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[OoTDBG] Zelda's Eternal Youth
Topic Started: Oct 24 2015, 10:10 AM (5,840 Views)
Twili
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This is a demo release of Airikita's Zelda's Eternal Youth mod, which has been 2 or 3 years in the making:

https://drive.google.com/file/d/0B20w9VJ3ui2xOC1IazhYdXJkMkU/view

It's very impressive from a technical standpoint, among other things. Somebody please make a video of it. I'd love to help it gain publicity. ;)
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z64offline
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Empath mapmaker
You're approach to this is very mature. By that, I mean--as understanding not only the technical aspect but as well as the retrospective. I wish I could be more supportive, rather than acting frantic about a new mod to explore.
You're work still appears fascinating! Apologies if I appear crude, seeing a mod as this to try is like being served a deliciously tasty steak. It's still sensational any way it's cut. = P

Your work is impressive!

If for some reason I am unable to play, I would still be very content to see a video game play.
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Airikita
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z64offline: it is no worries, I understand a lot here were excited, and wanted to get the demo patch right away.

But I am only referring to 1-3 people lately, one of which I'm unsure was being critical, or just was excited and wanted to test something a bit too quickly.

I do have some friendly modders playing the demo, and we'll discuss videos later.
It's alright tbh, a lot of people here are not at fault.

I will likely make a video announcement tomorrow, since this has been such a major shortcoming.

As for the clean ROM... yes it is a clean ROM, I downloaded a .v64 version from somewhere, byteswapped it, and labelled it a clean ROM.

For some weird reason, the patch has this swiss cheese code going on...
I made multiple re-patches and re-uploads, but they still had problems.

In fact, for some reason there were supposed to still be 3 working spells (din, farore, nayru) and 3 broken spells because of my removal of those files... however, Gaby found 2 dins fire, and 1 farore's I believe... so that means only half the spells got converted, and the other 3 didn't.

So the patch is very strange.

I wasn't too concerned with releasing this demo, taking a risk, but you all have broken patches.

I could completely rek custom features from ZEY, and just release the game without certain content. All I have to do is remove all the features that are unnecessary to the demo, just as I did with the bow.

If anyone believed I was being stupid... maybe a little, but I'm human.
However, I knew to expect this, and I did it anyways.

Heck, I enjoy gambling (a bit), so I felt a little excitement wouldn't hurt.

I'll see what I can do with the demo, but currently the patch is a private patch, and will not be released to the public until I fixed the demo properly.
Edited by Airikita, Oct 27 2015, 05:52 AM.
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JabuJabule
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The Awakened Hero
Sorry to see the demo go, but from what I played of it (I kept dying in the Deku Tree!), it was very interesting and fun! Good luck with the rest of the project. :-D
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xdaniel

For what it's worth, changing up the beginning of the game was nice, having you not start out in Kokiri Forest and all - tho getting a boulder in the back first thing when you spawn in the Ice Cavern not so much :P I also always liked the playable nightmare idea, with zero equipment, etc., so it's cool to see someone else use it to start out the game.

Also, while not really a factor in the demo, having a four-digit rupee counter seems pretty nice. I haven't kept up with your project, so you might've already answered this before, but are there any plans to have high amounts of rupees have a purpose? As in, are there gonna be items that are priced at over 1000 rupees, or is there going to be some new game mechanic to make use of them?
Edited by xdaniel, Oct 27 2015, 11:41 AM.
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Airikita
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xdaniel
Oct 27 2015, 11:41 AM
For what it's worth, changing up the beginning of the game was nice, having you not start out in Kokiri Forest and all - tho getting a boulder in the back first thing when you spawn in the Ice Cavern not so much :P I also always liked the playable nightmare idea, with zero equipment, etc., so it's cool to see someone else use it to start out the game.

Also, while not really a factor in the demo, having a four-digit rupee counter seems pretty nice. I haven't kept up with your project, so you might've already answered this before, but are there any plans to have high amounts of rupees have a purpose? As in, are there gonna be items that are priced at over 1000 rupees, or is there going to be some new game mechanic to make use of them?
Much better than that, there is even a 4th rupee upgrade with 9999 rupees.
There will be a need for that much rupees later on, much like in TP where you needed the highest amount of rupees to buy the special armor/tunic.

I do have a clean patch prepared, but I'm waiting for a discussion on the videos.
Due to the nature of the mod, I may end up releasing another public patch that works properly, but only to the modding community.
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Ideka
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This topic will now be closed due to a request by someone who (in context of the content in this thread) should be considered in a position of doing so. If you have any objections, please contact a staff member.
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