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Topic: Zelda Automap & Other Hacks (Read 1 times)
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Jigglysaint
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« Reply #15 on: August 09, 2011, 07:09:46 pm » |
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Hmm, well if space is no object, then just imagine the possiblities. I don't think it will be hard getting rid of the walls in the dungeon. The hard part is re-creating the overhangs and other door mechanics. Of course why not just scrap ovehang instead and make them like Link's Awakening doors? Of course by that point you might as well just edit Link's Awakening, since the Z80 is pretty powerful enough in terms of data manipulation.
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snarfblam
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« Reply #16 on: August 09, 2011, 08:33:42 pm » |
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Tossing another hack on the pile, this one a bit simpler. Damage is shown in increments of 1/8 hearts instead of 1/2 hearts. http://www.youtube.com/watch?v=_L2zprWO6ek
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never-obsolete
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« Reply #17 on: August 10, 2011, 12:12:30 pm » |
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I have a website, but it has not been updated in a long time.
@snarfblam If you have the time, for sure. I have a generic map editor that I ended up using for this. I'll pm you later with some more details.
@Jigglysaint I ended up removing the overhangs. I also remembered that the whistle/lake secret needs to be fixed.
I chose this over Link's Awakening because: 1. nostalgia and 2. I like to play games on their original platform and I have a PowerPak.
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snarfblam
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« Reply #18 on: August 18, 2011, 09:01:25 pm » |
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Well... I've put up the code for my auto-map hack. The bad news is that as-is, it requires my own assembler, snarfblASM, to assemble, mostly due to my extensive dependence on a non-standard directive. The biggest issue here (aside from the fact that you can't use your assembler of choice) is that the assembler has yet to be released. \ http://snarfblam.com/words/?p=260
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PolishedTurd
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« Reply #19 on: August 21, 2011, 01:03:55 am » |
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Wow, the automap looks great.
This would be wonderful to have for Solar Jetman. Awhile ago, I envisioned a map generator that would produce maps programmatically for SJ, which you could then explore. An automap would make that kind of game more fun to play. Would it be possible to do this for Zelda, or is the map structure too complex?
When would you release your assembler? With SuiteNES?
@never-obsolete: Your hack looks fantastic. Please keep at it, and let me know if you need play testers.
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curses
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« Reply #20 on: August 21, 2011, 03:20:01 pm » |
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This would be wonderful to have for Solar Jetman. Awhile ago, I envisioned a map generator that would produce maps programmatically for SJ, which you could then explore. An automap would make that kind of game more fun to play. Great idea. It might be possible, too. Would it be possible to do this for Zelda, or is the map structure too complex? Is there something you want that is different from the sample of the automap shown in this thread?
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PolishedTurd
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« Reply #21 on: August 24, 2011, 12:23:20 pm » |
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@curses: What I mean is, a program that intelligently builds a playable map based on some heuristics that you feed it. Basically, it's would create a "surprise" ROM hack for you so that you can actually explore a new map, as many times as you want, without requiring that each "hack" be painstakingly constructed. Then, to have this auto-map feature would make the game more playable.
It seems much simpler for a game like Solar Jetman, vs. Zelda which has more complex maps. I was just tossing it out there, knowing that snarfblam and never-obsolete are skilled programmers, as are several other members here.
@snarflblam: I prefer the automap that shows unexplored areas as black. Black seems visually more representative of "unexplored" to me.
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Trax
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« Reply #22 on: August 26, 2011, 01:03:07 am » |
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Yeah, this auto-map feature is very cool...
As for the colors glitch in caves, I tested it myself and it's quite puzzling. It doesn't sound logical, since caves are screens like any other, except there's a trigger for the possible dialogs. I happen to be working on my Zelda 1 editor right now, so data tables are no problem. Bank 6 contains 6 tables that contain most of the data related to the maps, overworld and dungeons. There are a few hard-coded things, like Lost Woods and Lost Mountain, the top-left screen passage, the raft triggers, etc...
By the way, the raft screens test routine is at 14941. It really is a hard-coded if-then-else code sequence that checks if you are in the 2 screens that have it, i.e. 3F and 55. The top-right screen's secret passage through the wall is tested at 1EE97. The code checks if you have the right X and Y locations, and if you do, Link goes through the wall...
Adding a data table for each screen would be inevitable, since most of the bit fields in the original tables are taken. But there's plenty of free space as well, so it's doable...
I think I evoqued the idea of a free-roaming Zelda hack, but I didn't do anything about it. The idea just popped into my mind, but I'm not yet experienced enough with scrolling mechanics to achieve anything significant...
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snarfblam
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« Reply #23 on: August 29, 2011, 09:23:58 pm » |
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When would you release your assembler? With SuiteNES?
I'm planning on releasing a command-line version as soon as possible.
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Legend
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« Reply #24 on: September 02, 2011, 10:11:12 pm » |
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Will this work with other hacks like Zelda Outlands?
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Spooniest
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« Reply #25 on: September 07, 2011, 05:49:42 am » |
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I've played this and it works beautifully. I don't even really mind that it changes when you go into a cave. Once you exit the cave, everything's back to normal. It's a great feature. Nice work. :thumbsup: :thumbsup:
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Trax
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« Reply #26 on: September 07, 2011, 09:56:06 am » |
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Legend, if you want to know if it works with other hacks like Outlands, then just give it a try and check for yourself. Then report back...
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curses
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« Reply #27 on: September 16, 2011, 11:28:08 am » |
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It... kinda... works with Outlands. Obviously the map doesn't look like Outlands does, so it would have to be changed so that they match each other. Did you know that GameMakr24 is talking about making an update to Outlands? Check out his blog: http://www.questforcalatia.net/Zelda3C/diary.htmlHe mentions a "10 year anniversary" edition of Outlands, as well as some improvements he wants to make.
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