Erock's Dungeon Designs 2014-2017

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Post by Erockbrox Thu 18 Sep 2014 - 16:15

Yeah, I haven't had a chance to play the IQ hack yet, but this design with the creating block is pretty much all you can do with it.

My design is actually not even tested nor do I have the code for a block creating block I just used logic and figured it would work.

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Post by Puzzledude Thu 18 Sep 2014 - 16:45

You don't need any new code for a pushable block, that creates other blocks. Original authors made it so, that the floor under the pushable block is reseting (reloading) to whatever is under there by default. This has no meaning if the block is pushable 1 time.

With the multipushable block we can use this "reload". Simply place a multipushable block in a room and then at the same place insert a standard block object. This will reload the block over and over, resulting in the block-making pushable block.

You can also make a warp making block, opened-chest-making block (the same as stone).

For instance I made a water-making block (water block) and the water-erasing block (reloads normal floor).

The only limit is, that the place being reloaded can not handle different object types (for instance you can not reload one unit which is half water and half normal ground). You also can not reload special types like floor changing star or switch that opens doors; some other types, like warps, work normally.
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Post by Erockbrox Wed 12 Nov 2014 - 23:17

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Here is one.

If you hit the wrong mole then you can't get back and must take damage. You can hookshot to the chest whether you get either mole, but you can only hookshot back if you beat down the correct mole.

[edit]
Another version could be made from this. Image that the current big chest is actually a pot with a switch under it. Once the switch is activated then a magical small chest appears out of nowhere by the original door way on the mole side. Also assume that the pit doesn't hurt link but drops him down a floor level. In this case the player MUST pick the correct mole to hit otherwise they won't get the chest. You would also have to get rid of the original door and have link drop in from an above floor level.
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Post by Erockbrox Thu 13 Nov 2014 - 23:16

Here are two more ideas.

In this one the player enters the room from the left and then tries to exist to the door on the right.

However there currently isn't a way over to the other side. The red orb is the blue bumper.

How do you solve this? Get the cape and turn invisible. Then go and remove those pots by the bumper.

Once the pots are gone then you can hookshot through the spikes and the bumper to get to the pot on the other side. Then exit the level.

Please note that I couldn't use moles here because you can't use both the hammer and cape at the same time, however you can pick up pots while using the cape!

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Another one.

Here you walk into a room and there originally isnt a treasure chest at all. The chest only appears once you have hit the switch under the pot to reveal the chest. However, when the chest appears you can't get to it because it is blocks by pushable blocks which are in a configuration which can't me moved.

So solution is to push the movable blocks ahead of time before hitting the switch so that once you do hit the switch and the chest is revealed then you can actually access it.

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Post by Erockbrox Sat 15 Nov 2014 - 0:02





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Post by Erockbrox Mon 17 Nov 2014 - 0:17

On the left. This puzzle involves opening the closing the switch door. An odd number of switches is the solution that the player needs to be looking for. There are two switches in the room if the player hits both or none at all then the door will be shut when the player need to use it.

On the right. This block puzzle works for going upwards and also from coming from the top and going downwards. The switch needs to be hit to open the door while going upwards.

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Post by Erockbrox Tue 18 Nov 2014 - 0:02

I have just realized that pushable blocks will not push if you have a pot next to them, however if you remove the pot then the pushable block knows that it can be pushed there since the pot is gone.

this makes for interesting puzzles involving pushable blocks and pots. I can't believe that i never thought of or realized this before.

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Post by Erockbrox Thu 20 Nov 2014 - 2:11

A better version of a previous design.

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Post by Erockbrox Sat 22 Nov 2014 - 1:15

here is an idea.

i wanted to force the player to use the full life master sword beam.

i've found that the best place to force this is while riding the red platform. Why? because it limits what you can do while on it.

so the idea here is to create a situation where you get on the platform without being able to hold something. So perhaps make it such that you have to use the boot trick and crash into something to be launch on to the red platform and hence wouldn't be able to carry anything.

next is that you need a blue bumper. this forces the player to use the cape to pass. while using the cape make it such that you need to use your sword at that moment with the beam to hit a pegswitch.

and this is one way which you can force the player to use the magic sword beam.

