Erock's Version Conker 1.2.7
Zeldix :: Zelda III Hacking :: The Archives :: High Rule Tail :: General Threads
Page 5 of 12
Page 5 of 12 • 1, 2, 3, 4, 5, 6 ... 10, 11, 12
Re: Erock's Version Conker 1.2.7
Indeed, lol, I was wondering why I had 3 files, since I made 3 fixes. I though all 3 were for splash, but 1 was for that grapple fix.Unfortunately, the reversion reverts also the gribble on tree stump fix at Ganonagain.
Nice. Of course Erock can use the Revert and then fix that grapple problem, since this is an easy fix in HM by removing that stomp (I used middle tile edits again to be on the safe side, since there only 2 such stops in the game only in that area). And then fix the castle splash with this new method of middle tile type editing.So, I will only alter those 2 bytes for the beach in 1.2.7b.
It's in the second part of the file, where all the sprites are. Should be obvious, since these cannon balls use up almost an entire gfx set. You could also find it by comparing the gfx number shown in HM in dungeon editor in the East palace rooms. The gfx number, like 58, than means to load the 58th gfx set from the upper part down starting at 0 with the first gfx sprite set.For the bubble, does anybody know where that tile is located in zcompress (I compare sprite by sprite usually to find it, so if anybody has a faster solution...)
Puzzledude- Since : 2012-06-20
Re: Erock's Version Conker 1.2.7
mh, I'd rather not suggest to apply the revert pacth, because your castle fence is fixed with your previous patch and the grabble is also fixed in the version Erock has. So the only thing he needs to change isNice. Of course Erock can use the Revert and then fix that grapple problem, since this is an easy fix in HM by removing that stomp (I used middle tile edits again to be on the safe side, since there only 2 such stops in the game only in that area). And then fix the castle splash with this new method of middle tile type editing.
- Code:
0d/f1a0: 01 -> 09 (will make splash in shallow water then)
0d/f3d8: 09 -> 01 (won't make splash on dry land then)
Alright, I will look for the bubble once I have time. I thought this tile to be mirrored and flipped and thus difficult to spot. Ah well. If I won't find, no apocalypse.
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
That's one way to go. From the debug perspective, this is fine.I'd rather not suggest to apply the revert pacth, because your castle fence is fixed with your previous patch and the grabble is also fixed in the version Erock has. So the only thing he needs to change is
CODE:
0d/f1a0: 01 -> 09 (will make splash in shallow water then)
0d/f3d8: 09 -> 01 (won't make splash on dry land then)
Then all is good in his version.
Cannon bubble is at 56000 in Conker, and at 50800 in ALTTP, see now how Eyegore becomes a Robot and a cannon ball becomes remodeled to a different looking ball.Alright, I will look for the bubble once I have time. I thought this tile to be mirrored and flipped and thus difficult to spot. Ah well. If I won't find, no apocalypse.
The big cannon ball is the round hollow thing will those "horns" which were added to make it different. In inner part was made transparent.
Puzzledude- Since : 2012-06-20
Re: Erock's Version Conker 1.2.7
Thanks again for your help! I see what I can cook
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
Alright, Conker 1.2.7b:
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2-7#19689
Erock, the hammer tile cannot be fixed, as there is no mirroring code. Means you can edit the tile at one side, slashing left, but when using it to the right, the hammer doesn't get mirrored and that looks odd.
Therefore, I highly recommend not changing it, it's only a second fraction anyways.
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2-7#19689
- Code:
added new big bubble
fixed hammer using at beach
Erock, the hammer tile cannot be fixed, as there is no mirroring code. Means you can edit the tile at one side, slashing left, but when using it to the right, the hammer doesn't get mirrored and that looks odd.
Therefore, I highly recommend not changing it, it's only a second fraction anyways.
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
Oh, my gosh I only step away for a few days and now I have all these things to read. I'm so glad everyone here cares about the game just as much as I do.
Anyway I got the new belt item graphic drawn. In the image is the whole explanation I gave to the artist and at the end of the image you see the final pixel art he made.
Basically I couldn't even tell what the original graphic was supposed to be. Is it a belt with the back of it broken? Because that is what it looks like. I hope you guys like the improvement.
You may want to right click on the image and click view image to see the whole thing as these message boards here only have a narrow width and therefore are not that good with presenting big images.
The pocket or belt slot now even matches the size and shape of what the "inside" of what the belt item looks like in the menu.
Anyway I got the new belt item graphic drawn. In the image is the whole explanation I gave to the artist and at the end of the image you see the final pixel art he made.
Basically I couldn't even tell what the original graphic was supposed to be. Is it a belt with the back of it broken? Because that is what it looks like. I hope you guys like the improvement.
You may want to right click on the image and click view image to see the whole thing as these message boards here only have a narrow width and therefore are not that good with presenting big images.
