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Main - ROM Hacking - Zelda - The Legend of Link (v3-12-20) Released New thread | New reply

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infidelity
Posted on 03-14-12 06:00 PM (rev. 106 of 03-24-20 07:46 PM) Link | Quote | ID: 150457


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Zelda - The Legend of Link (v3-12-2020)
http://acmlm.kafuka.org/uploader/get.php?id=5372


PATCHES MUST BE APPLIED TO THE "PRG 0" ROM of The Legend of Zelda


NOTE ON REQUIRED SIZES FOR MMC5 CARTRIDGE CONSTRUCTION

1024kb/1mb PRG-ROM
1024kb/1mb CHR-ROM
32kb SRAM


NOTE ON FLASH CARTRIDGES

UPDATE 2-17-2020. The N8 Pro Everdrive can now run my MMC5 titles. It is the only flashcart to date that can do so.
https://krikzz.com/store/home/57-n8-pro.html

The N8 Everdrive uses 512kb SRAM chips for it's PRG & CHR ROM's. My game will not work on this device. The PowerPak is in the same boat as the N8 Everdrive. My game will not work on that device either. Unless Krikzz, the creator of the Everdrive devices, releases a new version of the N8 with larger chip support, then this game will only be playable on real hardware via an official MMC5 cartridge.


NOTE ON EMULATORS VIA PC

Zelda - The Legend of Link has been confirmed to work properly, on the following PC emulators latest builds. "FCEUX" "Nestopia" & "Nintendulator" For the correct/best results via PC, I strongly suggest using any of the 3 emulators I've mentioned.

NOTE ON EMULATORS VIA GAMING CONSOLES

The MMC5 "Mapper 005" is a sophisticated/complicated mapper, and alot of NES emulator ports for gaming consoles do not emulate that mapper correctly/or at all. However, the most consistent emulator port to demonstrate the correct results for emulating the MMC5, are ports of the emulator "Nestopia." I recommend using the launcher known as "RetroArch" for whatever gaming console you are using, and use the "Nestopia" core that goes with "RetroArch" to play Zelda - The Legend of Link. You will get undesired results trying to play this game on ports of "FCEUX" or other NES emulator ports for gaming consoles. I'm making note of this to stop users from saying the game is corrupted or broken, the game is not corrupted or broken, it is the lack of MMC5 "Mapper 005" support for whichever NES port the user is using.

New Info Bar

As you can see, the outworld map has been removed. what you see, are 3 boxes that can store any type of useable inventory item. This is to eliminate the constant entering/exiting of the inventory menu to swap out 1 item. Now you can have 3 items at once to choose from during in-game play!

Link

The hero of legend!

Blue Shield

Deflects small attacks, such as arrows & rocks

Red Shield

Deflects some larger attacks, such as enemy fireballs & wizard blasts

Carefull For Holes In The Ground

Ahhh.......

Roc's Feather

This item allows Link to jump. Try it over holes!

Zelda

The princess of Hyrule!

Old Man

You will encounter him throughout the game. Sometimes giving you either items, advice, etc.

Old Woman

You will encounter her throughout the game. Mostly as a seller of healing.

Shopkeep

You will find him running various shops throughout the game.

Sword

A typical sword, gets the job done to a degree

Master Sword

The infamous Master Sword! Has increased damage towards enemies, and even emits a magical zap when you're at full health!

Tempered Sword

The Master Sword in it's tempered form! It provides the maximum damage towards enemies. It's The most powerful blade to ever be wielded by the hero of legend!

Boomerang

This item can stun specific enemies, and can also attach to certain items, and return back to Link.

Magical Boomerang

Performs just the same as the boomerang, only now it can travel the entire length of the screen.

Bomb

Your typical bomb. Great for blowing up enemies, and blocked caves, and even cracked dungeon walls! BOOM!

Bow

Allows Link to shoot arrows at enemies

Arrow

These are your standard arrows.

Silver Arrow

The ONLY weapon to destroy the evil wizard Ganon!

Hookshot

This item allows you to reach certain areas you normally cant reach. It can also stun enemies like the boomerang, and it can also obtain specific items and return back to Link. BOING!

Longshot

Just like the hookshot, but can launch much further.

Ocarina

This item allows Link to travel back & forth at will, from the Light & Dark Worlds of Hyrule!

Bottle

In order to purchase potions, you need to have an empty bottle. Find this bottle, and you can drink up!

Blue Potion

When you drink this, it will fill your health and your magic meter.

