Project Phoenix!

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Post by Floki Fri 11 May 2018 - 1:15

failing is not an option:
Won't overuse those death traps, but you can use your tardis key if you have it Very Happy

succeed you must:
Congratulations, you've beaten this room.  Woot!!

Part of an additional smaller but harder dungeon with clever puzzle solutions of my own ideas (except that death trap).

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Post by Puzzledude Fri 11 May 2018 - 10:22

Players will not like the death trap. I can tell you this from the similar death trap in Goddess of Wisdom. Players were absolutely astonished by it, some even thought it to be a "mistake" by the developer.
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Post by Conn Fri 11 May 2018 - 19:45

Given your arguments, what sense makes a monster pig with a devil trident that summons bats in real life... Or a talking, pervy, drug addict squirrel that wants to resurrect his dead mate Very Happy

(Sorry, couldn't resist, games are... games).

But if you like to have a super hard dungeon, where a fail means instant death, go for it. Sounds like fun. But I hope that byrna and auto refill won't take too long time to die... If you want to make it more challenging you could add a difficult to reach escape pit that brings you back to that room. That's maybe also more fair.
Conn
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Post by Puzzledude Fri 11 May 2018 - 21:07

Will consider removing it.
This is your game, so whatever you choose is fine.

what sense makes a monster pig with a devil trident that summons bats in real life
Smile
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Post by Floki Sun 13 May 2018 - 15:51

@Conn: A little help here? I'm trying to disable specific extra bosses monologues:

Code:
10/2000 check for boss room if match jump to


F0 01 6B EE 00 02 E2 30 A5 A1 F0 03 C2

30 6B A5 A0 C9 A4 D0 05 A9
3C 4C 00 A1 C9 DE D0 05 A9
3E 4C 00 A1 C9 33 D0 05 A9
3B 4C 00 A1 C9 06 D0 05 A9
3A 4C 00 A1 C9 30 D0 05 A9
3D 4C 00 A1 C9 29 D0 05 A9
3F 4C 00 A1 C9 C8 D0 05 A9
40 4C 00 A1 C9 5A D0 05 A9
41 4C 00 A1 C9 90 D0 05 A9
42 4C 00 A1 C9 EB D0 05 A9
12 4C 00 A1 C2 30 6B 00 00


10/2100 display message


A8
C2 30 A5 A0 0A AA BF 00 F0 7E 29 00 08 F0 01 6B E2 30 98 8D F0 1C 9C F1 1C A5 A0
C9 EB D0 05 A9 01 8D F1 1C A9 02 85 11 A9 0E 85 10 A9 15 8D 2C 01 C2 30 6B



EXTRA BOSSES MONOLOGUES THAT NEED TO BE DISABLED
------------------------------------------------
3A-  058 (VAATI)              
3B-  059 (LANMOLAS)          
3C-  060 (BOWSER)    
3D-  061 (MOTHWING MOTH)      
3E-  062 (WILD POCKETSTATION)
3F-  063 (THE EYE)            
40-  064 (MOULDRUM)            
41-  065 (TWOMPS)              
42-  066 (ELECTRIC ANOMALY)      
112- 274 (TRINEXX TRIFORCE SHRINE)
^^tried documenting the hex part, but I have no idea what everything does so it's pretty much trivial work for me here :-P

@Euclid: Can you confirm me if I need to use the last rom used for the monologue move or I can use any rom with monologues 0-199? That is because the rom Conn send me with monologues 0-199 that are editable doesn't shows me text changes I make, so I can't test them in the game...while I remember my own rom with monologues 0-199 that I could edit, the changes were also applied in game so I could see my changes.

Thx both!

Edit: Here the ips for my extra bosses monologues if that can help.

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Post by Floki Sun 13 May 2018 - 22:03

Here's my monologue entries left to edit/insert/test. I remove stuff in my list as I go since I'm much excited to empty it (so many entries were already added like your suggestions conn in the other post are already in the game, split in two different encounters with gregg and many other dialogues were changed) :-)

Spoiler:

^^I've edited so much stuff in the past three days and came up with pretty much all I need to finish the monologues. It's progressing much faster then expected also.

