Talk:Drakkhen (SNES)
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Unused Monster
The unused Drakkhen enemy is fully-animated. The trick is to replace the right monster with him so that it shows its animation (I used the rock monsters that you find in the Air Area). Here are the sprites for it that get loaded into memory:
--Flying Omelette 16:08, 10 June 2010 (EDT)
- This actually looks like a door to me for some reason. This would also explain why the outer edges become blocky at the end of the animation. They'd be going into the wall the monster is attached to. --Tauwasser 09:12, 12 June 2010 (EDT)
- Yeah, it was supposed to appear over doors inside the castles. You'd have to beat it before you could go through the door. Very odd that it was taken out since it looks so nice. --Flying Omelette 11:24, 12 June 2010 (EDT)
With the exception of a bit of sloppiness at the bottom, it's actually VERY well-animated for an enemy in this game. Most of the enemy animations look really choppy, but this one's rather smooth. That really makes me wonder why it wasn't used. --Flying Omelette 21:50, 10 June 2010 (EDT)
Unused Music?
Is there some way to provide an audio clip of that song? Or at least give exact instructions on how to get that code to work? Because I've tried numerous things and all it does is crash the game for me. If I could hear the song, I could tell you if it's unused or not. --Flying Omelette 09:08, 11 June 2010 (EDT)
Try removing the monster mod and abuse save states in ZSNES to encounter an old man/merchant, all i can tell you. Because the code itself's old as hell(from mid-2008 or so). Without ROM address hacking this is as good as you can get -- West 09:45, 11 June 2010 (EDT)
- Thanks! There's a spot on the road near Hordkhen's Castle where an old man is always set to appear, so I tried it there and got it to work. Yes, that is the same song that plays when you talk to either Haggkha or Hazhulkha. --Flying Omelette 10:04, 11 June 2010 (EDT)
- Er.. I just tried it on a different old man and after slowing the game way down, it started playing the music for when you're transferred from one warp point to another. Strange. --Flying Omelette 10:08, 11 June 2010 (EDT)
Hazhulkha Animation
I... couldn't get that code to work. However, it does look like some extra frames for Hazhulkha are loaded into memory upon entering her room. But I'm terrible at recompiling sprites when they're all jumbled up in the RAM viewer, and it's going to be especially hard here, because Hazhulkhen's sprites are also loaded into memory and they're all mixed together.
--Flying Omelette 08:43, 15 August 2010 (EDT)
- Here you go, had this for ages but never uploaded. My apologies for not doing it sooner. As for the code, it should work in castles, and if it still doesn't work remember you need to enter the equipment menu then exit. -- West 08:48, 15 August 2010 (EDT)
- That's okay, no need to apologize. It seems I was using the code wrong. I thought you had to go to Hazhulkha's room and use it to make her non-animated sprite animate. But that doesn't work. You have to use it to replace another enemy that is animated so that it will substitute her sprites for its own (and what enemy you choose is tricky - some will just cause Hazhulkha's sprites to jumble up, but there's an enemy in the dungeon of Hordkhen's Castle that works perfectly.) --Flying Omelette 11:17, 15 August 2010 (EDT)