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Post by Erockbrox Sun 23 Nov 2014 - 1:06

I'm pretty sure this is possible if I remember correctly.

When you push certain blocks chests are revealed. Well what if you pushed a block and then it actually prevents you from opening the chest?

So in this case you must push the block DOWN so you can get the chest. If you push UP you end up preventing you from getting the chest.

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Post by Erockbrox Mon 24 Nov 2014 - 2:29

okay guys i actually need some help with this one.

i have included an image here so you can see what im having trouble with.

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Here are my questions:

Apparently in this room, room 117 this actually doesnt consist of a single room right? Its really 3 rooms combined in this sector of the dungeon.

The one room that I'm concerned with the leever and bubble in it. By default you must try and kill all of the enemies in that room an order for it to open.

I was going to try and do something similar to what seph did with the fish that you throw in the pits. in his version when all sprites are cleared then the room opens. well i put a bubble in the room and used the magic power on it to kill it but the door opened just after the leever was killed and it didnt care about the bubble.

i see all of these tags and i dont know how to use them ( i probably need to look at the conpendulum).

Where is the tag which requires that you remove all of the sprites from a room before the door opens???

Also what if you want to assign different tags to different rooms in that one big sector which includes all 3 rooms?

Are you limited to only use 1 tag per sector???
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Post by Puzzledude Mon 24 Nov 2014 - 5:48

First: the bubble will ignore all the effects (tags). The bubble is excluded. It doesn't matter if you defeat it or not, since Nintendo wanted its "destruction" like a "secret", so that the player might think it is invincible.

Second: you have layout 2, which is one vertical room on the right and 2 quarter rooms on the left. You want the tag to be left-up. So you need to use the effect: NW (northwest) defeat all to open (so when you defeat all sprites, including throwing fish in the pit, but excluding the bubble, the door should open).

You are limited to 2 tags (effects) per global room (ie room 117 in your case), but not per one section: you can choose 2 effect for NW (like defeat all to be able to move block, and then: move block to open: both NW).

You also have the W, E, N, S, which will address the vertical or horizontal section. So you can always address 2 sections (half rooms or quarter rooms).

Note: sometimes the effects won't work (reason is falsly choosen door type or an unreasonable bug: either space or some other unknown limitation).
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Post by Erockbrox Tue 25 Nov 2014 - 2:01

Here are some videos of me testing out sprites in a room which has a tag on it which will open a door if all the sprites are killed.

Found some interesting things.

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Post by Erockbrox Tue 25 Nov 2014 - 23:59

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Post by Erockbrox Thu 27 Nov 2014 - 0:00

Got a strange glitch with the alive rock (if that's what caused the glitch) when testing out various sprites.




Also I finally got "an arrow" to work indoors. I think you have to have the silver arrows possibly for this sprite to work??? Because it didn't work earlier for me.

And unfortunately the arrow sprite does not open the door though because I later tested it. However, it would still be cool to have a statue in a dungeon that said "could you please remove this arrow from my head" and then you throw something at it and knocked it off the statue.

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Post by Erockbrox Thu 27 Nov 2014 - 23:56

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So here is a list of some interesting sprites that could be used in conjunction with the closed dungeon door which will only open if all of the sprites in a room are eliminated.

The apples is a great idea because a tree could be places indoors and a person could say "Could you fetch me some apples? If you do, I will give you a reward."

So you hit the tree and collect all of the apples and BINGO! the door opens revealing a secret!

Also Blobs are really neat because they can be hidden in a room and the room won't open until you find them all and kill them.

For example a person or message tile in a room could say "many monsters lay hidden in here" or something similar and then its up to the player to try and find them all.

They can even be hidden in a room with star switches which control pits and blobs can be places on the pits where you can't walk and then you have to hit the star switch to make a floor and then walk over that new floor to activate the blob and then kill the blob to open the door.

Also the alive rock is pretty cool. It could look just like a regular skull or rock and then only when touched it comes alive. a player would have to find out where they are an order to open the closed door.

