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Isle of Rebirth Help/Bug Thread (UPDATED 5-13-14)


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#121 Air Luigi

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Posted 18 February 2014 - 12:09 PM

Are there something better in life than throw a pot roast to the gibdos and then burn them?

 

Translation: I love the combat system. IT'S AMAZING. Every Zelda should use it... IoR is a serious contender to be the best Zelda ever, at least on gameplay terms.


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#122 WindRobe

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Posted 18 February 2014 - 12:55 PM

i sem to cant find this last key i see an area  i havnt been to yet with blocks on b2 but no idea how to get to it

 

 

here the area i hjavnt been to in this pic 2zegw83.png on the bottem with those block theres an pasage i havnt been to yet any leads to get to that area feeling the key its down that way


Edited by zcfan, 18 February 2014 - 01:02 PM.


#123 Evan20000

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Posted 18 February 2014 - 01:07 PM

You get over there by taking the sideview tunnel one screen to the left of where the first waterfall dumps you.



#124 WindRobe

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Posted 18 February 2014 - 01:49 PM

You get over there by taking the sideview tunnel one screen to the left of where the first waterfall dumps you.

tyvm evan20k now gota solve this block puzzle with 11 blocks and one torch a stumper block puzzle



#125 Russ

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Posted 18 February 2014 - 01:52 PM

tyvm evan20k now gota solve this block puzzle with 11 blocks and one torch a stumper block puzzle

You're actually shown the solution to this puzzle in another section of the dungeon. Pull up your map and look; it's at the top right area of that floor. If you haven't been there before, I suggest you head over there to look at it; trying to brute force that block puzzle without the solution isn't fun, at all.



#126 Air Luigi

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Posted 18 February 2014 - 03:10 PM

Hm... I'm an obsessive completionist, but this time I only found 3 heart pieces before L6.

 

Spoiler

 

Any tip about the fourth heart piece? I looked everywhere.



#127 Russ

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Posted 18 February 2014 - 03:14 PM

There's one more in Southern Remdra. In a cave just north of the quarry (two screens north of level 3's top entrance), you can use your hookshot to get another piece.

Edit: Wait, that might be the one you already got. You can also hookshot across the river in Southern Remdra and get a heart piece.

Edit 2: Wait, nevermind, I think that's a quiver upgrade, not a heart piece. My bad.

Edit 3: Did you get the one in Northern Remdra that's right and up from the start? Kill all the enemies on the screen with the hookshot tiles to get one. You might have that already though.



#128 Air Luigi

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Posted 18 February 2014 - 03:42 PM

There's one more in Southern Remdra. In a cave just north of the quarry (two screens north of level 3's top entrance), you can use your hookshot to get another piece.

Edit: Wait, that might be the one you already got. You can also hookshot across the river in Southern Remdra and get a heart piece.

Edit 2: Wait, nevermind, I think that's a quiver upgrade, not a heart piece. My bad.

Edit 3: Did you get the one in Northern Remdra that's right and up from the start? Kill all the enemies on the screen with the hookshot tiles to get one. You might have that already though.

 

 

No luck. I have all those things xD



#129 Aevin

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Posted 18 February 2014 - 04:22 PM

So, a couple of minor graphical things ...  Maybe you're already aware of these, but I guess I'm puzzled as to why they wouldn't be fixed when it's so simple to do so.

 

The fading warps with the whistle and the border between Northern and Southern Remdra look buggy. When you scroll through the border, Link walks up into pure black before the scenery abruptly fades in. With whistle warps, portions of the screen will turn black while others remain, making everything look bizarre. I'm thinking you don't use interpolated fading or the fade should look more natural. In that case, going to the palettes you use for the North and South and pressing "Dark" to generate fade colors should fix the problem. (Unless there's something more complex going on that I can't see ...).

 

The other thing is with the lens of truth. On some overworld screens, you disable a layer to reveal things. Unfortunately, the disabled layer also has the tree tops, so they also vanish when the lens is used. Why not just copy your layer screen to another overhead layer, but erase the portion you want revealed? That way, the treetops would still look right, but your passage would be revealed just fine. (An example of this occurs in the lower left lens screen of the undead city).