Red Potion

Same function as the blue potion, only when you drink the red potion, you will be left over with the blue potion.

Pegasus Boots

With these boots, you are able to run very fast! You can open a blocked cave entrance, by ramming into it. And, when you have Roc's Feather, you can jump even further than you ever could before!

Hover Boots

An enhancement to The Pegasus Boots. With The Hover Boots, they give Link the ability to walk on air over any pits/holes he comes into contact with! But be warned, they must be equipped within the B button box, or else Link will plummet to his demise as before.

Hammer

The only item that can slam down any wooden pegs, that Link will come into contact with.

Lantern

This is the only item, that will allow you to see within dungeons. When you obtain the lantern, you will then obtain the magic meter. While you continue to illuminate the dungeon, your magic meter will slowly deplete. Once your magic is depleted, you will no longer be able to illuminate the dungeon, unless, you refill the magic meter with a potion.

Red Lantern

With this lantern, you will only need to use it once to illuminate a dungeon. However, when you exit out of a secret stairway from within a dungeon, you will need to illuminate the dungeon again just one time. This item has infinite magic power.

Pendant of Quake

This item consumes your entire Magic Meter. Lightning strikes Link's sword, then he performs a jump flip, and stabs his sword into the ground, causing a massive earthquake, stunning & killing all enemies that are currently on the screen. This item can even unearth a certain entrance.

Outworld Map

A very important item to have in your inventory! Once you obtain this item, you will be able to keep track of everywhere you have walked within the outworld. Again, this item will only display where you have walked, once you obtain it. You can also view where the 9 dungeons are within both the Light & Dark worlds of Hyrule.

Flippers

With the flippers, you will be able to swim through very deep waters! Press the A button to give Link a brief burst of speed. Press & hold the B button, to swim under water to evade projectile attacks, and to even swim underneath any Zora's blocking your path. BUT, watch your air gauge, don't stay under water too long, or your heatlh will deplete quickly, and you will evidently drown the hero of legend!

Blue Ring

When you have the blue ring, you will take less damage from enemies. Your tunic color, will remain the same lovely shade of green.

Red Ring

With the red ring, you will take even less damage from enemies! The toughest you can ever get in the game! And again, your tunic will remain green.

Heart Container

There are only 8 of these in the entire game. The only way to obtain these, are to slay the 8 dungeon bosses guarding the triforce pieces.

Heart Piece

There are only 20 of these in the entire game. 10 are located in the Light World, & 10 are located in the Dark World. Collect 4 at a time, and you will increase your heart container count by 1.

Heart

Fills one empty heart container

Rupee

A blinking rupee, is worth 1 rupee

5 Rupees

Pretty self explanatory, it's worth 5 rupees.

Key

The traditional key. But, they are not just solely for dungeon use...

Fairy

Located throughout all of Hyrule, they can fill your heart containers partially, or even fully.

Here are some of the various enemies, Link will encounter.

Tektike


Octorock



Moblin


Armos


Lynel


OLD INTRODUCTION NOTES

Well, since October 2011, I've been messin around with The Legend of Zelda for nes. I honestly have had no plan, and no idea on what im doing with this game. I've been basicly using this experience as another teaching tool for myself, in writing/modifying asm. I never intended to make a hack out of this rom, but it's kind of taken a hold of me, and I've been haing great success in doing asm on my own. I'm not saying yes, but i'm not saying no as well, to the thought of making a full fledge hack of this game.

I'd like to share 2 videos, just a small portion of what i've done to the game.

The things that have been done to this are strictly on an ASM level, not a graphic level. I only have Windows 7, and therefore, cannot use any of the current Zelda level editors, so I have to do everything by hex. If I wanted to, I could literaly design the game any way I want by hex, but I will not do such a thing until i come up with a rough draft on how I want the game to be.

I hope you like the videos/asm that i've done. There's other things that I've created and have ideas that are in the process of being created, but I'd like to keep those to myself. :-p

The Pegasus Shoes


The Boomerang


The Hookshot


Enjoy. :-)

-infidelity

Xeruss
Posted on 03-14-12 11:27 PM Link | Quote | ID: 150459


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This is very impressive. It's been awhile since I've seen a NES asm hack and felt excited about its potential, but those few items could have a hand in a very nice hack.

How does the hookshot interact with enemies?

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blackhole89
Posted on 03-14-12 11:43 PM Link | Quote | ID: 150460


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boomerangs don't work like this

Seriously, though, nice work. Have you considered setting up, for instance, a VM running XP if you are having continued trouble running the editors?

