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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 02-06-13 01:33 PM Link | Quote | ID: 153398


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@CKY-9K

I dont know how well other nes emulators handle MMC5 emulation. Ive alwaysed used FCEUX. If possible, could you upload a screenshot?

The freezing issue, I discovered lil over a week ago. I had a bad BNE. I forgot to adjust its location, and has been fixed. Im hoping for another alpha release this week, ive jyst been very busy.

@Vanya:

Thank you for the link, ill take a look when I can. MetroPCS service I have, so it takes forever with videos. :-p

kuja killer
Posted on 02-06-13 02:09 PM (rev. 3 of 02-06-13 02:10 PM) Link | Quote | ID: 153399


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Nintendulator, and Nestopia are the only other emulators "other than" fceux that can emulate MMC5 mapper.

Any other emulator will fail miserably with my game, and your Ultra 2 (and probably anything else like your zelda hack probably)... puresabe's rockman 4 MI .. etc

CKY-9K
Posted on 02-07-13 03:26 PM (rev. 2 of 02-07-13 03:27 PM) Link | Quote | ID: 153404


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Posted by infidelity
@CKY-9K

I dont know how well other nes emulators handle MMC5 emulation. Ive alwaysed used FCEUX. If possible, could you upload a screenshot?

The freezing issue, I discovered lil over a week ago. I had a bad BNE. I forgot to adjust its location, and has been fixed. Im hoping for another alpha release this week, ive jyst been very busy.

@Vanya:

Thank you for the link, ill take a look when I can. MetroPCS service I have, so it takes forever with videos. :-p


I don't think PocketNES fully supports MMC5 so that might be the reason why it doesn't display graphics right.

If it can run then I think that would be cool enough for me.




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infidelity
Posted on 02-07-13 06:19 PM (rev. 3 of 02-07-13 09:41 PM) Link | Quote | ID: 153406


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I dont think itll work in pocketnes unfortunatly. This is the downfall to using MMC5, lack of compatability with certain emulators. :-(

I think once im done with Zelda, im just sticking with MMC3, if I decide to do, or, redo, another prohect of mine.

Im hoping to finish work early enough today, so I can upload the latest alpha.

EDIT

2/7/13 ALPHA 0.4 RELEASE

Taken from the Change Log...

2/7/13 Alpha 0.4
Here are some of the things that have been updated.

1. I've finally added a palette for the dark world.

2. There was a glitch with The Ocarina, where if multiple enemies/projectiles were on the screen when you attempt to use The Ocarina, the palette fade out would'nt work properly.

3. Fixed an issue where if your walking left while using The Ocarina, the game would put itself in a constant loop with the screen black. So now, you have to stand still to use The Ocarina.

4. Fixed The Shovel, so that it can work in the dark world.

5. Fixed that issue with the bad branch going on within $5F##ram, where if you start a new file, and try to walk, the game will freeze.

6. Touched up the HUD. Too much technical info on what i did, but the display for specific counters have been changed, how the heart containers are placed and they're order of placement onto the HUD has changed.

7. Put back original story intro.


And here are some screenshots...

New HUD Layout Previews






Light World/Dark World Previews








And the all important new alpha 0.4 link

http://acmlm.kafuka.org/uploader/get.php?id=4380

-infidelity

XTTX
Posted on 02-08-13 07:02 AM Link | Quote | ID: 153410


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thanks so much! One question regarding the mmc5 stuff and please excuse my ignorance, but will this ever be able to work in nestopia without cpu jamming in the beginning?

infidelity
Posted on 02-08-13 03:59 PM Link | Quote | ID: 153411


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I wish I could answer your question, but I dont know how other emulators work with mmc5, or if those emulators will be ablr
E to handle mmc5 like fcux does.

Im setiously considering using mmc3 from now on with future projects.

kuja killer
Posted on 02-08-13 06:31 PM (rev. 2 of 02-08-13 06:34 PM) Link | Quote | ID: 153412


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okay i just checked last night...

there's defintely something you did wrong, that makes all graphics appear messed up in those 2 emulators i mentioned earlier, nestopia and nintendulator.

I did not spend any time really looking but i took just a quick peek ... at you write to every single CHR register ... and 1 of them you do it 2 times in a row for some strange reason during NMI.

that's probably the real main problem here..

does zelda 1 NES use CHR-RAM, or ROM ?? i dont even know.

infidelity
Posted on 02-08-13 10:30 PM (rev. 2 of 02-08-13 10:59 PM) Link | Quote | ID: 153414


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I dont remember exactly why I set it up like that, but it wad the only way to get my chr registers to work eith mmc5.

The game origonaly usrd RAM.

I had ROM workibf fine in MMc3, but MMC5 wouldnt work properky, so I tried readibg dischs doc, and tried my best at getting it to display.

Ive always saud im not the bestcoder, and that stands true, heh.

If you looj at $19F during ingame with the ppu viewer open, youll see bith windows display the bg, if you sey $19F back to FF, the sprites will appear in the left ppu.

Ill have to look at my notes from mmc3 to mmc5. I know I was having issued writing how the chr mmc5 registers work. For mmc3, I only had this, to setup the registers.

A205 8E0080 BD0001 8D0180 CA 10F4

But when I converted to mmc5, that code didnt work, so ihad to rewrite how it eprked writing the chr. I font know what I was doing, so thats why its such a mss. I tried doing the vest on my own.

MiniCompute
Posted on 02-09-13 05:55 AM Link | Quote | ID: 153415


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Pardon me for a sec. but infidel I think you may need to relax a little bit.
Step away from the command prompt window and get some sleep.
Your having grammar golorr problems in your posts and messages.
I noticed you seem tired, not being mean but you'seem out of it.

