Lishy
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Everything posted by Lishy
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Alright I'm ready to give some constructive criticism. I'm really disappointed by the original game now that I have been able to play through it finally. Either the single player mode has been dumbed down, or it was really only 4 levels long? Perhaps I am spoiled by the GCN Four Swords adventure since this game was more or less a testing ground for its formula. Luckily, the extra content levels are as long as.. Pretty much the entire game itself! The Link's awakening part had to be my favorite of all of them, and you will see what I mean. However it introduced too many new objects not used anywhere else in the game (Pedestal gem thingies? Lighting a torch with your SWORD? And blowing wind fans?) So as a result it confused me a lot at first. Not only that, but in my entire playthrough, I only needed the magnet hand.. once? Same with Chain Chomp (As much as I love him... He's useless outside one puzzle!) It was interesting to see what they did with the "new" content however, as their designs were vastly much superior in challenge and length compared to the normal maps of the original Four Sword. Overall, you're getting a LOT for something simply free! But don't expect it to be the quality of a retail game. This was Nintendo's excuse to celebrate their 25th anniversary of Zelda with a retrospective of the series and allowing people to finally experience this obscure spinnoff title which most have not. I would love to see Nintendo continue with Four Swords, as they are a very underrated part of the series. Perhaps with the better online capabilities of the Wii U, they may be able to create a 3d four swords title in the vein of OoT-gameplay? Anyways, this anniversary edition of Four Swords is something EVERY collector should have. Without spoiling much, it celebrates the history of Zelda, and I think as Zelda fans, it is a must play if they have just a four hours to kill.
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A little tip for those who get stuck in the Realm of Memories Level 1 dungeon: Slash a torch with both links. I know, it sounds stupid. I was looking for a lamp too. Also, note you can carry the inactive Link with the magnet.
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Realm of Memories rules!
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O___o Also a little tip for single player mode: When multiple chests appear, switch characters. Because the game only pauses your character, you can continue opening chests on player 2.
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I'm not trolling. The only time enemies appear outside Realm of Memories is during an ambush, or popup. The hardest fight ever in this game was a couple of moblin popups in the forest level, but that was when I was still fairly new. This is my first time playing it. Of course, I'm on singleplayer mode. Also, Realm of Memories. I love Door 2 of it since it's one of my fav Zelda games Can't go in the house with the telephone though :'(
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Wait, what? Is there a way to turn up the enemy count? Because I only saw enemies in ambushes. The rest just pop up, but it's only one or two worms. As for the triforce stage, there's finally enemies to fight
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What!? That's all!? The most combat of this game were the credits!! .... -WOAHWOAHWOAH WAIT A MOMENT HOLD ON THAT TRIFORCE THING! I like how the heat is turned up too!
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Just found out you can increase your speed. Where's all the enemies?
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Is it just me or is link incredibly slow in this version? I don't remember the controls being like this in the gba version..
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So it IS my graphics card after all? Hrm.. Would be nice one day if someone were to develop a plugin specifically tailored to the debug rom though.
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Is it true it will be free?
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Tried it. No dirt roads and temple of time is still the same. Sure these work on your end?
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I'm still getting the EXACT same problems as Rice and 1964! No dirt roads, and the lights..
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Alright, well I seemed to be using a near flawless 1964 video plugin. Only configuration made was enabling THEHM emulation (Or whatever it's called.), and it enables debug options too! However, there's still no dirt roads. Does nobody really care about it, or are they something people will be using in hacks? It's a shame not to be able to emulate ocarina of time to its fullest... The other problem is Nemu's flickering at the bottom right. It's way too distracting! Any way to fix that? edit: 120 mesh is b0rked. Same with Temple of Time! The sound is also echoing too much. Normal..? edit 2: Rice's plugin with tmem emulation enabled behaves the EXACT same way! Any way to fix this? In particular, the mesh of lights and the seizure-inducing flickering at the bottom right?
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So which setup do you use, which might be the common setup hacks are designed for, Spinout?