The pocket or belt slot now even matches the size and shape of what the "inside" of what the belt item looks like in the menu.
Last edited by Erockbrox on Fri 8 Dec 2017 - 22:53; edited 1 time in total
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
1. Don't forget you only have the 7 colors of the left palette when Alice holds the belt up -> you don't have yellow:
2. When you hold it in your hand it uses the 7 colors of the right palette, but another one that with the blue in it.
But if you use brown instead of yeelow for the button, it should work
3.Don't forget that you only have 4 colors in the menu (actually 2, since the first is transparent, and the last black):
2. When you hold it in your hand it uses the 7 colors of the right palette, but another one that with the blue in it.
But if you use brown instead of yeelow for the button, it should work
3.Don't forget that you only have 4 colors in the menu (actually 2, since the first is transparent, and the last black):
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
This new belt slot graphic is not meant to be used in the menu, but only when you get the item in-game.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
Okay, some questions.
1) Why when I pick up a big rock (32x32 stone) that the screen flickers for a second. I'm not saying this needs fixing, but just wanted to know from a programmers perspective. I know that the blocks turn into sprites, so its probably a flicker when this instant happens.
2) How come in room 23 in Hyrule Magic, did seph put ice tiles under the floor so that some parts are slippery and others not. If I recall this room also had that song glitch with the msu1.
3) Also what Conn posted above with the colors available for the items like the belt. I personally do not understand why I am only limited to the first or last 8 colors. In smw hacking I can use the whole damn palette row and use all 16 colors if I wanted to. So why is zelda 3 different? this just doesn't make any sense to me.
Just FYI, the penguins cannot be poked with the sword. So if you have the blue light saber and want to turn them into ice statues you cannot.
1) Why when I pick up a big rock (32x32 stone) that the screen flickers for a second. I'm not saying this needs fixing, but just wanted to know from a programmers perspective. I know that the blocks turn into sprites, so its probably a flicker when this instant happens.
2) How come in room 23 in Hyrule Magic, did seph put ice tiles under the floor so that some parts are slippery and others not. If I recall this room also had that song glitch with the msu1.
3) Also what Conn posted above with the colors available for the items like the belt. I personally do not understand why I am only limited to the first or last 8 colors. In smw hacking I can use the whole damn palette row and use all 16 colors if I wanted to. So why is zelda 3 different? this just doesn't make any sense to me.
Just FYI, the penguins cannot be poked with the sword. So if you have the blue light saber and want to turn them into ice statues you cannot.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
You can not change this. It will always happen due to game mechanics and inability of flawless emulation. No idea how this performs on real hardware. Similar with Armos knights: when all of them are on screen going down, their lover half might become invisible. This is all a result of a limitation regarding how many sprites can be processed on screen.1) Why when I pick up a big rock (32x32 stone) that the screen flickers for a second. I'm not saying this needs fixing, but just wanted to know from a programmers perspective. I know that the blocks turn into sprites, so its probably a flicker when this instant happens.
No idea, just remove the ice tiles, if you don't want ice.2) How come in room 23 in Hyrule Magic, did seph put ice tiles under the floor so that some parts are slippery and others not. If I recall this room also had that song glitch with the msu1.
I think the original authors programed the sprite from chests and while holding above your head to use 8 colours. No idea how SMW can get this to 16, since it should also be 8.3) Also what Conn posted above with the colors available for the items like the belt. I personally do not understand why I am only limited to the first or last 8 colors. In smw hacking I can use the whole damn palette row and use all 16 colors if I wanted to. So why is zelda 3 different? this just doesn't make any sense to me.
That's because Penguins are programed in a different way. You can not burn or freeze a Penguin, they will be befeated normally even if attacked with fire or ice rod. That's why they can not be "poked" if the sword is remade to freeze (same as ice rod) on stabbing.Just FYI, the penguins cannot be poked with the sword. So if you have the blue light saber and want to turn them into ice statues you cannot.
Puzzledude- Since : 2012-06-20
Re: Erock's Version Conker 1.2.7
I think link uses all 16 colors, but think about a pixel and the space it requires to be saved (bpp). So if a sprite uses 8 colors, 1bit can be saved and used for other stuff.
The original programmers did something incredible using only 1mb for this game. So they had to be greedy with space used.
The original programmers did something incredible using only 1mb for this game. So they had to be greedy with space used.
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
I think I've experienced some strange and weird type of glitch. In yychr I edited some blood graphics in the 1st dungeon and inserted them, but then later on they reverted back to their original graphics. This seems very strange because I've never seen anything like this.
My only guess is that somehow maybe these graphics are also in the rom as uncompress graphics as well as compressed. If you change them in the compressed allgfx.bin and then open the conker.sfc rom with yychr, this somehow reverts them back to the original graphics. I'm just taking a guess here, who really knows.
