giadrosich
Member-
Posts
741 -
Joined
-
Last visited
-
Days Won
27
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by giadrosich
-
The topic reminds me of a mod idea I saw on another board about aborting a demon baby in Princess Ruto's Womb. No one should ever have to be reminded of this.
-
Going through room-by-room I have found the problem. There is something going on with the flags I think, but not sure how. Are chest flags also attached to door flags? This door right here: Is not locked in my rom. Picture was taken from a video walkthrough. I went through the temple normally and such, not opening the chest I did change, and the door was still unlocked. So, theoretically, if I open the chest, the door should unlock then, right? By the chest just being there, should the door be unlocked? Here are the keys I get and use: Key 1 - first room Door 1 - first corridor (leads to main chamber) Key 2 - Wolfos room Door 2 - Block room (leads to twisted hallway 1) Key 3 - Redead room (attached to west courtyard) Door 3 - West twisted room (leads to first Poe sister room) Key 4 - In the well Key 5 - East courtyard (song of time puzzle) DOOR 4 (second poe sister room upper level-leads into second twisted hallway) <---the one that is unlocked from the start Door 5 - East twisted room (leads to fire arrow puzzle) Key 6 - East courtyard (drop from ledge) Door 6 - falling ceiling room (leads to block Poe sister room) Keep in mind that this is being played on the second file.
-
Video Tutorials To Get Started and Master Tool List
giadrosich replied to giadrosich's question in Q & A
Thanks for the clarification on that, I'll update that right now. -
NPCs, Cutscenes, Level Creation, and Quest Beginning
giadrosich replied to Samurai's question in Q & A
Odd...are you getting rid of the message_id or message_var? The only thing I can think of is you might accidentally be erasing some coding that's supposed to be in there--I've done it by accident too. The easiest way to get a softlock is get rid of the <wait> on some of the messages. Make sure the <end> isn't gotten rid of either. It shouldn't screw up any other text boxes because it is just a notepad file, and you just edit the words and such. So there must be a mistake being made of getting rid of something important. If you look side-by-side with a clean copy text dump and an edited version text dump, check the coding on each one and see if you're missing something. -
(ZAO-ADD) Z64 Automated Actor and Object Adder
giadrosich replied to Jason777's topic in Community Projects
I got an error when trying to add stuff to Hyrule Field, it says it's out of space. I haven't added anything extra to the field, though, so I'm not sure why it's giving me that error. It seems to work okay with other rooms, though. I'll continue fiddling with it. -
That's very funky, but awesome. Yeah, celtic music is just my favorite, that's why I want it sort of have that type. I did love the Wind Waker music a lot. Yeah, Lon Lon Ranch isn't as...climactic I suppose, but it is an interesting idea. Ran across a strange thing while doing Forest Temple shenanigans today--wrote a different route through the temple, and somehow ended up with an extra key and all the rooms explored. Not sure why or how this happened. (The chest on the map is one of the chests I've changed, so I think that's why it's still there). I'm not sure if there's something happening like in the water temple, where there's a flag attached to a key somewhere, and by rerouting it, discovered this. I'd have to go through room by room again.
-
I like the line flow you have with the sketch, very nice. Can't wait to see some colour slapped on it. I always wondered (please don't be offended by lack of knowledge) but with fursonas (is that the proper term?) I've always seen, it's usually like foxes or cats and stuff. Do people have horses or dogs or anything else they use?
-
NPCs, Cutscenes, Level Creation, and Quest Beginning
giadrosich replied to Samurai's question in Q & A
I can help editing with text. The rest is a bit beyond what I can do. But, seriously, use OOT Text Tool (get it from the downloads section in GCN), it's simple, and you can edit things on the fly while playing the rom, because it's just a notepad file off to the side. I always have it open when editing, that way when I come across text I need to fix, I have it open right there. The readme that comes with it shows you what codes to use to add boxes to a character as well (don't go overboard though). -
I'm trying to stay away from too many battles in my rom, really. I'm trying to go for more story/puzzle angle.
-
Video Tutorials To Get Started and Master Tool List
giadrosich replied to giadrosich's question in Q & A
Update: 3/4/2013 Added a tutorial for OOT Text Tool. For some reason, unable to make it a "text link", and cannot change text colour. Will fix when the glitches are sorted out. Updated 3/6/2013 Glitches were fixed and have thus fixed the text. -
It's hard for me, because I didn't grow up with cable, but I do remember one show I ADORED when I went to my grandma's house. Jackie Chan Adventures. I still watch that on netflix to this day--I love the art style of that show. I make it a point to sort of watch a lot of kid movies and stuff, mainly because I'm interested in that genre. I'm always scouring through Netflix for the next weird-looking movie.