And I love the ground bomb. Make a room where you have several bombs in the ground with a sealed door and have a person in the room before it who says "this room is booby trapped to prevent thieves from stealing the treasure inside"

Or have a bomb shop where the owner says "in the following room a bunch of bombs fell off a shelf creating a dangerous hazard, if you can clean it up you will be rewarded"

And so link simply just runs over the ground bombs in the room and when they all explode then the door opens revealing a surprise!

These were inspired by the pick up and throw the fish idea by Seph.


Here is an idea. Must have the fire rod to activate these lanterns which once activated make the chest appear.

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Here is a block puzzle. In this one I honestly think it would be a good idea if a darker water tile where to exist where the chest is to appear. this way someone can solve it without doing it by trial and error. If the player messes up they block the chest with a block.

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Here the player must push the block such that it does not block the pathway to the door. The door itself is opened by the push of the block.

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In this one the pushable blocks are the ones in the center of the room. The goal is to not actually push them because they can mess up the lighting of the torches. If you push a block into the torch then you can't light it, but you need to light them to make the chest appear. And you have to be careful to not push the blocks in such a way that will block you from getting the chest.

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Another block and lantern one. Here assume all blocks are movable and try to not block yourself from getting the lanterns to make the chest appear.

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Post by Erockbrox Mon 1 Dec 2014 - 4:16

so for some reason i stumbled onto some nes development forms and started learning stuff.

ive always wanted to learn asm so i just started doing a bunch of examples and learning how they work.

i know its really nes programming but the ideas are there which can be applied to snes programming too.

i got the assembler and debugger here

http://www.exifpro.com/utils.html

and examples here

http://bbitmaster.com/neshackingtutorial2.txt

and so far so good.

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Post by Conn Tue 2 Dec 2014 - 9:10

mh, you should go for geiger snes9x Debugger as you can Play your game while it is debugged. It's probably easiest to do it with this one.
http://www.zophar.net/download_file/2323

Also, you may want to have this tutorial:
https://www.zeldix.net/t134-coding-for-absolute-beginners

and the best in-depth:
http://dl.smwcentral.net/4750/65c816%20ASM%20tutorial%20V2.1.zip
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Post by Erockbrox Wed 3 Dec 2014 - 0:39

Thanks Conn. I'll download that emulator and try it out. I believe that I've messed with it before, but now I'm ready for it.

And I'll try and give your tutorial a try and work out those examples too.

And here are some more designs.

This one lets the player figure out how to drop down to a lower level in a certain way. There are different paths below and to access them you need to drop down from the above floor in different ways.

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Here is a neat one. The big block is blocking the way for an arrow to hit the statue's eye to activate the wall event from moving. When you first see this room all you can do is think about possibly hitting the statue with an arrow. Only later in the dungeon when you touch a warp do you get warped to this room in the spot that allows you to then pick up the big block and then lets you hit the statue with an arrow. This could also be done with moles, a pushable statue and maybe other such things but here i choose the big pick up block.

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Save the best for last.

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Post by Mr.x Wed 3 Dec 2014 - 2:47

You have a lot of great puzzles, keep up the great work!

Also just so you know the SNES uses 65816 assembly not 6502; however, after learning one assembly language, learning another is quite easy, but you probably knew that already.

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Post by Tompala Wed 3 Dec 2014 - 3:13

I love looking at these puzzle ideas and think of some of the non-intended solutions there are Smile.

Keep 'em coming!

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Post by Erockbrox Fri 2 Jan 2015 - 5:39

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Post by Erockbrox Sun 4 Jan 2015 - 2:11

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Post by Erockbrox Tue 13 Jan 2015 - 0:23

Came up with this today. Remember you can't move a block if there is a pot on the other side. Only after removing the pot can you move the block into that space.

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Post by Erockbrox Tue 7 Apr 2015 - 0:30

The puzzle is quite simple yet if the player makes a wrong move this simple puzzle can be over quite easily.

The idea is that you must push the infinitely pushable block onto the switch to open the door yet if you push the block against the small ridge then it become stuck and can be non-removable.

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