Erock's Version Conker 1.2.7

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Post by Puzzledude Wed 6 Dec 2017 - 6:53

Unfortunately, the reversion reverts also the gribble on tree stump fix at Ganonagain.
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.

So, I will only alter those 2 bytes for the beach in 1.2.7b.
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.

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...)
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.
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Post by Conn Wed 6 Dec 2017 - 8:37

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.
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 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.

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.
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Post by Puzzledude Wed 6 Dec 2017 - 10:06

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.
That's one way to go. From the debug perspective, this is fine.

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.
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.

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.

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Post by Conn Wed 6 Dec 2017 - 10:51

Thanks again for your help! I see what I can cook Razz
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Post by Conn Wed 6 Dec 2017 - 13:43

Alright, Conker 1.2.7b:
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.
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Post by Erockbrox Fri 8 Dec 2017 - 20:57

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.

Erock's Version Conker 1.2.7 - Page 5 7hA7e8R

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
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Post by Conn Fri 8 Dec 2017 - 22:14

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:
Erock's Version Conker 1.2.7 - Page 5 110

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.
Erock's Version Conker 1.2.7 - Page 5 Image910

But if you use brown instead of yeelow for the button, it should work Wink

3.Don't forget that you only have 4 colors in the menu (actually 2, since the first is transparent, and the last black):
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Post by Erockbrox Fri 8 Dec 2017 - 22:54

This new belt slot graphic is not meant to be used in the menu, but only when you get the item in-game.
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Post by Erockbrox Sat 9 Dec 2017 - 23:33

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.
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Post by Puzzledude Sun 10 Dec 2017 - 6:26

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.
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.

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.
No idea, just remove the ice tiles, if you don't want ice.

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.
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.

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.
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.
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Post by Conn Sun 10 Dec 2017 - 11:19

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.
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Post by Erockbrox Sun 10 Dec 2017 - 22:32

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.
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Post by Erockbrox Mon 11 Dec 2017 - 0:32

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

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Post by Erockbrox Mon 11 Dec 2017 - 2:04

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.

Erock's Version Conker 1.2.7 - Page 5 ExAkD37
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Post by Puzzledude Mon 11 Dec 2017 - 8:37

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, 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.

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.
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.

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).
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Post by Erockbrox Mon 11 Dec 2017 - 22:54

-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.
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Post by Erockbrox Sun 17 Dec 2017 - 1:52

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.

Erock's Version Conker 1.2.7 - Page 5 P881Vvk

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.
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Post by Conn Thu 21 Dec 2017 - 14:47

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


     - 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)
Euclid's msu player is too cool to have it restricted Razz

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
Erock's Version Conker 1.2.7 - Page 5 Attachment
128_erock.zip You don't have permission to download attachments.(1 Kb) Downloaded 3 times
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Post by Erockbrox Fri 29 Dec 2017 - 2:29

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?
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Post by Conn Fri 29 Dec 2017 - 4:14

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:
Erock's Version Conker 1.2.7 - Page 5 Conker28

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.
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Post by Erockbrox Sun 31 Dec 2017 - 19:54

^ very cool! Had no idea that this was a secret in the game. Is this mentioned in the game anywhere.
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Post by Conn Mon 1 Jan 2018 - 7:08

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.
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Post by Erockbrox Thu 4 Jan 2018 - 15:35

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.
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Post by Erockbrox Fri 5 Jan 2018 - 2:25

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.
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Post by Erockbrox Sun 7 Jan 2018 - 14:16

Okay, today seems like a good day to work on the project. Wish me luck.
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