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Just tried using your Nemu download. Error loading library 'Direct64 v0.5.03.25.dll' Execution blahblahblah not use plugin. Err... Halp? I can still load up my rom and stuff but so far it aint even show New Game name letters. And still no roads on hyrule field! On the bottom right of the emu is also some flickering thing. (Pause is certainly faster though, but it aint fix these other glitches.) Using the exact settings you included, unless the direct64 error loading did something? edit: Says it's using Rice's Video Plugin 6.1.1 beta 10? Is that correct? O_o
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Thanks! That is some great info! (Unfortunately, Lens of Truth is only fake difficulty.) Here's a really peculiar question: Any info in regards to modifying Peahat behavior? Making them active during the night, for one? And changing how they aim at you? The peahat has the potential to be an extraordinary enemy. However, when fighting one, they aim at your with their WEAK SPOT! They don't even aim at you with their blade! It would be nice to reverse this behavior where they turn away their weakspot from you.. And maybe increase the speeds of its behavior too. They're too slow to be a threat. edit: Any way to disable the skullwulltula from exposing its weakpoint every few seconds? I've always found them to be an interesting enemy if you disregard the fact they expose their weakpoint. Imagine having to slash them first to stun them for a few moments then slash their back before they spin and hit you?
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Hey guys. I got a couple questions in regards to items, and fixing them. I apologize if this thread might be a bit n00bish for being so direct on so many questions, but they are questions I need answers to nonetheless: 1. Is it possible to enable Silver Gauntlets for Young Link? In other words, allow Young Link to pick up Silver Boulders? 2. Likewise, would you have any information in regards to enabling tunics on Young Link? 3. Info on fixing display of Adult Link's swords and shields? Mirror Shield on Young Link to not be invisible? Master Sword and Biggoron's Sword displaying properly? 4. Having Young Link use bow instead of Slingshot when attempting to use Bow? 5. Tying Iron Boots enabling/disabling to C button? (A workaround to the long pause menus in the debug menu? Or someone PLEASE tell me how to fix it X_x) 6. Hookshot function properly on Young Link? 7. Deku Sticks functioning properly on Adult Link? 8. Making the Boomerang visible on Adult Link? Thanks! (Hopefully the answers should be just a few hex edits, but somehow I doubt it...)
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In other words, is it impossible to create lava and "lavafalls" as of yet? But isn't water technically animated too?
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Apparently I activated the Pro one (Doesn't say EVAL at the top anymore, but Sketchup Pro), but Import still doesn't have importing of .obj. Did I do something wrong? Or does it naturally lack the most "universal" 3d model format? (WTF google! ) An importer plugin for .obj which imports textures at least, would be useful.. Edit: Offtopic from my original post, but can anyone explain to me please how to make light like in 120 and the Temple of Time? And animated Lava like in fire temple? And tips for creating a lava "waterfall"? Like Lava on a platform falling to a pool below?
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I have a feeling the obj exporter will not export textures. At least, the IMPORTER does not have the textures. Soo....???????? Think I will be fine?
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I'm using this exporter. Is it good enough? http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html
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I don't want to add any new resources to OoT. For my utterly first map port, I'm scared it'll complicate things before I've even port my own map. Ironically, I'm somehow working on an entire dungeon? Anyways, can you show me a first hand example of the texture you're suggesting? Because I also kinda wanna use something dynamic, which could has a controllable scale and size. Additionally, how would I make a dungeon map and that opening cutscene when you usually first enter a dungeon? :S I honestly want to make my dungeon feel as professional as possible. Tips in regards to bosses would also be nice (I'm thinking of using bongo bongo but don't know how it works.) Also, compared to the other face pic, does this look out of place or unnatural? http://img.photobucket.com/albums/v626/pokeman/floor2face.png
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The problem is I am limited to OoT textures though, and I do not want to use any new ones. So unless you want to pass me any textures you think would look good on walls and floors, I am unfortunately limited to manually drawing the face's shape into the 3d model itself. In case I did not understand you, please clarify? You are suggesting I look for a texture with an alpha channel (black?) and the "paint" inside it too?
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So is everything done in ASM? Things like the rom map are irrelevant to things like monster HP?