Jump to content

Notes by Arcaith


Arcaith
 Share

Recommended Posts

This is a compendium of the notes I've accrued so far in my attempts at making dungeons. A lot of it comes from fragmented sources, so getting it all together will take a little while. Enjoy :3

PUSHABLE BLOCKS (actor no. 00FF)

Block Variables
XXYZ
- X clear trigger
- Y block colouration
- Z block type

Values for Y
- 0 brown
- 4 blue

Values for Z
- 0 small
- 1 large
- 2 very large
- 3 huge
- 4 locker (small)
- 5 locker (large)
- 6 locker (very large)
- 7 locker (huge)

Now, I haven't documented all the values for Y, but, the value for Z, 6, is important. You have one block, say 0302. 03 is your clear trigger, 02 is a brown very large block. Say you want it to stay where it belongs after it's been moved. You place another block actor where it will be stopped, variable 0306. Clear trigger 03, 06 locker. It will hold the block there. To get the 'puzzle solved' sound, use the 0139 actor (group is 0001 so no need to load it up) with a unique variable (potentially clear trigger tied, not sure yet) and position it at the same co-ordinates as the block locker. Also, for a pushable block to press a switch down, it must fall down onto the switch, merely pushing it on top will not cause it to trigger. If a block is to stay on top of a switch after being pushed in place, the locker should be a few (I usually place it 10) units above the switch. That way, when it locks it in place again upon re-entering the room, it falls a short distance onto the switch again.


ALTERNATE DOOR SKINS (actor no. 002E and 0009)

Required Objects
002B - Dodongos Cavern Doors
002C - Fire Temple Doors
0036 - Great Deku Tree Doors
004D - Gerudo Training Grounds Doors
0059 - Water Temple Doors
0072 - Required for Forest Temple Boss Door
0073 - Required for Forest Temple Boss Door
0139 - Ganons Castle Doors
016D - Spirit Temple Doors (may also require object 00F1, untested)
0187 - Shadow Temple / Beneath The Well Doors (may also require object 0069, untested)
018F - Royal Familys Grave
00B0 - Required to load ANY Boss Door

The object for the style of door you want to use must be first in the object list, otherwise the door loading can be unpredictable at best. This is important. The boss door object is less fussy. Also, in order to use an alternate door skin, you must overwrite a scene that uses alternate skins. I am not sure where the definition in the game that decides this is, however, so it remains to be seen whether other scenes can use these doors.

Link to comment
Share on other sites

  • 1 year later...
 Share

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.