*excited* Very Happy

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Post by Conn Mon 14 May 2018 - 3:26


30 6B A5 A0 C9 A4 D0 05 A9
3C 4C 00 A1
C9 DE D0 05 A9
3E 4C 00 A1 C9 33 D0 05 A9
3B 4C 00 A1 C9 06 D0 05 A9
3A 4C 00 A1 C9 30 D0 05 A9
3D 4C 00 A1 C9 29 D0 05 A9
3F 4C 00 A1 C9 C8 D0 05 A9
40 4C 00 A1 C9 5A D0 05 A9
41 4C 00 A1 C9 90 D0 05 A9
42 4C 00 A1 C9 EB D0 05 A9
12 4C 00 A1 C2 30 6B 00 00
This checks the room of a boss.
E.g. C9 A4 D0 05 A9
3C 4C 00 A1
So the boss with this message is in room $A4 = 164. To disable edit the d0 after the specific room to 80:
c9 A4 D0 05 A9 3C 4c 00 A1 -> c9 a4 80 05...


Last edited by Conn on Mon 14 May 2018 - 11:18; edited 1 time in total
Conn
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Post by Euclid Mon 14 May 2018 - 5:21

You do not need to be using the last rom for text, any rom with 0-199 filled up will do. Last rom is easier for you because the latest typo-free text is already there Smile

Of course you can copy all the 0-199 text to a brand new lttp rom and the transfer can be done from that rom.
Euclid
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Post by Conn Mon 14 May 2018 - 7:38

   because the rom Conn send me with monologues 0-199 that are editable doesn't shows me text changes I make, so I can't test them in the game...while I remember my own rom with monologues 0-199 that I could edit, the changes were also applied in game so I could see my changes.    

They should show up, but you'd need to boot (no srm).  I'd advice using this rom rather than an old version, because I made a lot monologue changes in 1.8 (fixes, witch fountain etc).
If they don't show up add 200 and search for the monologue, e.g. you edited text 005, check monologue 205 to see your changes (add telepathic stone with that message or whatever to first room)
Conn
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Post by Floki Fri 25 May 2018 - 23:46

@Conn: I wanted to know if it's possible to change the starting character in bed. That's because that sprite doesn't have a tail attached to it (even if I change the sprite into Conker). Alternatively I don't know asm, but if its easier to attach a tail to the default sprite, it would work aswell.

I'll also have to keep the dungeon extra bosses monologues since if I remove them via that method you mentioned in one of your earlier posts in this thread, bosses music don't trigger (if you remember, the extra bosses music tracks were hooked on those). so easier thing here will be to come up with original monologues for all the bosses I guess, so no extra asm work involved ;-)

Thanks!

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Post by Conn Sat 26 May 2018 - 2:12

The tail is the shield, when starting, you don't have a shield, thus no tail...
If you want to have a shield and Conker showing up in this area you need to change
from 2c into 10 (colored Conker)

part 1 (out of bed):
11/AC2E: 2c -> 10
part 2
11/ad28 and 11/ad29: 2C -> 10
part3:
11/a128 and 11/a129: 2C -> 10

If he shall have a shield out of bed you must trick and use the srm modifier to give him the shield
(7EF35A-XX -> 01 - Red Fox Tail // 02 - Pikachu Tail // 03 - Silver Squirrel Tail ++ 7Ef33D-01: Golden Squirrel Tail)
and remove it with a later event trigger again (similar to what you like to do with the goldstar).

Edit:
I noticed that you start with the redfox tail no matter what you put in your srm modifier. You need to change the (default) fox tail at 11/2d40 in yy-char, too- but no promise, this won't bug at later point (e.g., when getting the fox tail out of chest eventually).

I'll also have to keep the dungeon extra bosses monologues since if I remove them via that method you mentioned in one of your earlier posts in this thread, bosses music don't trigger

These things happen if you want to change a working concept at a later point Wink but the boss monologues do not really disturb much imo, I wondered why you wanted to remove them in fisrt place. But yeah, keeping them is maybe the easiest solution...
Conn
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Post by Floki Sat 26 May 2018 - 3:06

Thanks this will do.

My reason asking was because I wanted Conker to start with his own tail by default (since it made no sense to start with no tail), so at 0x67FBA I've changed the value to 01.