[edit]
It appears that this set of graphics is mirrored in two places in yychr. Maybe the game just randomly decides which set to use that this is why i keep getting these strange results.
My only guess is that somehow maybe these graphics are also in the rom as uncompress graphics as well as compressed. If you change them in the compressed allgfx.bin and then open the conker.sfc rom with yychr, this somehow reverts them back to the original graphics. I'm just taking a guess here, who really knows.
[edit]
It appears that this set of graphics is mirrored in two places in yychr. Maybe the game just randomly decides which set to use that this is why i keep getting these strange results.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
A preview of the Erock version. Up to the first dungeon. So far up to this point I'm happy with it.
The whole reason for doing the Erock version was because I was unhappy with the current version.
- new blood graphics on overworld and dungeon rooms
- proper tail graphics appears from chest in the 1st dungeon.
- fixing getting stuck on the south doors
The whole reason for doing the Erock version was because I was unhappy with the current version.
- new blood graphics on overworld and dungeon rooms
- proper tail graphics appears from chest in the 1st dungeon.
- fixing getting stuck on the south doors
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
Also found this in the rom in the uncompressed graphics. I guess seph was tying to do something really interesting with the snoop dog 420 thing.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
This, obviously, is Not the case. Once you recompress the gfx into the rom, Nothing can "revert" them back on its own. You probably missed multiple gfx of the same blood gfx and you need to edit them all.I think I've experienced some strange and weird type of glitch. In yychr I edited some blood graphics in the 1st dungeon and inserted them, but then later on they reverted back to their original graphics.
You should always edit the compressed gfx and never the uncompressed gfx. You should view all gfx in YY. However if you edit the uncompressed gfx, there should be no difference, since the bin file will display them the same.My only guess is that somehow maybe these graphics are also in the rom as uncompress graphics as well as compressed. If you change them in the compressed allgfx.bin and then open the conker.sfc rom with yychr, this somehow reverts them back to the original graphics.
A long shot for gfx being reverted is this:
-you have the rom opened in HM and the bin file in YY at the same time, you compress the gfx into the rom, but then edit something in HM and save (this will revert the gfx, since HM had all gfx in ram)
-you edit the uncompressed gfx, but them make an edit in YY and recompress (this will revert the gfx back, since you did not make the same update in YY. If you edit the uncompressed gfx, you should then make another decompression of gfx into the updated Bin file. Recompressing the old bin file might revert the changes you made in the uncompressed region).
Puzzledude- Since : 2012-06-20
Re: Erock's Version Conker 1.2.7
-you have the rom opened in HM and the bin file in YY at the same time, you compress the gfx into the rom, but then edit something in HM and save (this will revert the gfx, since HM had all gfx in ram)
that kind of sounds like that's what happened. i had all of the programs opened at once.
This reverting back to old graphics thing with the blood actually happened several times, but its fixed now.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
The semester just ended so I will be trying to hit my "Erock Version" in full swing soon.
Here is something that I have in mind.
This is the image that I'm sending to the artist.
I never seemed to understand why there is a vertical shaft in the gears in the clocktower dungeon.
I actually don't mind having the gears or this vertical shaft in this one gear. What I mind is that there is no collision detection on this vertical shaft and I don't see anyway to add it in.
Basically as it is right now you as Conker can literally walk on top of a vertical pole. So to me it simply just doesn't make any sense to have this without proper collision.
Here is something that I have in mind.
This is the image that I'm sending to the artist.
I never seemed to understand why there is a vertical shaft in the gears in the clocktower dungeon.
I actually don't mind having the gears or this vertical shaft in this one gear. What I mind is that there is no collision detection on this vertical shaft and I don't see anyway to add it in.
Basically as it is right now you as Conker can literally walk on top of a vertical pole. So to me it simply just doesn't make any sense to have this without proper collision.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
Alright, I had a bit freetime to update to 1.2.8 (most probably really the last update - but I said it too often already, so..)
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2-8
Erock, if you do not want to have the green tunic respawned in your version, and have the msu player easter egg also available anytime, apply below patch (just as the previous ips I sent just apply on your working rom, it will not cause any HM changes). The Belt Pocket and icy floor in Clocktower aren't touched by this patch as this require HM/zcompress and would destroy your patch; that you must to yourself.
If you beat bowser now while having the green tunic already, his chest will contain 100 rupees.
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2-8
Euclid's msu player is too cool to have it restricted
- removed icy floor in room23, clocktower
- Green Tunic will not respawn in Underverse (100 Rupees instead)
- inserted Erock's Interpretation of Belt Pocket
- MSU player in Conn's Briefcase is now available everytime (not only hard mode and if ending seen)
Erock, if you do not want to have the green tunic respawned in your version, and have the msu player easter egg also available anytime, apply below patch (just as the previous ips I sent just apply on your working rom, it will not cause any HM changes). The Belt Pocket and icy floor in Clocktower aren't touched by this patch as this require HM/zcompress and would destroy your patch; that you must to yourself.
