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gtm ideas

Chris Frantz edited this page Apr 14, 2019 · 1 revision

Editor ideas from GTM

Ice palace ice physics

Difficulty guess: medium to hard.

Have to figure out how the game models friction/momentum and make it adjustable.

Different value pbags would like to have a troll pbag that's worth 1 xp or takes xp away from you.

Difficulty guess: easy

Find where the game stores pbag values and make it adjustable.

Extra sprite slots more options for more looks more enemies more ideas.

Difficulty guess: hard

Howto: port the game to a more advanced mapper (MMC3), and refactor all of the graphics, eliminate duplicates and use MMC3's advanced CHR mapping to allow extra graphics.

Extra overworld tiles this would be really cool.

Difficulty guess: medium

The game allows there to be 16 different kinds of overworld tiles. Not really possible to add more, but can make different overworlds have different graphics.

Boots that allow you to travel over all types of tiles (late item upgrade)

Difficulty guess: medium

Change the current "walk anywhere" hack to be dependent on an item.

Can more items be added ?

Difficulty guess: medium to hard

Need to understand how the current item system works.

I wanted to add more palaces and a new map area. As we talked about before but I know you said items can be an issue with that. One of the ideas I had was to have a palaces in the new map area be a collectathon were you collect four or five items that make up one (such as the leafs in shadow of night) and get a spell with it in one of the towns.

Difficulty guess: medium to hard

Already have an extra-overworld and extra-palaces hack. The issue with items has to do with the way the game stores which items have been taken. Since SoN already implemented a collectation, adding a similar feature should be possible, but need to understand the current item system first.

New towns people sprites I'd love to add a village area and have gorons or zora or something else that exists in Hyrule.

Difficulty guess: medium

Speculation: I think the game has a hardcoded limit of 8 towns and has some sort of link between town-items (the mirror, the drink of water, spells) and the "town code".

Adding extra graphics to make the townspeople different should be relatively easy. Adding new towns will be rather difficult, however, all towns have two entrances, but Saria is the only town that uses this feature "properly". Bagu's house is really part of Mido and King's Tomb is really part of Rauru. Maybe could take advantage of this peculiarity to create new towns.

Can you make keys be able to be picked up by fairy like other items in the game.

Difficulty guess: easy

Speculation: there is probably some flag on the item type which determines the pickup mechanism.

Weather effect (snow) I can dream.

Difficulty guess: hard

Animated town overworld sprites (I know it's possible) it's done in the FDS version.

Difficulty guess: medium

SoN also animates the water and town tiles. I think this is done by creating duplicate CHR banks with separate animation frames and switching the CHR bank every N frames.

What about clouds that pass over head in the overworld section. Act Raiser did something like that. That might be impossible.

Difficulty guess: hard

Maybe could make cloud sprites that pass slowly over the overworld.

Multipal raft spots that work.

Difficulty guess: medium to hard

The raft spot is controlled by a table of overworld positions which describe where the raft spots are. Might be able to make this table bigger and have extra raft spots.

Trying to make items more usable. Instead of one and done.

Difficulty guess: medium

Boobietraps. A good example would be something like smb3 with the spiked boulders drop and go back up.

Difficulty guess: medium to hard

The game actually has spike tiles in the graphics, but they're never used. The smb3-like boulders should be thought of like a new enemy.

Fire balls that shoot up from the lava. Smb1 style.

Difficulty guess: medium to hard

Fire balls should be thought of like a new enemy.

Maybe a new style projectile. Instead of the bubbles and flaming balls.

Difficulty guess: medium

Maybe just extra graphics? Reuse the bubble enemy type but have a different sprite associated with it.

The one hit sword upgrade. A super late game item that will upgrade your sword and make everything one hit except tbird and dark link.

Difficulty guess: easy to medium

This could sort-of be accomplished by having Attack-9 or an item that enables an Attack-9 like function. The attack strength of Thunder is stored immediately after the 8 sword strengths, so making the sword do Thunder-level damage is possible.

Up and down scrolling like smb2 or metroid.

Difficulty guess: extra hard

The entire game is based around side scrolling.

Have flute kill overworld encounters when you whistle it.

Difficulty guess: medium to hard

A palace that is dark like DM unless you have candle ?

Difficulty guess: medium

Need to investigate how the game handles darkness in caves.

Invisible enemies in a palace (grand palace maybe) would like to make cross more important.

Difficulty guess: medium

Need to investigate how the game handles the invisible moas.

A boss room you fall into from above.

Difficulty guess: easy

You might be able to do this with the existing editor.

New boss. Had an idea of making the big bot in GP be an actual boss.

Difficulty guess: hard

Have to understand the code of existing bosses.

There's some amazing mechanics in Battle of Olympus. One mechanic allows you to warp when you blow the ocarina in a certain spot. Another one allows you to cross water by calling a dolphin. The last one is really cool you can walk on ceilings. This could be a really awesome thing to add as an upgrade.

Difficulty guess: ???

It is rumored that Battle of Olympus and Z2 are based on the same engine, but I'm not sure I believe it (same thing with Rambo).

Could there be a way to enter a palace threw a town. Idea would be going into a wizards basement or going down a chimney warps you to a palace.

Difficulty guess: hard

I've experimented with this a bit - the game currently cannot manage world-to-world transfers (e.g. town to palace). All transfers appear to have to be via the overworld. Furthermore, town doors/chimnies are seem to be special and must transfer between side-view areas within the same world.

Maybe an upside down palace.

Difficulty guess: ???

Palace with heat damage. You need a special tunic like oot.

Difficulty guess: ???

When you kill a tinsuit you lose experience.

Difficulty guess: easy to medium

I don't think enemies can encode negative XP, but this probably wouldn't be too hard to hack into the game.

Link turns into a wolf. Jump high run fast or able to cling to walls.

Difficulty guess: ???

Two barbas in boss fight room instead of one.

Difficulty guess: ???

Anyway to add mini games. Gambling mini game in town. Legend of Zelda did it.

Difficulty guess: ???

New sword technique example hold down slash and the sword charges or hold down slash and the sword does a spin slash.

Make a palace as a layout to look like the original game.

Day to night system ala cv2

Fight carock with sword instead of reflect. Be able to fight him with both relfect and sword.

Get a sword tech in a palace.

Free a wizard trapped in a palace and learn a spell for freeing him from the palace.

Underwater section.

Link can swim.

Get through barrier without dying if you cast fairy life spell two times and have 8 hearts and life 8. What I want is a way to Get into GP withoit all crystals being collected but I don't want anyone to know that you can do it. Make it a secret only the developers know.

Turn into fairy and then in same room cast fairy again and turn back into link. This could be used to solve different puzzle situations.

Cast fire lights up a room.

Boomerang

Bombs

New spell ideas

Invisibility cast

Fire spell does damage to all enemies on screen rather then shoot a fireball

Thunderspell is cheaper.

Having different spells give different tunic colors rather then just one.

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