Strati Posted July 13, 2013 Share Posted July 13, 2013 This is not a project per se. It's rather a first attempt at exploring the world of dungeon-making in OoT. Castle 1.1.ppf To play the new scene, select the Spirit Temple scene on the Debug ROM. There were a lot of ideas I couldn't implement, so this is rather half-assed in some aspects. Don't expect anything after you defeat the "boss". This is based on a SNES classic. I'll shut up and try to keep the surprise. In depth comments later on. 2 Link to comment Share on other sites More sharing options...
Setzer Gabbiani Posted July 14, 2013 Share Posted July 14, 2013 Very interesting concept... Would like to see this idea expanded upon. Link to comment Share on other sites More sharing options...
Jason777 Posted July 14, 2013 Share Posted July 14, 2013 Personally, I loved it. I liked the whole retro feel to it.Reminds me of this: Link to comment Share on other sites More sharing options...
Strati Posted July 14, 2013 Author Share Posted July 14, 2013 At the beginning, the idea was just a parallel between Link/Mario dismounting Epona/Yoshi and entering the castle. There's even remnants of this in the first map, with Epona loaded and - if you actually stop walking to notice - a weird polygon type that makes Link look up. Later on I even considered making a short cutscene mirroring the SMW entrance, but that implied another load of formats to study and a ton of headache ahead. After toying with the idea for a while, I saw that this one castle could be translated to OoT fairly well. There are two things that couldn't be done as I planned. First, the Windmill music that takes over the map. I even changed a value in RAM that was writing the bgm in. The problem is that after the Chest Opening Theme the bgm wouldn't come back. Second was the "nothing after the boss" problem. I don't know if there is a way to link a warp point to a clear flag or even to choose the leading destination without making ASM changes - which I really wasn't in the mood to go through after fixing meshes and collision many times over. Even after putting the first patch up, I noticed a major displacement in the fence that might have made the first room impossible to finish. So, in case that happened to anyone, my apologies for not testing it thoroughly. Link to comment Share on other sites More sharing options...
Arcaith Posted July 14, 2013 Share Posted July 14, 2013 The boss door is usually paired with a warp and doesn't actually close unless the map/scene reloads. Link to comment Share on other sites More sharing options...
Strati Posted July 15, 2013 Author Share Posted July 15, 2013 Now that you mentioned it, I really noticed a weird door transition. I know the game usually loads a separate scene for the boss to not overload the system, so that makes perfect sense. About warps, I was making reference to the warp portals after you defeat a boss. Are those linked to the doors in any way or were you just talking about warps in general? My impression is that these warps' spawns, locations and destinations are always hardcoded into the boss files. I would like to know how to set up a warp to appear after a room is cleared from normal enemies. Link to comment Share on other sites More sharing options...
Spire Posted July 15, 2013 Share Posted July 15, 2013 Anyone mind posting some screens? I don't have the means of playtesting this right now but I'm aching to see it! Link to comment Share on other sites More sharing options...
Strati Posted July 15, 2013 Author Share Posted July 15, 2013 2 Link to comment Share on other sites More sharing options...
Arcaith Posted July 16, 2013 Share Posted July 16, 2013 Regarding blue warps, I'm not 100% sure, but it should be possible to attach them to a clear trigger. I'm not sure though if they're spawned by the boss actor or if they're triggered so you might need to use an actor spawner or something. Link to comment Share on other sites More sharing options...
Jason777 Posted July 16, 2013 Share Posted July 16, 2013 Unfortunately, the warps are only spawned by the boss actors and their variables reveal nothing about where they lead to; everything is hardcoded into the warp actor. An assembly hack similar to Strati's Mastersword variable hack may be possible, but I don't know about how clear triggers spawning would work. Link to comment Share on other sites More sharing options...
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