-
I've had this one dream that has freaked me out. The town has been invaded by these tiny little birds that aren't quite hummingbirds, but that's the closest thing I can compare them too. And I remember people calling them the Oodles and Noodles in the dream. But these birds were dive-bombing the town with their sharp beaks and killing people and stuff. I'm not sure if it was a product of watching Birdemic, but it's one of those dreams you wake up in a sweat. And I'm not even sure why, because Oodles and Noodles is probably the least-threatening name ever. And I remember vividly a dream I had when I was about 6 or 7 years old (I'm 23 now). I was in my room and all of a sudden my toy box (and I didn't even have a toybox in real life) started opening, and this tornado of evil things came out of it. It got bigger and bigger until it swallowed my whole room. I still remember that dream and how scared I was. The dark man dream sounds pretty awful to go through. I've never been the type of person who "knows I'm dreaming" and can just wake up, but for that dream I'd hope I'd be able to. The seven day thing reminds me of...is it the Grudge? Or the Ring? I can't remember. One of those the phone rings, and then you die in seven days. Or maybe he's some sort of Dead Hand from bottom of the well.
-
That's a product of the debug rom. It's actually the slingshot. Okay, I'll get in touch with 'em then, thanks.
-
Welcome! I hope you enjoy your stay as well as the resources that are here!
-
Progress Update: Dodongo's Cavern is a thorn in my side, seriously. There's not much I could do with it, and what I did is kinda of meh. Though, it does have one redeeming factor--there's a very well-hidden item in it, and I have added a few puzzles where there weren't any before. Progress Update Edit: Have also made the Fire Temple less offensive with its puzzles. You actually do have to search for the boss key now, and I've changed the flow of the temple very nicely. Added some nice touches here and there, nothing too major. Mainly going after using the space the temple gives you, even though the interns at Nintendo didn't use one half of the temple. No pictures here, because I don't want to spoil locations of some things. I've gotten some custom music submissions for the temples. AnimatixReels (from GCN) and James Harris (from youtube) have sent in some music. Animatix is working on Deku Tree and Forest Temple James Harris has sent in a very nice rendition of the Spirit Temple which can be heard here: https://soundcloud.com/jharr-music/oot-spirit-temple/s-t7RSj I'm going for a celtic flair to the music as best I can. And I'm not sure how to import custom music, that will have to be done by someone I think.
-
So I found this program called Song Creator by petrie911 (http://glitchkill.proboards.com/index.cgi?action=display&board=tuts2&thread=4850&page=1#46166) scroll a bit down the page to see the zip download. I've been trying to mess with it, but there aren't any instructions on it (no readme file) and I don't understand the instructions that has come with it in the command program. Has anyone used this program with good results?
-
There are some really interesting ideas in here, some which I myself wouldn't be able to incorporate... As of course you read on the website, Tael has an implied adventure with Link before Voyager of Time, so they're pretty familiar with each other. There actually is a reason why you go through the child dungeons again, though you don't go through them in a...traditional sense...shall we say. I don't want to spoil anything on that front. I'm trying to work on it not being too forced so it'll feel natural to go through them storyline wise. As for FD Link...yeah, not really sure how I'd put him in. I really like your last three speculations. And as cool as I'd like to say the final battle takes place at Lon Lon, alas, I don't know how to do that. It's a bit misleading because I'm using Ganon castle rubble, but there is a reason for the destruction. There doesn't seem to be any other rubble available in the game, so it's what I've got to work with. :/ Sorry if hopes were high on that. Hero's Shade...not really going to touch on that at the moment. I do have an overarching storyline that has sort of a...tragic side to it. I have no way of having Link lose an eye, so that won't be seen (no pun intended), I can say that. The video quality for the Deku Tree just makes the tunic look black. It's actually a very dark green. I think on page two of this thread you'll see the tunic colours in better light. But I do have a reason for them, though they aren't a huge plot point. Thanks for the speculations, I enjoy seeing what people are thinking of this mod. I know people don't have much to go on, I'm trying to keep this thing under wraps as much as possible storyline-wise. Obviously, people need a reason to actually play the game, but I don't want to reveal stuff too early on. Edit: Just noticed your edit with Hyrule Field and ganon's tower rubble. Good speculation on that front. *grin*
-
I had sort of a...realization of the master quest dungeons just now after going through the Fire Temple and trying to figure out what I want to do with the thing. I believe Nintendo did sort of what I'm doing at the moment, just going through and replacing instead of adding. It's especially apparent in a few rooms where there were actual hazards replaced with enemies(boulder maze changed into lizalfos maze). I came to the realization when I got into the room with the big block where you usually have to bomb a crystal switch to get rid of the fire wall on the climbable chain link fence. In this version, they've put in a torch you have to light with Din's Fire, and gotten rid of the torch slug. They've also gotten rid of the fire around the walls and put in a lizalfo. Now, I'm not sure how exact my theory on this is, because it was sort of an idea after seeing that, but another room I noticed was in the step room (where you hit a pillar to make steps appear). They've gotten rid of the blue switch/box routine and put in stalfos and a switch you hit with your hookshot when Navi goes "what's that?". Which I think is the most stupid puzzle ever in the master quest series--they use it way too much and to a point where it's not even a thing you remember exists. Spirit temple and hitting a chest with your hookshot comes to mind. I've truly come to believe that Nintendo really just let interns at the temples and gave them some basic replacing tools to make their own "puzzles". This is why song of time blocks are used in rampant amounts in the game, as well as stalfos and lizalfos appearances. I would like some people's opinions on what they would like to see in an actual Master Quest dungeon, that way I know what to work with. Do you have a particular puzzle you've though of implementing, or something that you think is cool you'd like to see? Also, thoughts on other temples as well, not just Fire Temple of course.