I think the shoes would seem "more professional", whatever that means, if they had an LoZ3-like "accelerate in place" phase before you actually commence moving fast.

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AnAxemRanger
Posted on 03-15-12 03:21 AM Link | Quote | ID: 150463


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Very nicely done. These look very cool, keep up the good work. Man, maybe I should start learning asm so I could learn to do some cool stuff like this.

snarfblam
Posted on 03-15-12 01:43 PM Link | Quote | ID: 150473


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Posted by infidelity
I only have Windows 7, and therefore, cannot use any of the current Zelda level editors, so I have to do everything by hex.

Zelda Tech and Dungeon Master should run under Windows 7. Having the right version of the .NET framework might help (I think they both target version 2). If not, I'd be curious to find out what the problem is.

If you are interested in working on a hack, maybe you could contribute to or incorporate existing efforts. There's a post about a very extensive (but incomplete afaik) hack to the game's engine to give much more freedom on RDHN. Scroll up to see my auto-map hack.

infidelity
Posted on 03-15-12 08:38 PM Link | Quote | ID: 150481


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Posted by Xeruss
This is very impressive. It's been awhile since I've seen a NES asm hack and felt excited about its potential, but those few items could have a hand in a very nice hack.

How does the hookshot interact with enemies?


Thank you for those kind comments! With enemies (as of right now) the hook is the part that deals damage to the enemies. It hits, while passing through the enemy, and if the enemy is still within the area of where the hook will return to link, the enemy will get hit again by the hook.

@blackhole89. Thank you for saying nice work! snarfblam brought it to my attention that his editors should work on my os. The dungeon editor does, but when I try to use his outworld editor, it will give errors when opening up an unmodded/modded zelda rom, talks about combos? As for your comment about the Pegasus Shoes. I could make it more LoZ3-esk, I just thought for now it would be cool to be really really cheap with these shoes hahaha! The thing that I love the most about this, is that Link's shield is still protecting him, as he runs with his sword drawn. Makes me think of the movie 300, hahaha!

@AnAxemRanger. You should! 6502 ASM is fantastic! :-D

@snarfblam. Zelda Tech gives me an error every time i try to load a zelda rom. I'll post the error report. I'm using 3.3b from romhacking.net.

An exception has occured and been handled:

[System.TypeInitializationException]: "The type initializer for 'ZTech.Combo' threw an exception."
Command: "C:\Users\infidelity\Desktop\zelda editors\zeldatech3.3\ZeldaTech.exe"
Path: C:\Users\infidelity\Desktop\zelda editors\zeldatech3.3
OS Version: 6.1.7601.65536
Framework Version: 2.0.50727.5448
Culture: en-US
Software Version: 3.3.0.0
Date/Time: 3/15/2012 3:18:46 PM
DateTime Format: M/d/yyyy h:mm tt

Stack Trace:
at ZTech.Combo.ReadCombosFromFile(FileStream Stream)
at ZTech.ZTechForm.OpenRom(Boolean AskFilename)

Exception Trace:
- ZeldaTech "The type initializer for 'ZTech.Combo' threw an exception."
- mscorlib "Access to the registry key 'HKEY_LOCAL_MACHINE\Software\ZeldaTech' is denied."

I tried grabbing .NET Framework 2.0, but when i try to run it, it says it's only for x64bit i believe it said. I think my system is x32?

I went to the link you sent about you and others working on Zelda. Jigglysaint seems to have found the same kind of stuff that I found, particulary when it deals with revealing the secret caves. I made it so a sword swipe could uncover it. I also changed it so a bomb could blow up a bush. I have a major idea in my head for my next asm challange with this game, and it deals with the outworld, and it pertains with all of $14010-$18000. I don't want to say anything until I can pull this off. My theory and tests are coming along great, there's just one thing I have to get my head around. I have vacation next week, so I'm hoping during that time, I can get what I want done, and I would like to share my results with you, if or when the time comes.

RetroRain
Posted on 03-15-12 08:45 PM Link | Quote | ID: 150482


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I made a GameGenie code a long time ago for The Legend of Zelda that made the whole overworld dark (night-time). For a better night-time effect, keep the ground black, but make the grey mountains dark blue. Trust me, it looks good! Not saying yours looks bad, but give it a shot!

Either palette #$01 or #$02.

