▲ oracle of secrets

version 0.40

Page last updated: Jun 12 2019

graphing dungeons and working

justin scawful • 12 Jun 2019

i've started doing some physical mapping on graph paper of the dungeons so that i can better visualize the work i'm doing on them.

this isn't 100% final but it's a pretty accurate look at the size and room allocations of the dungeons. level 7 is the largest of them all but since the remainder of the hall of secrets will be included shortly after level 8 so i think it will balance well. if level 7 proves to be too large though i may chunk off some of that space for the "post-game dungeon" though this whole idea is still kind of up in the air.

i worked on a small area east of the beach to continue the work i was doing in february. it will make this year a rather productive one once all is said and done in terms of overworld adjustments. there's a few areas around the castle that still need to be reconstructed basically from scratch now. the only reference i have is the areas surrounding them.

large amounts of work were done on level 5 in the middle of 2017 that is being picked up on right now. one of the central rooms had a very shaky staircase bug based on some poorly done BG2 elements so i had to clear that entire room and have only just now started plotting out how i'd like it to look. a lot of the elements of the original dungeon design will remain but i'm trying to make it feel more connected and less teleport-y. it's the water dungeon with the fairy flippers so i'd like it to be one of the more unique to explore.

level 6 also has the fundamentals for the beginning laid out and blind chosen as the boss with a few rooms where the blind boss is hiding (100-102, miscolored in this scan but the blues are so similar anyway) but much of it is still empty. the ice dungeon will be more of a lore establishing area than a huge gameplay behemoth. level 5 will definitely have some insight to the story but level 6 will be where things start to make more sense. ive been building on ideas over the last few years in my head and im really starting to see how this story can play out in an interesting way. i think everyone will enjoy my ideas.

hyrule hacking saga

justin scawful • 21 Apr 2019

today i am finally taking a stab at debugging and learning the hyrule magic codebase that MathOnNapkins has been working on.

i've been reading from my c textbooks and trying my best to wrap my head around program structure. ive been looking at it for a few hours now and have established the "main" function where the processes all begin, WinMain. this is located in the main project file z3ed.c which was originally the entire program until MoN refactored it into several modules.

ASM, Audio, CG, Dungeon, Graphics, Level Map, Overworld, Palette, Text, Tile Map, World Map

as you can see in these screenshots there are some small changes made to the program by MoN such as the icon font, the new coordinates string on the editor window, new highlighting around selected objects

miscellaneous functionality like this properties page for example have also made their way into their own files which is very convenient. while there isn't much official documentation on the codebase yet there is a very well organized solution in front of me.

working in wine

justin scawful • 11 Mar 2019

As I was working on getting Halo 2 installed, I managed to get Hyrule Magic running in wine on my Mac. Now I don't think this will entirely remove the virtual machine from my rom hacking toolset, especially considering that Hyrule Magic's source code can only really be compiled consistently on windows right now with visual studio. MathOnNapkins has talked about a buddy of his compiling it on linux but I forget what he said he did to get it running, would be interesting to know as eventually I'd like to port Hyrule Magic to Linux/OS X.

revamping large quadrants

justin scawful • 20 Feb 2019

plans for the short term

justin scawful • 18 Feb 2019

This page has been converted into an update blog primarily now. The Progress, Screenshots, and Credits section will continue to be updated as well. Since the last update I've switched the location of the castle and the ranch while making other heavier overworld edits now that the layout is changed. I've also been diagnosing problems with the 4th dungeon miniboss. I want to deal with this issue before I move on to completing the 5th dungeon. After the 5th and 6th I believe it may be necessary for me to take some time and work on miscellaneous dungeon rooms like caves and update them. Many areas still largely resemble the original Link to the Past and this is a chore that needs to be done at some point anyway, as I plan on this being a full overhaul.

While not related to my hack specifically but Zelda hacking as a whole, I recently started talking with MathOnNapkins on the Link to the Past discord group and have been looking over the Hyrule Magic source code that he has been working on. It was originally written from 2001-2002 by sephiroth3 and now MathOnNapkins has been recoding and cleaning up the source from one large C file into many different modules and fixing the bugs it has as well. I'm learning C and trying to help with the code. Hopefully, I'll be able to add my own special features one day when the code is cleaned up and have a custom branch of Hyrule Magic.

starting up again

justin scawful • 15 Nov 2018

I've been working on the game recently. I've changed some aspects about the progression of the items in the game to make the dark world more relevant during the main game. I've also done some light world edits. I'm going to be tackling the completion of the water dungeon and ice dungeon that both have been started and have a bit of work and planning done already. I also got ASM work done with Euclid of Parallel Worlds to add the lost woods combination code as well as some minor quality of life changes that have helped out with the castle zone and the fog that would normally form over the lost woods.

- Progress

Light Overworld 75%
Dark Overworld 50%
Main Dungeons 4 / 8
Mini Dungeons 0 / 3
Items 100%
Music 100%
MSU-1 OST 0%
Story/Dialogue 35%
Overall

MSU-1 allows you to play CD quality music in an SNES game. The MSU-1 soundtrack is a goal, but not a priority.

If you're interested in contributing to the soundtrack, contact me


- Screenshots


- Credits

You may know me as moegami, my rom hacking alias as the kids call it.

Overworld scawful, SePH
Dungeons scawful
Graphics ghillie, NEONswift, JoeL, SePH
Music potato-tan, Koji Kondo
ASM Hacks Conn, JaSP, NEONswift, wiiqwertyuiop, Euclid