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gtm ideas
Difficulty guess: medium to hard.
Have to figure out how the game models friction/momentum and make it adjustable.
Difficulty guess: easy
Find where the game stores pbag values and make it adjustable.
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.
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.
Difficulty guess: medium
Change the current "walk anywhere" hack to be dependent on an item.
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.
Difficulty guess: easy
Speculation: there is probably some flag on the item type which determines the pickup mechanism.
Difficulty guess: hard
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.
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.
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.
Difficulty guess: medium to hard
Fire balls should be thought of like a new enemy.
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.
Difficulty guess: extra hard
The entire game is based around side scrolling.
Difficulty guess: medium to hard
Difficulty guess: medium
Need to investigate how the game handles darkness in caves.
Difficulty guess: medium
Need to investigate how the game handles the invisible moas.
Difficulty guess: easy
You might be able to do this with the existing editor.
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.
Difficulty guess: ???
Difficulty guess: ???
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.
Difficulty guess: ???
Difficulty guess: ???
Difficulty guess: ???