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infidelity
Posted on 03-15-12 09:11 PM Link | Quote | ID: 150483


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Oh the reason for the bg color change, was just to show off the design of the chain itself. Believe me, if i were to make a change for bg colors, i wouldnt use what is shown in the video, hahaha! :-p

snarfblam
Posted on 03-16-12 12:08 AM Link | Quote | ID: 150489


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Thanks for posting the error report. It's enormously helpful when you know exactly what is wrong right off the bat.

Would you mind trying out an updated version? http://snarfblam.com/ztechhome/zeldatech3.4.zip

Is Dungeon Master giving you similar difficulties? Either way, I'll check it out and try to make sure it doesn't have the same kind of issues.

Thanks again!

infidelity
Posted on 03-16-12 01:41 PM (rev. 6 of 03-17-12 09:42 AM) Link | Quote | ID: 150495


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Dungeon master worked right off the bat. I figured out Zelda Tech, i ran it as administrator, and it loaded my rom. :-) And @blackhole89, i took your request, and made it happen last night. :-) Ill post a video at some point of it in action. :-)

EDIT

Here's the video of my updated asm on the Pegasus Shoes. This I believe will be the final version for the shoes. This is as close as I could get, to paying tribute the original Pegasus Shoes in ALTTP. Hope you like it! :-)

Pegasus Shoes ASM Updated


I apologoze if it looks as if the wall shaking is terrible. YouTube is not doing my work any justice. The more i watch this here, the more im upset at the quality of the video. :-( I'll see if i can upload the video in the Uploader... :-/

K, uploader doesn't like my 6mb size, and tells me i lack power. Mediafire it is then.

http://www.mediafire.com/?3at97pcllvm8tc1

RetroRain
Posted on 03-20-12 04:05 AM Link | Quote | ID: 150530


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Awesome work dude! There is nothing wrong with the wall shaking at all! I am happy for you that you are able to do these kinds of things!

You definitely inspire me!

Do you like Starburst?

*Gives some Starburst to infidelity*



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never-obsolete
Posted on 03-20-12 09:59 PM (rev. 2 of 03-20-12 10:00 PM) Link | Quote | ID: 150531


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Very nice work. The wall shaking looks great the way it is. The only improvement I can see for the boots would be to add some knock-back when you collide with a wall. Other than that, can't wait to see what else you have.

snarfblam
Posted on 03-20-12 11:15 PM Link | Quote | ID: 150532


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Posted by infidelity
Dungeon master worked right off the bat. I figured I apologoze if it looks as if the wall shaking is terrible.

I thought it looked awesome.

I've had issues in the past with NES footage on YouTube. I tried uploading some Contra gameplay footage, and YouTube halved the frame-rate, causing flickering sprites to disappear completely. I haven't had any issues since I started using the XVid codec, so you might want to try that.

infidelity
Posted on 03-22-12 07:19 PM Link | Quote | ID: 150535


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Posted by RetroRain
Awesome work dude! There is nothing wrong with the wall shaking at all! I am happy for you that you are able to do these kinds of things!

You definitely inspire me!

Do you like Starburst?

*Gives some Starburst to infidelity*




Thank you very much for those kind words! And yes & thank you, I love Starburst! :-p

Posted by never-obsolete
Very nice work. The wall shaking looks great the way it is. The only improvement I can see for the boots would be to add some knock-back when you collide with a wall. Other than that, can't wait to see what else you have.


Took your "improvement" suggestion. Below is the absolute final version of the Pegasus Shoes. I hope now, it is perfect. I also made it so the sword is only sticking out when your running. Before I could just rapidly tap the B button, and the sword would come out every time.

Pegasus Shoes (FINAL VERSION 3-22-12)


And, just incase, i'll have a .zip file of the actual video, like i did before.
http://www.mediafire.com/?docrqrfg91a615y

Posted by snarfblam

I thought it looked awesome.

I've had issues in the past with NES footage on YouTube. I tried uploading some Contra gameplay footage, and YouTube halved the frame-rate, causing flickering sprites to disappear completely. I haven't had any issues since I started using the XVid codec, so you might want to try that.


Glad it looked awesome! Now I hope the new video looks awesome! :-)

Lunaria
Posted on 03-27-12 02:39 PM Link | Quote | ID: 150554


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Awesome coding work right here! It already looks better then most things the zelda classic dev team puts out, and this was done in ASM! :derp:

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infidelity
Posted on 03-29-12 07:52 PM Link | Quote | ID: 150570


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Ok. This next update is a big one imo. I came up with an idea awhile back, on seeing if it could be possible to create a whole other world within the rom. Last week during my vacation, i began laying down the foundation of what i'm about to show you.