-
It would be cool, but it's not the priority. I can certainly tuck the suggestion away though!
-
Yeah, it's gonna have to have the same bosses. My skills aren't at that sort of level. If you read up a bit, you can see really what to expect out of the hack. As I said above, I'm really hoping people will play for the story, not necessarily the dungeons.
-
We will now fight about which is better--original or NG. j/k
-
I got Rhythm Heaven. And I suck at it. But it was 8 bucks, so can't beat it. LOL PUNS.
-
This can't be the work of Malon--It's clearly an outfit that is pieced together with no thought to fashion or durability. I wouldn't let my husband outside looking like this. And what the hell happened to this topic.
-
You're welcome, and thanks! Here we go! First preview of the first dungeon! The Deku Tree's puzzles have been moved around and are legitimately challenging in some areas.
-
Voyager is my own experiment into what I can do and learn. I didn't know anything about how modding worked two or three weeks ago. With help from people, I'm trying to build my skills up to a level that I feel is comfortable. Yes, I would like to do my own dungeons, but my skills aren't there yet. I accept the fact that I can't do everything though. I'm enjoying playing off the original style of the game, while making my own story become alive as best I can. With time, I might be able to make something like Zelda's Birthday with original dungeons and all that, but that won't be on this mod. This mod is concentration on storyline and route progression--taking what people know and skewing it into a different light. I want people to play my mod not for the dungeons, but for the storyline and the overall mood of the game. I don't want to try and make this complete new game, because I would run into walls concerning my own skill level, and then the mod would never be done. By sticking with what is familiar, and building on my knowledge bit by bit, I can also build on the game if need be. Instead of starting out saying "hey, original dungeons, let's go!", I would become increasingly frustrated and not be able to do anything. Voyager is the project I can work on with what I know at the moment. I've been unable to incorporate some ideas that I've had, but I've also been able to use the help of other people's more advanced skills to put into the hack what I think would really work. Take the Tael colours for example--at first I was going to have people pretend that Navi is Tael, but then I learned how to change the colours. I was thus able to make the text in the game be a bit more specific and in part, make the story more tight. Same thing with the hammer idea I had. Another example is the hammer. To counteract my problems of not knowing how to make the hammer visible as Child Link, I incorporated the idea of it being cursed--which brought me to another problem. How was I going to have it cursed? I then solved that problem by asking for help from people more skilled in that area--I was able to keep my idea, as well as give players an extra depth to the story. So this mod has indeed become so much different than it started. Mainly because I've learned more in the process. I've given myself a release date on it too, mainly because I have a problem of always wanting to add more. By setting up a date, I am able to concentrate on the important things in the hack--story and route first, dungeons second. I'm constantly tightening the story arch I have going on in the game, and if I don't give myself a date, it'll never be finished. I'm like the chef who always wants to add more to the soup--you have to know when to stop. I know I have to stop at a certain point, because then it'll just feel wrong otherwise. Sorry for the long response, but it was a rambling thought process. To sum up: In the future I might do custom dungeons, but it won't be in this mod. And I can't say yay or nay to a second mod until this one is done and released. Progress update: Made the graveyard block a TON better than the stupid blocks inside the grave. Now it's a bit more obvious what you need, and you don't have to enter the graveyard to realize it. Also, look forward to seeing some Deku Tree footage! Actual gameplay, wow, what a concept! XD