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Everything posted by Three_Pendants
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Actually, I don't know if it's just me. But I think some of the Ganon Castle Rubble could double as a broken Door of Time, it would look more legitimately "broken" then so to speak.
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Beta content in PRIMA Strategy Guide for OOT
Three_Pendants replied to giadrosich's topic in General Gaming
And Link's likely fighting those Stalfos in Sutaru rather than the Forest Temple, if I had to wager a guess. EDIT: No, no it's likely the Forest Temple or else there wouldn't be 8 Keys, heh. Nevermind. -
Hmm, this is rather strange, but with using file 1, if you set all of your equipment items to 00, only the Hover Boots remain in the top left position. Bizarre. I think that it is something only with file 1 though. The other file also reads 00000000 at default, but it does not have Hover Boots (obviously) Hopefully I'll be able to report more soon. EDIT: Let's see going back in time gave me no items, as expected it forced the Kokiri Sword to be equipped which makes sense. Yet here's an oddity, going back in time seemed to clear that odd Hover Boots dealing from my equipment screen. That was nice of the game. It did not give me any other item. Let's see if going forward in time will do anything in regards to that... Oh wait it only appears as an adult...? Oh this is starting to hurt my head. Okay so after extensive testing it seems that the game doesn't care if you have the greyed out bombs on C (why that happens in the first place is a little beyond me. It may deal something with taking off child only items and putting on adult viable items). Hover Boots is... oddly enough the Default for Adult Link, ordinarily you would see the Deku Seed Bag there greyed out as an adult but if you never add it, it will appear as a pair of Hover Boots (possibly a hint of something beta they intended?)
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I would imagine every version. There's special code related Only to the Bomb Bag which is absent for both Arrows and Deku Seeds.
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The Bomb Bag only and it's because it's a special item. It is the Only item in the game which adds not just the Equipment signifier (Bomb Bag) but also the Inventory item (Bombs). Why they handled it like this when they didn't do so with Deku Seeds or Arrows is absolutely beyond me. As I said in my edit above, I will look into this and see if I can't turn off the Auto-gain items from the future-to-past transition.
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It's part of the coding. If you already have a Bomb Bag in your inventory the game wants to add 20 Bombs to that spot in your inventory (I have the means to change what item you receive from the Bomb Bag but eh... who's really going to use that?) But because something is already occupying that spot the game doesn't know what to do and I guess it writes an FF to that value thereby giving you all items? I know this is the problem because the Bomb Bag is in the place where the Hookshot should be and that corresponds with my various tests in that matter. EDIT: However you mention specifically that these items appear when you go back in time with an empty inventory, how intriguing... I knew about the Kokiri Sword being put on Link, but I did not know about these other values that seem to appear... let me look into it. I may find the way to prevent that from happening in the first place.
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Beta content in PRIMA Strategy Guide for OOT
Three_Pendants replied to giadrosich's topic in General Gaming
A nice find Giadrosich! I never saw that before. I wonder if there's anything else that's beta in the Prima Strategy Guide? -
I am very curious to know about this single byte that would need changed to have Child Link use the Hookshot.
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I must express the same sentiments as Siren. This is some Top-notch work! This opens up so many puzzle possibilities as Young Link so to the average modder who is not that skilled with inputting hex or compiling ASM into a usable form you would doing the modding community a great service by making a patch for this.
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Temple of Time: Portal to Temple of Light?
Three_Pendants replied to Samurai's topic in Modifications
Twilight Princess pretty much makes the case that through the top window lays the Temple of Light. Or at least the Light World Temple of Light (not the Sacred Realm/Dark World equivalent.) From a development time thinking process. It may be that they intended a Temple of Light that was either connected or accessed through the Temple of Time, but they didn't have the time to implement this and so Twilight Princess's "Temple of Time" (which is really the Temple of Light you can see the Light symbol emblazoned all over it) is likely their envisioned (in some respects) Temple of Light. -
N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Thanks for looking into this Xdaniel. Hopefully you'll find a solution to it. -
Don't know why I kept calling them warps... yes I meant Exits, hehe. I'd see that being a highly usable and a tool that would help even an amateur change the game to a great extent (also might allow for some of those unused exits like all of those weird Forest Temple ones and the secondary Ice Cavern one)
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Actually how difficult would a "Warp editor" be to make? Things that allow you to line up say... Kokiri Forest with Death Mountain for instance. As far as I'm aware warp locations are all in the scene files so making a simple editor out of them *in theory* does not appear to be too difficult.
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N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Yep, you got it. Except the border around the boxes doesn't even show (that yellow light) it's just see through. -
N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Hmm, it seems pretty good, but the actor boxes themselves don't show up for me unless I go to Room Actors and scroll down to any given actor. Is there something I'm missing here since some of your other shots show all actor boxes showing up in a room. -
N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Actor cubes are as classic as wireframe in ZLE 1. Don't worry about it. At least we can see the representation well enough. I like the look of things and that actor menu looks so much cleaner than Sayakas's own. -
N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Hmm, should learn to read one of these days... hehe, thanks SanguinettiMods. -
N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Wow, this tool is shaping up to be amazing! So far what I've seen of it looks great, though just a few thoughts... For the Zora Actor (En_Zo) it's actual model does not appear but its limbs and all of those dealings do. Is that just not implemented yet or is that a glitch? Looking forward to this being usable though! Looks like it has great potential. -
Oh I didn't mean a Straight Zelda 1 Mod, heavens no that would be quite dull. I mean more in the spirit of what JSA had done with the Eagle Dungeon (but make the rooms a little smaller probably) to where you take the layout, but also use common sense and sensibility to what would be enjoyable in a 3D Perspective.
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Thank you for the support Colonel Blinx. And that is quite a surprise to be commended by Zeth. Since you know a lot about Aria, do you happen to know anything more about her actor? If it's any indication by shop data appearing in her file it appears that her actor was gutted for several data tables. I'm not sure of what else is present except for shop data.
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Hmm, then what are you interested in? It's just a v1.0 then isn't it?
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Thanks! I've hit a bit of a snag though... I cannot for the life of me locate where the game is drawing these "base values" that they add onto to find the location of the items. The problem is that a lot of the bytes that add bytes to a certain address use it for multiple things, so it's not just the Master Sword which is linked to certain adding instructions. I would need to find where the game is drawing these two values that they start with the base adding process. But I've had no luck, so instead I've been looking at how the Item Acquisition process works and I think I may be close to where I may be able to have a normal NPC give an item.
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Hmm, where did you come across this? Also are you certain they aren't v1.1 or 1.2?
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Likely not... only because of the immense changes to the game system you would need for ALttP. I dare say that OoT wouldn't be able to fit all of it in. Zelda 1 would just be a proof of concept. And indeed I am well aware of JSA's eagle dungeon, I think the rooms just need to be made a little bit smaller (or perhaps can be changed depending on the room's function. to act in the same manner as Zelda 1 dungeons. The Overworld would be the real cream of the crop in this arrangement and replacement ideas for the Raft/Candle/Wand, little things like that.
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I'm surprised a Zelda 1 Remake hasn't been attempted with OoT yet. In Essence it doesn't seem too complicated. A few things would need added or removed and some things just wouldn't apply (The raft comes to mind). However there's a lot of potential in the old Zelda 1 room layouts. They're simple but a lot can be added within and they're much easier to work with than a normal 3D dungeon.