 

These are minor things, but they make the player aware of the construction of the game with combos/tiles, reminding us someone assembled this in an editor. Things like these pull players out of an otherwise beautiful and immersive world.

 

Still plugging away at this. I have to admit ... compared to many of the players here, I'm such a wimp. My death count is going to be downright embarrassing. But I appreciate the variable difficulties and how levels are constructed as a series of simple goals with shortcuts opening at certain points. Even though I die a lot, I always feel like I'm making progress, and that's a great way to keep people playing. :)


Edited by Aevin, 18 February 2014 - 04:23 PM.

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#130 Russ

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Posted 18 February 2014 - 04:36 PM

The fading warps with the whistle and the border between Northern and Southern Remdra look buggy. When you scroll through the border, Link walks up into pure black before the scenery abruptly fades in. With whistle warps, portions of the screen will turn black while others remain, making everything look bizarre. I'm thinking you don't use interpolated fading or the fade should look more natural. In that case, going to the palettes you use for the North and South and pressing "Dark" to generate fade colors should fix the problem. (Unless there's something more complex going on that I can't see ...).

Yes, there's something more complex going here. So when Evan started the project, scrolling warps between dmaps were a thing he didn't quite understand, and as a result, all of Sourthern Remdra uses one palette and dmap, and all of Northern Remdra uses one palette and dmap. This wouldn't be too bad except, to make everything work right, he also used a few csets of the main palette to get everything to work. The result is a fairly horrifying butchery of palettes that is an absolute nightmare to work with, and the current fading is basically the best option. Trust me, I've tried to script certain things for this quest before, but his egregious palette abuse was a constant roadblock. It's definitely not ideal.



#131 Aevin

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Posted 18 February 2014 - 04:44 PM

I see ...  It looks like it's a case of having to choose between having lots of unique colors for different areas while retaining a large map, or splitting the overworld into individual areas with their own palettes and smaller space bar maps. I prefer making each area its own DMap because it gives me more flexibility with palettes and ensures I can do smooth fades between them, but I can understand why he'd want to do it the other way. It's just a shame it creates the fading problem ...  But in the end, it's a pretty minor issue.


Edited by Aevin, 18 February 2014 - 04:45 PM.


#132 Russ

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Posted 18 February 2014 - 04:53 PM

It looks like it's a case of having to choose between having lots of unique colors for different areas while retaining a large map, or splitting the overworld into individual areas with their own palettes and smaller space bar maps. I prefer making each area its own DMap because it gives me more flexibility with palettes and ensures I can do smooth fades between them, but I can understand why he'd want to do it the other way.

Oh no, it's not that Evan wanted to do it that way. It's that he didn't realize multiple dmaps on the same map were even an option until after the palette was beyond all hope of repair. I don't think you understand just how little about ZC Evan knew when he started this thing. All his layer maps have dmaps attached to them up until level 7 or so because he thought that every map had to have one and only one dmap attached to it.



#133 Evan20000

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Posted 18 February 2014 - 04:59 PM

Oh no, it's not that Evan wanted to do it that way. It's that he didn't realize multiple dmaps on the same map were even an option until after the palette was beyond all hope of repair. I don't think you understand just how little about ZC Evan knew when he started this thing. All his layer maps have dmaps attached to them up until level 7 or so because he thought that every map had to have one and only one dmap attached to it.

Luckily when I was finishing up the game and needed a ton of Dmaps for cutscenes, they proved to not be a gigantic waste of space.


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#134 Air Luigi

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Posted 18 February 2014 - 05:25 PM

So, no tip about the heart piece? ='(

Oh, well, no big deal. I'm starting Level 6 now, looks promising!



#135 Aevin

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Posted 18 February 2014 - 05:55 PM

Evan: I think it speaks to just how much you've improved that the quest seems so finely polished in so many ways. If a handful of minor bugs is all the evidence that this quest was such a monumental learning experience, then that's really incredible.

 

Anyway, I'm on level 5 now, and still really enjoying it. Time will tell whether I have to lower the difficulty ...




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