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Dungeon Rush: Master Quest


mzxrules
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If you haven't read seen my other thread, I've started work on Dungeon Rush: Master Quest. 

 

Dungeon Rush: Master Quest is a hack that will string together all of the dungeons in Ocarina of Time: Master Quest one after another, similar to how my Dungeon Rush mod does the same for the original dungeons.

 

Like before, I am editing the v1.0 rom rather than the Debug Rom, so that the hack can be placed on the Wii VC. 

 

There are a few things I plan on doing differently this time around:

 

  • Eliminate the need to visit the Temple of Time in order to become a child/adult
  • Custom Title Sequence: If someone can explain how I can create cutscenes with the Debug Camera and copy the cutscene data that would be awesome.
  • Custom End Game Sequence: Beating the game will simply show The End, and the player will be able to return to the Title Screen without resetting. I also want to shorten the final cutscene where Link deals the final blow to Ganon, ending when Link has his sword stuck in Ganon's snout rather than when Zelda says "Six sages... now!". If anyone can look into that I'd appreciate it. 
  • Speed up / trim some dialog missed / deliberately left in.

 

To Do: 

  • Updated Title logo.
  • Fix various crashes that occur when trying to load a scene that is no longer in the game.
    • Fix scene exits
    • Fix Title Sequence
    • Implement New Credits Sequence
  • Restore changes that were lost by porting in the Master Quest files
    • Restore the modified Iron Boots room used in Dungeon Rush.
    • Restore Water Temple boss key skip patch
    • Restore Trials Skip patch
  • Complete a playthrough to figure out whether item placements still make sense / puzzles still completable on v1.0
    • Figure out where to put the Goron Bracelet
    • Figure out Gerudo Training Grounds
  • Fix graphical bug in Ice Cavern / Water Temple / Gerudo Training Grounds entrances.
  • Shorten pre-Ganondorf cutscene
  • Release mod.
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I've implemented a fairly ingenious way to skip having to pull the Master Sword without having to write any actual asm.

 

Basically what I've done is I've created a special scene file that contains a cutscene with an 03E8 command that calls the same routine that pulling/dropping the master sword calls (index 0008). Then to activate the cutscene every time, I used the "on entrance" cutscene table. Normally "on entrance" cutscenes activate only once, but there is one important exception: the cutscenes which give you Epona! If an "on entrance" cutscene sets the Epona flag, it will always activate.

 

Or in other words, you can now obtain Epona in Dungeon Rush: Master Quest! Too bad you can't ride her.

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I've decided to change the dungeon order for Dungeon Rush: Master Quest as the Fire Temple requires magic and Din's Fire to progress past the first room. The level progression is now Forest -> Great Fairy Fountain <-> Water -> Fire -> Shadow.

 

Furthermore, Din's Fire will no longer be a starter item, and will instead be inside the chest containing Ice Arrows in the old mod.

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