So, I have been thinking over an idea for a rom hack of Ocarina of Time...
Randomized Ocarina of Time.
I'm going to hold off discussing it until I get more work done with it, but it will be a hack of v1.0, because there are several bugs exclusive to v1.0 that I like to keep in the game (HOLD R LOL), and it will be sort of like Master Quest in that the maps will be identical (since I have no plans to design new maps myself), but the layouts of the actors are different.
However there is one rather big issue with this plan that I'd like to fix.
The collision mesh. Since it's stored at the scene level, the collision for every room is loaded all at once regardless of what room you're in. Also, because the collision mesh defines where an exit is located on a map, you can trigger the loading of a new scene if you can step on the right polygon, even if you aren't in the right map.
Because of these two things, there exists a method for reaching the boss room early in almost every dungeon in the game. The dungeon that is perhaps the worst off of them all is the Forest Temple; All you have to do is enter the main room, grab a ledge that you shouldn't be able to, clip through it and hop down into the boss room without any items.
Fixing this should be far from impossible, but I won't say it's easy. My idea is to modify the collision poly types so that they no longer load a new scene. Then, since every boss room has it's own mock-up map in the main dungeon, you could stick in a custom actor in that map that will load the boss room as soon as the actor itself loads. The trouble is I don't know how I'd code in the actor.
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mzxrules
So, I have been thinking over an idea for a rom hack of Ocarina of Time...
Randomized Ocarina of Time.
I'm going to hold off discussing it until I get more work done with it, but it will be a hack of v1.0, because there are several bugs exclusive to v1.0 that I like to keep in the game (HOLD R LOL), and it will be sort of like Master Quest in that the maps will be identical (since I have no plans to design new maps myself), but the layouts of the actors are different.
However there is one rather big issue with this plan that I'd like to fix.
The collision mesh. Since it's stored at the scene level, the collision for every room is loaded all at once regardless of what room you're in. Also, because the collision mesh defines where an exit is located on a map, you can trigger the loading of a new scene if you can step on the right polygon, even if you aren't in the right map.
Because of these two things, there exists a method for reaching the boss room early in almost every dungeon in the game. The dungeon that is perhaps the worst off of them all is the Forest Temple; All you have to do is enter the main room, grab a ledge that you shouldn't be able to, clip through it and hop down into the boss room without any items.
Fixing this should be far from impossible, but I won't say it's easy. My idea is to modify the collision poly types so that they no longer load a new scene. Then, since every boss room has it's own mock-up map in the main dungeon, you could stick in a custom actor in that map that will load the boss room as soon as the actor itself loads. The trouble is I don't know how I'd code in the actor.
Can anyone help?
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