the Oracle games.  It is still fairly close to the events of Link's Awakening though as you will see certain building under construction (such as the camera shop), but it will take place entirely prior to Link's accident and arrival on the island.
36  Oracles Hacking / Help / Re: Tombstone Ghini on: May 17, 2013, 01:06:04 PM
Okay, the tile position is actually a much better way of doing it since it covers a much larger area.  Here's an example of what I'm thinking:
Code:
checkmemory CC99 44
checkmemory D033 C0

I've tested it and it works, but the problem is that it is localized to a particular tombstone as the trigger.  I can spawn as many different Ghini as I want, but they all appear if I step on 44.  Is there any way to use the interaction's coordinates to check the tile position?
37  Oracles Hacking / Help / Tombstone Ghini on: May 16, 2013, 03:07:02 PM
I'm trying to create a script to replicate the Ghini that come up from tombstones when touched like in Link's Awakening, but I have several screens where this will happen and I do not want to create a seperate script for each one (possibly each tombstone if I cannot figure out a way to loop properly while still checking Link's XY coordinates).

Is there any way to simply check in Link is simply touching a certain tile and can I write it in such a way that it is generic and can be used as a Type 2 pulling coordinates from that in order to spawn the Ghini on the tombstone tile?  I currently wrote it to check if pushing, then check Link's X position, then his Y position, and if those passed it would spawn the Ghini.  Now, if I touch anything else in the map and then simply walk by that particular tombstone it will spawn regardless of it Link actually touches it.
38  Oracles Hacking / Help / Re: Help With Type 6 Interactions on: May 16, 2013, 12:25:13 PM
Thanks, Fatories!

I knew it had to be here somewhere but I had been looking in the wrong place the whole time. :glare:
39  Oracles Hacking / Help / Help With Type 6 Interactions on: May 15, 2013, 08:22:32 PM
I was wanting a single randomly place Ghini to spawn in a forest, but whenever I set up a type 6 interaction I get roughly 15 enemies which REALLY bogs the system down and is ultimately not what I had wanted.

Any help as to what I am doing wrong that is causing this massive attack?

I know things are excessively slow here, but I cannot seem to get into the IRC...
Pages: 1 2 [3]
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!