So it's now:

Tail1- default squirrel tail
Tail2- red fox tail
Tail3- pikachu tail
Tail4- golden tail

I'll try finding my notes to change those (out of chest, menu), no worries I know I have written those somewhere, the only thing I'd probably need help would be renaming items in the menu, unless Euclid has labelled those in his inventory asm files ;-)

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Post by Euclid Sat 26 May 2018 - 6:43

I don't even think the tail names come up anywhere aside from when you get them.

i.e. not in the menus!
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Post by Floki Sat 26 May 2018 - 19:08

The monologue move will be no longer be required because I've disabled the patch and removed many obsolete/out of place dialogues and shorten others so it all fits in the 396 range like before. I think this will save heaps of time since I'm nearly done, I just need to create original dialogues for the extra bosses (want to change those because they use copy/pasted texts from world of warcraft which enraged a lot of people when this was played on twitch)...and thats it...... monologues will be fully inserted (most of them I've already tested)....so the last big task for me will be to create a sprite to replace agahnim, then the rest are just simple tasks :-P

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Post by qwertymodo Mon 28 May 2018 - 14:19

SePH wrote:Thanks for you honest review, but I'll stick with zsnes, most of the time its sounds are turned off since I got quite fed up of hearing the same music tracks and sounds while editing this game for a dozen years!

What, no MSU-1?
qwertymodo
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Post by Floki Mon 28 May 2018 - 20:51

No most of the time I'm hacking I'm either listening to music or since I restarted hacking to ASMR (something I had all my life but quite couldn't explain until I randomly found about it).

Thanks for reminding me about msu-1 through Wink

Gotta need to add that to the to do list since I might need changing some songs!

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Post by Floki Wed 30 May 2018 - 15:15

Alright so will need some help.

Basically I disabled the monologue move by restoring the original values at the following locations:

Project Phoenix! - Page 2 Image2

Then I noticed that the lost woods and lost desert text triggers no longer were working (no longer would they activate in the smartphone) so I restored Euclid values...now they work.

Anyway to disable the monologue move without affecting those lost locations text triggers?

Thanks!

Floki

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Post by Euclid Thu 31 May 2018 - 6:09

Rom location 0x2184B4 D0 0D -> EA EA

That should force the game to load whats in the rom.
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Post by Floki Thu 31 May 2018 - 21:55

Wow thank you very much, this works perfectly as it should!


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Post by Floki Thu 14 Jun 2018 - 20:52

My second time trying something with those dialogue bubbles, although choose a different style of font and changed some letters a bit.

Project Phoenix! - Page 2 Image9

Nota Bene ~ All of the above are mockups... ''Would require Euclid Magic to work properly...after givin' proper pimpin' instructions.''

Suspect

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Post by Euclid Fri 15 Jun 2018 - 22:50

Pretty sure the game's short of menu tiles already to have new fonts...

Unless you just want to fill in the dialog box so the transparent tiles don't come up... that shouldn't be too hard.
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Post by Floki Sat 16 Jun 2018 - 14:50

That font replaces the super mario rpg one, so I'm not adding another one.

I'll edit my 2pbb tiles to make space for the text bubble corners and empty white tile.

Basically I want to replace the text box with a full white text bubble so that when the text appears it overwrites the empty white tiles. In other words, give the text box a white background...so that the text bubble is always loaded on the screen before the text appears. Hopefully it's possible!


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Post by Euclid Sat 16 Jun 2018 - 23:47

yes very much so, assuming there's a palette/tile completely white.
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Post by Floki Sun 17 Jun 2018 - 14:26

@Euclid: As you said...tiles were much crowded in there and didn't found any space until I *luckily* stumbled on some duplicates!

Project Phoenix! - Page 2 Image4

Here's where the tiles will be located:

Project Phoenix! - Page 2 Image7

I'll send you a copy of the hack later tonight, Thanks :-)

@Conn: For the past two days I have been sorting out all my romhacking files and found many things I thought I had lost...such as the asm for the titlescreen. So, I finally managed to change the titlescreen on my own! It didn't come with instructions, but I used the same instructions that came with the ending screens document and it worked flawlessly...so each version of my three conker projects will have its own different titlescreen!

@tjstogy: I haven't had time to do my whole storyboard, but its on my to-do-list :-)[/b]

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Post by Conn Sun 17 Jun 2018 - 17:10


@Conn: For the past two days I have been sorting out all my romhacking files and found many things I thought I had lost...such as the asm for the titlescreen. So, I finally managed to change the titlescreen on my own! It didn't come with instructions, but I used the same instructions that came with the ending screens document and it worked flawlessly...so each version of my three conker projects will have its own different titlescreen!

Nice that you are able to help yourself Very Happy
No retirement for me on short sight, msu still has its grip on me... a Conker 2.0 is the least thing I could handle now Sad
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