To those who already know the inner working of The Legend of Zelda, you'll know what i'm talking about. In the $15### area, bank 05, it contains all the 10 byte string combos that construct a screen. In the $18### and $19### area, it contains the screen id properties for the outworld, and stores them into RAM.

Now again, to those who know the rom, there are registers set aside in ram specificly for the outworld, 80 bytes worth in the $6## area. My original concept was to make it so the other world could share those registers, but thats impossible, due to keeping track of how many enemies are left on that screen, what secrets have been uncovered, and if you obtained the secret on that screen.

I converted my rom to MMC3 when i started back in October, and i have the PRG and CHR at max capacity. So, I wanted to see if i could fanagle a way, to bankswap to another bank, pointing to specific asm, and have it load separate "combos" from the original table within $15###

I was able to do so, plus some. ;-)

My rom is now setup with a total of 9 worlds. 9 individual worlds, having they're own unique 00-7F screen id's & properties. You name it, palettes, enemies, secrets, sfx, etc, etc.

The only thing that cannot be done, and this is due to the lack of free space in RAM, is having unique secrets sharing the same screen id. Example. If you have a secret on screen 70 in world 1, uncover it, and you goto say screen 70 on world 6, whatever you uncovered back in world 1, will be unveiled when you enter on screen 70 of world 6.

This imo, is no real big issue. I just have to spread out the secrets and stuff.

I also modified the save function, and in-game play, to display what current world you're on in text. The -S E L E C T - screen i constructed and shifted some things, so that my concecpt could fit. For in-game play, i modified some asm where it writes text right above the map that shows your current position.

In order for me to be able to save what world your in when you save, I took out the Arrows in $659. I modified the Bow, so that when you obtain the Bow, that Arrows come equipped with it. In the inventory, the cursor skips over the number 03. 02 represents the Arrow. So again, i did some asm shifting, made it so the cursor goes to number 03, which is the Bow, and made it so the asm for the Bow, isn't looking for the number 02, which means you have arrows.

Snarfblam informed me that his editor works on windows 7, and i'm able to use it.

So, when I want to construct a new world, i do the construction, copy all of the $15### combos, and all the $18### $19### stuff for RAM, and paste them into the specific bank that has the asm to load the new level.

First, here is a diagram i made *the grids are from snarfblam's editor, and i just altered it using Paint* that shows my moving from one world to another concept.



And below, is a video that demonstrates how it works. *I froze a specific register in the hex editor, to have Link pass through soild objects, to speed up the process of what i want to show. Also, the numbers you see, are just there until I come up with names for the worlds*

The Legend of Zelda (Multiple Worlds Concept)


I made up some asm, that does checks for screen id's and Link's position. If your on say screen 0F of world 1, and you want to goto screen 00 of world 2, i have it do a check of the current screen id you're on, what direction you're facing, what current world you're on, and have it do the proper loading sequences for whatever world is to come up, then, instead of the byte going from 0F to 10, i do some math to have it revert back to 00, how i do that, is tell the current screen *0F* that it's really *FF* and when it adds to that byte, it turns it into *00* :-)

My rom is also setup for CHR swapping/animation, and at some point i may insert a palette animation table.

Oh, and this is just for the outworld. I have no intention of messing with the dungeons. That is all.

Enjoy the info. :-)

Thanatos-Zero
Posted on 03-31-12 11:36 PM Link | Quote | ID: 150588


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Very interresting dear Infidelity. What would be now the next step?

____________________
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I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

infidelity
Posted on 04-05-12 11:09 PM (rev. 4 of 04-06-12 06:59 PM) Link | Quote | ID: 150650


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Well for now, im holding off on level designs, just focusing on asm. Ive spent the last week working on a new item and am very happy with the results. Ill post a video hopefuly tomorrow or saturday. :-)

EDIT

And here's the video. :-)

The Shovel


I'm not the best drawer in the world, but i didn't want to rip the shovel gfx from alttp due to it being 16x16. I want to keep the item 8x16, like i did for The Hookshot. :-/

The asm i did for this, i'm really proud of. I ripped the dug up gfx from alttp using tile molester alternative. The first version of The Shovel, I had it where I can dig everything, walls, you name it! I may incorporate an enhancement to the shovel, where you're able to do what i just mentioned. This verison of The Shovel, you are able to dig the ground, bushes, and sand. The dungeons for right now, i have it where you can dig the sand at the entrances. (tile 68)

RetroRain
Posted on 04-24-12 09:20 PM Link | Quote | ID: 150755


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I'm not sure how I overlooked this, but I did!

