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Bug in week 3; Black hole of death!
Topic Started: Sep 20 2006, 03:11 AM (595 Views)
Soggytoast
Unregistered

In the water temple if you fall into one of the holes, it takes you to B2. B2 doesn't exist in this dungeon, so its just a black wasteland. The hole is located in the second secret room south of first stairwell on B1.
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Litude
Sage
I found a bug as well, when you go inside the castle into the throne room and wish to leave. The actual stairs are one tile too far away making you walk inside the wall.

The readme also states that a chest has been fixed in dungeon 4, but you can't even acess that dungeon in week 3.
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BeeRad277
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Sage
I found another possible glitch. Unless its hidden very well, I cannot find the pegswitch in level 6 that I need to get through the rest of the level. I've looked everywhere and the map says I've been everywhere. I've even slashed around underneath background 1 while on background 2(balcony's if you will) and still nothing. Although if this is the case I wouldn't call it a glitch. It just means something was deleted.
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Garrett
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Oracle
I've updated my walkthrough now. Dungeon 6 requires a lot of backtracking but it IS solvable.

I've found a but myself, although it's very minor. In the Mole's diggings if you Hookshot back to the chest just above the entrance you'll end up stuck on the wall with no way off.
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Euclid
Following Mudora's Footsteps
seeing that i didn't beta test week3 (haven't played it too), i wouldn't know the problem with them.

This weekly release thing is really pushing him and me to finish off some "last rooms" and release it without any sort of thorough beta testing.

That chest message is probably from week2, trust Duke Serkol to not reuse his readmes :P
Yayyyy
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Duke Serkol
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Where'd that Princess go?
Admin
Soggytoast,Sep 20 2006
03:11 AM
In the water temple if you fall into one of the holes, it takes you to B2.  B2 doesn't exist in this dungeon, so its just a black wasteland.  The hole is located in the second secret room south of first stairwell on B1.

Oh, my bad, I added that hole on impulse (you have to admit it looks like it belongs there ;)) without stopping to check if holes could be in that room.

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I found a bug as well, when you go inside the castle into the throne room and wish to leave. The actual stairs are one tile too far away making you walk inside the wall.

Are you talking about the stairs (to leave the room) or the ladder (to drop onto the lower floor)? If the latter, I think you're just seeing the edge of the carpet.
[edit] Oh wait, maybe I get it now. Pshaw, by now you should be used to this kind of thing with those pesky ladders, why should stairs be any different :P
Anyway, I'll try and fix that too.

I'm glad Garrett figured it out :)
By the way, I assume you did not encounter the same problem with "distant doors" did you?

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In the Mole's diggings if you Hookshot back to the chest just above the entrance you'll end up stuck on the wall with no way off.

I hate that darned room >_<
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Duke Serkol
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Where'd that Princess go?
Admin
It has happened to me too at least once. I told Euclid about it and he said something akin to "srm files sometimes go crazy with this game. Just delete it and let SNES9X make a new one".

Anyway, the bugs mentioned in previous posts have been fixed.
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Litude
Sage
The water flow gate in the fifth dungeon looks really weird. I doubt it's supposed to look like that as it looks completely different in ALTTP. Perhaps a bug?

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BeeRad277
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Sage
It does look weird. It looks like they ran out of tiles because a lot of them look the same.

I'll look at your walkthrough Garrett. I'm probably going to slap myself once I figure it out.

Yeah I feel dumb. For some reason I was thinking I wasn't able to through a bomb past the railing or whatever it is. So yes I did slap myself, but not to hard. That might hurt.
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Duke Serkol
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Where'd that Princess go?
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Zuppahiko,Sep 20 2006
02:27 PM
Anyway, the pre-patched Week 3 ROM you just uploaded, the files inside the zip seems to be corrupted. I downloaded it three times just to make sure. :/

The zips I downloaded were all 564 KB (578 048 bytes)

Oh, damn it, I knew this would happen. You see, at the time of the day when I uploaded v1.1 my internet connection is absolutely terrible. It fell during the upload and it seems this affected the file when I went to upload it once more immediately afterwards.
It should be fine now.

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The water flow gate in the fifth dungeon looks really weird. I doubt it's supposed to look like that as it looks completely different in ALTTP.

Hehe, you got me.
The truth is, no floodgate is supposed to be there. The original tiles from ALttP are not in the game and the ones I used are either junk tiles or ones that are used in other rooms whereas they take on a different appearence.
But since I was given no particular tiles for that room and the floodgate is one of my favorite landmarks from ALttP (not to mention the main reason the structure you've entered exists in the first place) I decided to make it anyway.
It beats a bland squared room+corridor with the same statues and torches used in about every other place anyway, don't you think?
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Litude
Sage
Non working pre-patched rom confirmed.

As for the music, for the time being, no. I usually listen to the zelda theme from sound & drama while I'm playing, but the overworld music doesn't annyoy me that much. I'm sure that creating such a patch might not be too hard, as Dreamer Nom included notes with all of his patches explaining what they did.

EDIT: I'm currently trying to make a patch that disables the music by comparing the roms

EDIT2:

Sometimes I amaze even myself! I actually succeeded in creating that patch, and while doing that I also discovered another thing which allowed me to alter the starting time.

Download Disable Music Path
Download Start at 18:00 Patch
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Duke Serkol
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Where'd that Princess go?
Admin
Argh, I'm sorry guys, week 3 must be cursed or something. Anyway, I've re-uploaded the file and then downloaded and tested it with two different versions of SNES9X if booting it gives you any more problem please refer to an exorcist.

Anyway, you two guys are doing a good job with the music. See how far you can take it and let us know :)
In the meantime, if you don't mind Real_hotdog, I'll post that music disable patch on the site (I'm sure you're okay with it, but I prefer to have authorization before taking stuff) ^_^

...also I wouldn't want to take your mind off the music, but do you think you could make a little program in which you insert a time of your choosing and it makes a patch to start at it? It would be cool.
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Litude
Sage
Feel free to put the no music patch on the site. ;) As for the time utility, no my coding skills are extremely poor, but if you want a patch for a certain time I could easily make it. It just requires you to edit a single byte. For those interested the byte is at $248 in a headered rom.

There's also another value closer to the end of the rom which tells the game at which minute the 10 minute waiting time ends or something like that. It's located at $2E9DC, again on a rom with a header. Incase this calue confuses you, it's best to put 00 as the value so it's almost completely ignored.

The hour can also be changed by altering the byte at $242.

EDIT:
I haven't checked whether altering the starting time changes the time when certain timed events occur.
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Duke Serkol
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Where'd that Princess go?
Admin
Thanks, it'll be up with the next update :)

No, no particular time, just thought people who can't code to save their lives would benefit by a nifty utility like that. No big deal though.
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Litude
Sage
Seems like my music disabling patch isn't flawless, as when I played through the first week the overworld music started playing twice. :( Problem is I'm not exactly sure what I did to make this happen, so fixing it could be difficult.

I'll try to fix it tomorrow.

EDIT:
Okay, figured out how to reproduce. After beating a dungeon and moving one screen somewhere will start playing the music. I think I'll be able to fix it.
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