Erock's Dungeon Designs 2014-2017

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Post by Puzzledude Wed 23 Mar 2016 - 12:35

Unfortunatelly this is more a theory, than practice.

There is only 1 gfx spot for chests. If you redraw that spot all chests in the game will look like blocks, which is not what you want to do.

There are otherwise 2 types of chests (real and the minigame chest, both with the same gfx).

The command: chest appear if block is pushed was programed for 1 small chest only. Any other amount, like 2 chests or more, or a big chest will give you problems.

However the upper idea can be remodeled, so that the vertical wall contains actual blocks, but only one of them is a real chest, which will close a gap. If this chest can not be opened, it will reset to empty space when you leave the global room and return (not sure if this was planed).
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Post by Erockbrox Thu 24 Mar 2016 - 1:10

^ The idea can be used with only 1 chest if its buggy with more than 1 chest.

The idea behind this is to simply try and change up the original zelda 3 game mechanics to try and supply a fresh new experience for the player.

If the player was playing this room and a block appeared out of nowhere and blocked off something the player may think "wow, was that in the original game? I don't remember that happening in the original."

So even though its just using vanilla mechanics by using a block graphic instead of a chest and the fact that the chest never gets opened it appears to the player as if this is some new asm coding and new game mechanics.
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Post by Erockbrox Thu 24 Mar 2016 - 1:20

Erockbrox wrote:

Erock's Dungeon Designs 2014-2017 - Page 12 Vvvvvvvvvvvvvvvvvvvvvvvvvvvv_zpssdxk2pd8

Seph if I recall you only get 3 rooms for the mimics or something like that. This picture that I'm quoting, don't use this design but instead use the similar one with the pegswitch is better.

The pegswitch one is the more logical one because not everyone would know about the conveyor belt thing.

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Post by Erockbrox Thu 24 Mar 2016 - 1:25

Also Seph, for the pikachu thing.

I don't know if you can implement custom ASM stuff on a per dungeon basis or per room basis, but if you can there is that ASM code with chest which allow you to open the chest from any side.

For me personally I like the front only opening of chests, however for this pikachu case it would be cool if you can rip it off of him aka open the chest from any side.

If you can't do this asm stuff on pikachu then place pikachu in such a way that you can only approach him from the front of the chest side. Like place him at the top of the room in a dungeon and block the sides of him.
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Post by Puzzledude Fri 25 Mar 2016 - 13:47

હેદρમ™ wrote:Correct me if I'm wrong guys, do we actually have 16 mimic rooms if we split four rooms in four?
Yes, since the game doesn't see it that way. These are really not 16 rooms, they are just 4 rooms. If each is layout 0, this means you have 16 quarter-rooms. At least this is how I count rooms. Of course you define mimics by (global) room or a HM room. If you split this on 4 small parts, you still have 1 room, with 4 quarter-rooms.
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Post by Erockbrox Fri 25 Mar 2016 - 17:18

Okay so that means I can make more Mimic puzzles/designs?

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Post by Puzzledude Fri 25 Mar 2016 - 17:45

Erockbrox wrote:Okay so that means I can make more Mimic puzzles/designs?

Sure, if they are all set into the same global room, you can thus make 16 quarter-rooms (but 4 such puzzles must be in one global room).
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Post by Erockbrox Sat 26 Mar 2016 - 0:56

હેદρમ™ wrote:Awesome then!


This is freaking badass! Love it.
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Post by Erockbrox Sun 27 Mar 2016 - 2:50

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Last edited by Erockbrox on Sun 27 Mar 2016 - 3:24; edited 1 time in total
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Post by Erockbrox Sun 27 Mar 2016 - 2:50



And I present to you a brand new game mechanic... The Super Jump! I claim to the be inventor!!!



So the way to use this is to put a pit or rail on the bottom level such that if you use a regular jump you won't make it past the pit/rail. Then it would require the player to use the super jump.


Last edited by Erockbrox on Sun 27 Mar 2016 - 3:41; edited 2 times in total
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Post by Erockbrox Sun 27 Mar 2016 - 2:55

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Post by Erockbrox Sun 27 Mar 2016 - 4:02

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Post by Erockbrox Sun 27 Mar 2016 - 4:23

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Post by Mr.x Sun 27 Mar 2016 - 15:00

A hundred is a pretty big number compared to three.

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Post by Erockbrox Thu 7 Apr 2016 - 1:05

The player walks into the room and pushes a block then pushes another and then another finally they come full circle and are rewarded with a key.

the player can only go one way in this loop since the pot is preventing the block to be pushed to go the other way. The player exits by the same door that they enter.

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Last edited by Erockbrox on Thu 7 Apr 2016 - 3:26; edited 1 time in total
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Post by Erockbrox Thu 7 Apr 2016 - 1:37

Put this in the damn game!!!

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Post by Erockbrox Thu 7 Apr 2016 - 1:41

This is like a 1-way path. You enter from the right door then hookshot through the bumper then use the cape to continue going through the bumper heading to the north door.

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Post by Puzzledude Thu 7 Apr 2016 - 7:15

Erockbrox wrote:Put this in the damn game!!!

That's one "holy cow" find/idea.
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Post by Tompala Thu 7 Apr 2016 - 12:06

I knew of other ways of jumping diagonally, but that method was new to me. Interesting.

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Post by Erockbrox Thu 7 Apr 2016 - 23:49

Here is some more shaolin madness.

Here the player must push the blocks off the edge before gaining access to the pots which contain a key.

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Post by Erockbrox Fri 8 Apr 2016 - 0:19

This is a one way room. The player walks into the room from the north door and exits by the south door.

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Post by Erockbrox Fri 8 Apr 2016 - 21:38

Seph wrote:Hey, Puzzledude. Can you get a reading on Erock's power level?
Puzzledude wrote:Let me check what the scouter says. Beep beep boop... What? It can't be...
Seph wrote:What does it say Puzzle?
Puzzledude wrote:It says IT'S OVER 9000!
Seph wrote:PUZZZZZLE!!!!!

Here the player walks into the room from the north door. They hookshot over to the south area of the room then push off one block off the edge of the pit. This frees up the other block to allow it to be pushed onto the switch which opens the south door.

Without pushing off one block its impossible to move the blocks.

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Post by Erockbrox Sat 9 Apr 2016 - 1:46

Walk in from the left and push block on switch to open north door.

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Post by Erockbrox Sat 9 Apr 2016 - 20:58

Big spike block room.

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Post by Erockbrox Sat 9 Apr 2016 - 21:28

The player enters the room from the left door and walks until they are faced with the big gray stone. They pick it up to remove it, however it creates a hole in the ground. They fall down the hole as their only option.

Once they have fallen down they go through a few rooms to then travel upstairs to the same room in which they fell. Now they appear from the south door of the room. They are forced to pick up the big gray stone again, however this time they realize that if they fall down it again it will just put them back where they were, so instead they hookshot over the hole and reach the north door.

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