I didn't even know you posted a video of the shovel. Probably because I've been so busy and have had so much on my mind the last few weeks.

Anyway, I think the shovel is cool. However, I wouldn't make it so that the shovel can dig out walls and trees. Digging out the walls and trees is un-realistic, and could potentially create problems. Like the one I already saw at the end of your video. What is stopping Link from digging up the last row of trees on the bottom of the screen, and scrolling the screen down? And even if you are having "multiple worlds", you'd still have the same problem. There'd be no end. By digging up walls and trees, it basically defeats the purpose of the game, and the exploration, since there would be nothing to stop the player from digging through any obstacle he or she wished. I would just leave the shovel to digging up the ground and sand. Perhaps you could add a random-number generator, so that when you dig up a certain ground/sand tile, a ruppee/arrow/bomb appears, or maybe even an enemy!

I never got to comment on the multiple-worlds concept.

It's not really a good idea, for the simple fact that remember how long it took GameMakr24 to make Zelda Challenge. You're talking about spending potentially YEARS on this hack, and it's just not worth it. If you had a big team that could help you whenever you wanted, then fine. But it's not a realistic idea, in my opinion. Unless of course you wanted simply 2 worlds. I can see that. But 9 different worlds, each with their own unique-ness and different dungeons would prove to be too great a task for one person, even for a small team.

You have to look at the work load too, and ask yourself what are you really going for. I believe it is important to have fun when working on your hack, so by all means, have fun with all of these neat things. But if you are looking to make a complete hack, almost a whole new Zelda 1-style game, with new music, graphics, asm, levels, text, 9 different worlds, with 9 dungeons in each, which is 81 different dungeons, and each world having it's own uniqueness. Just making 1 world unique is hard enough.

But, I'm sure you get the point.

Still looking forward to seeing more. You have definitely put me in the mood for some Zelda 1 hacking, that's for sure!

It would be cool to see if you could make some new enemies, with new behaviors, or maybe even let Link acquire some flippers, so he can just go in the water and swim. These are some ideas that I was working with on my Zelda game, Zelda Hazard, which I stopped for various reasons. Anyway, good luck!

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Posted on 04-26-12 07:37 PM (rev. 2 of 04-26-12 07:37 PM) Link | Quote | ID: 150757


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Check your PM RetroRain. :-P

Posted by RetroRain
What is stopping Link from digging up the last row of trees on the bottom of the screen, and scrolling the screen down?


I intentionaly created a table that checks Link's positions, to make sure that he cannot dig the outer bushes. This is so if the player does this, and forces a scroll, the player doesn't end up getting stuck.

Also on the subject dealing with The Shovel, I wanted to make it so I have an item that can uncover the secret caves hidden under the bushes. When I figured out how the rom changes the physical attributes to a 16x16 area, once you uncover a secret staircase, I implemented it into my shovel.

The Candle is no longer in my hack, and I didn't want to make the bombs blow up the bushes to uncover the stairs.

I basicly work on a "what if..." basis, and so far up to this point, everything I've thought of has worked.

I will not have the shovel dig up walls and stuff. I was just so excited that I could manipulate the attributes to stuff already written to the nametable, that I started thinking crazy. I do however like the fact that you can dig up the bushes, i'm keeping that. I was very excited that I could pull that off, and I'm going to keep it in the game.

As for your comments on my multiple world concept...

I honestly feel that it's not that big of an issue. I dont however, know any of the other Zelda hacks that are out there, and how long it took to make them, etc. I am aware of Outlands, and have played just a few minutes of it in my lifetime.

I wanted to create 9 worlds, because I just feel that I cannot create a vast world, with only 7F screens. Could I create a Dark World? Absolutly i could, and the thought has crossed my mind many many times. But I just like the concept of having a vast world, with different colors, animation, music. My knowledge and writing of asm has vastly improved since i began in '05, so time on writing isn't a problem.

Imo, it wouldn't take years. At this stage, I'm still in the ASM aspect of hacking the rom. Any kind of level design, enemy placements, will come after I've done everything i wanted ASM wise to the rom.

As of right now, I've been in the process of adding/creating 4 additional items to the inventory, giving Link a total of 12 useable items instead of 8.

Thank you, and others, that have had such an interest in this project. It's huge motivation. :-)

Thanks again to everyone! More news to come. :-)
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