If you beat bowser now while having the green tunic already, his chest will contain 100 rupees.
- Attachments
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
Thanks Conn!
I will apply the patch then.
I am still working on my "Erock Version". I've been really busy due to the holidays, but I see some time in the near future in which I will get back to work on this.
I'm glad that you liked the pocket belt icon over the previous one. Honestly that previous graphic just didn't make any sense to me and I think the new graphic makes much more sense graphics wise.
I still have plans for some new graphics as well. For example I believe that I will have Zelda's entire tileset redrawn from scratch possibly. The current version bugs me a little bit.
Anyway, thanks again and keep a look out for more updates here. Hope everyone had a good christmas or whatever you celebrate.
I have no idea what this msu1 thingy you talked about is. Is it like a jute box?
I will apply the patch then.
I am still working on my "Erock Version". I've been really busy due to the holidays, but I see some time in the near future in which I will get back to work on this.
I'm glad that you liked the pocket belt icon over the previous one. Honestly that previous graphic just didn't make any sense to me and I think the new graphic makes much more sense graphics wise.
I still have plans for some new graphics as well. For example I believe that I will have Zelda's entire tileset redrawn from scratch possibly. The current version bugs me a little bit.
Anyway, thanks again and keep a look out for more updates here. Hope everyone had a good christmas or whatever you celebrate.
I have no idea what this msu1 thingy you talked about is. Is it like a jute box?
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
The pocket really is nice drawn, so I inserted it with the other stuff a user mentioned (respawning green tunic when defeating bowser twice and such). But I think it really was the last time I edited the game.
Jukebox: go into "my room", Conn's briefcase with msu1 on, and go into the menu, you find a msu1 player:
This was, before applying the patch I posted above only available in hard mode and after defeating Ganon at least one time, now I made it accessible everytime.
Jukebox: go into "my room", Conn's briefcase with msu1 on, and go into the menu, you find a msu1 player:
This was, before applying the patch I posted above only available in hard mode and after defeating Ganon at least one time, now I made it accessible everytime.
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
^ very cool! Had no idea that this was a secret in the game. Is this mentioned in the game anywhere.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
It's an Easter egg by Euclid. Check the spoiler comments
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2-8
Or if you download the patch, I included the secrets in a separate zip file, but it's not mentioned in the game.
https://www.zeldix.net/t1337-conker-s-high-rule-tail-v1-2-8
Or if you download the patch, I included the secrets in a separate zip file, but it's not mentioned in the game.
Conn- Since : 2013-06-30
Re: Erock's Version Conker 1.2.7
Okay here is an update.
I will be spending my entire day working on my version of the game.
I really hope to make some progress here. It is about time I finish this game once and for all. Wish me luck and hopefully I will post my progress.
Dungeon 1 (black and white and blood) dungeon I believe is 100% done. I will focus on the 2nd dungeon now.
I am changing most if not all of the south doors in dungeons because you can get stuck on them because of the perspective that seph picked. These annoy me and so I'm changing them for a much more polished game play experience.
I will be spending my entire day working on my version of the game.
I really hope to make some progress here. It is about time I finish this game once and for all. Wish me luck and hopefully I will post my progress.
Dungeon 1 (black and white and blood) dungeon I believe is 100% done. I will focus on the 2nd dungeon now.
I am changing most if not all of the south doors in dungeons because you can get stuck on them because of the perspective that seph picked. These annoy me and so I'm changing them for a much more polished game play experience.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
Well, crap.
I ended up doing some unexpected errands today and then I fell asleep on accident when I got home and now it's too late to do anything.
I will try and make some progress tomorrow.
I ended up doing some unexpected errands today and then I fell asleep on accident when I got home and now it's too late to do anything.
I will try and make some progress tomorrow.
Erockbrox- Since : 2013-02-05
Re: Erock's Version Conker 1.2.7
Okay, today seems like a good day to work on the project. Wish me luck.
Erockbrox- Since : 2013-02-05
Page 5 of 12 • 1, 2, 3, 4, 5, 6 ... 10, 11, 12
Similar topics
» Conker Version 1.2.6
» Conker SPC
» Conker Old betas
» Conker 1.1.2 Bug reports and fixes
» Conker 1.2 beta testing
» Conker SPC
» Conker Old betas
» Conker 1.1.2 Bug reports and fixes
» Conker 1.2 beta testing
Zeldix :: Zelda III Hacking :: The Archives :: High Rule Tail :: General Threads
Page 5 of 12
Permissions in this forum:
You cannot reply to topics in this forum