Hamtaro126
Posted on 02-09-13 07:17 AM Link | Quote | ID: 153417


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I think the CHR-RAM hacks need to be redone, so that everything can work better!

I do think you can use a modded version of SMB2-USA's graphics code to remedy this, since the code template used on SMB2 was the same as Zelda's, hence saying ''ZELDA'' at the end of the rom

Also, Yes... Please get some sleep, That will help a lot!

____________________
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I wonder what's for dinner?

snarfblam
Posted on 02-09-13 03:15 PM Link | Quote | ID: 153418


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Posted by Hamtaro126
I think the CHR-RAM hacks need to be redone, so that everything can work better!


The hack uses CHR ROM now. If there's a problem with garbled or incorrect graphics, it's simply a matter of the wrong banks or wrong banking mode being selected. So, yes, it may need to be fixed, but I doubt anything needs an extensive re-write.

Also, infidelity, I personally recommend you regularly test on multiple emulators. Granted, it might be hard to figure out why your hack isn't working on a particular emulator if it doesn't have debugging features, but I'd recommend at least checking FCEUX and Nintendulator (the latter being more accurate afaik). As for working on real hardware, unless you're actually coding with that in mind and regularly testing, it's probably not going to happen, but I know that's probably not a priority.

kuja killer
Posted on 02-09-13 09:36 PM (rev. 5 of 02-09-13 09:47 PM) Link | Quote | ID: 153419


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http://postimage.org/image/jgds8sck7/

i've tried... i cant figure it out.

I did successfully get the graphics to display in nintendulator and nestopia "somewhat" ..but i just cant figure it out ultimately.

it's actually NOT about the mmc5 CHR registers this time..
the problem is with PPU register $2000

It does so many writes to 2000 in tons of different areas of the rom, that almost any of them i try touching... messes up the screen in one way or other.

notice how fceux's top of the screen is messed up, while nintendulator is fine, once starting the game from a save file, then both emus are real messed up.
probably a ton more "2000 writes" everywhere.

snarfblam
Posted on 02-10-13 05:10 AM Link | Quote | ID: 153420


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I don't know if these are two separate issues (or two separate aspects of one issue). Kuja's screen shots show half sprites (8x8 instead of 8x16) but CKY-9K has half-sprites in one screen shot and garbled sprites in both.

https://dl.dropbox.com/u/12027218/Shared%20Images/AutoDrop/autodrop84.png

infidelity
Posted on 02-11-13 09:39 PM (rev. 3 of 02-11-13 10:23 PM) Link | Quote | ID: 153422


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kuja & snarfblam. Im going back and messing with how the ppu stores its gfx. I had to create a workaround long ago, to get my gfx working properly. This game is a bitch because the sprites are 8x16, so with those other emulators, you are seeing the bg tiles gettin fetched.

Idk if those emulators let you view the ppu during gameplay, but castlevania 3 shows the bg in both ppu windows, like mine does, when in reality, both bg and sprite tiles are being fetched.

Can I please have a list of the pc emulators in question, that are producing undesired results?

I will paste code here for the two of you, to see if the changes make my game run in other emulators.

I only did brief tests, to make sure specific functions still appear properly, so far so good, but its not extensive.

If you have any creared .cfg's, sav's, savestates, delete them before booting the rom after implementing the changes.

Please let me know the end results.

$7FF7 = EAEAEAEAEA
$157DD = EAEAEAEAEA
$178D4 = EAEAEAEAEA
$FC071 = EAEAEAEAEAEAEA
$FC0D2 = EAEAEAEAEA
$FC0D8 = EAEAEAEAEA
$FC2E6 = EAEAEAEAEA

$1B201 = 4C72A0

And I also apologize for the poor grammar. Im using a touch screen smartphone, and when I try to type fast, I miss certain letters I want to hit.

EDIT
There is a function missing with one change, my jmp.

When you obtain a piece of the triforce, regardless of the room being lit by the lantern or not, I have code forcing the room to be lit. That feature is missing. Here is the update.

$1B201 = 2050B54C72A0
$1B560 = A510D00160EA

Thanatos-Zero
Posted on 02-19-13 11:20 AM Link | Quote | ID: 153456


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This might be extremely naive what I do, considering the very possibility that you have already taken a look on these pages, but you might never now until you try.

http://wiki.nesdev.com/w/index.php/MMC1
http://wiki.nesdev.com/w/index.php/MMC3
http://wiki.nesdev.com/w/index.php/MMC5

I wish you good luck.

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
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 02-19-13 12:59 PM (rev. 2 of 02-19-13 11:16 PM) Link | Quote | ID: 153457


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Thank you Thanatos, but yes I have every mapper document.

EDIT

I think my sprire glitch issues are not on my end, but inconsistancies with the emulation of MMC5 on various emulators via consoles, handhelds, pc's, etc.

My rom is expanded to the max. 64 prg and chr.

There is a registet that MMC5 uses called $5130.

It sets the HIGH byte to whichever chr register.

Usualy with chr banks, pages 00-7F are eithet bg or sprite, and 80-FF are either bg or sprite.

Now since my rom is fully maxed out, that means bg pages are now 00-FF and sprite pages are 00-FF.

Now 00-FF [without $5130 set] is all bg pages for sprites. Ive seen changes in sprite actions with this.

Now, $5130 should make it so you can get to the next 00-FF pages for sprites to use......

This does not happen with the emus other than FCEUX.

The latest build of RetroArch for PS3, using the FCEU core, displays the sprite glitch people are experiencing, and ive been using that as a way to test my code, and thats how I came to the conclusion that its inconsistencies in MMC5 emulation.

So I apologize to all those who like specific emulators. If anyone is willing to prove me wrong otherwise, feel free.

infidelity
Posted on 02-20-13 11:18 PM (rev. 2 of 02-21-13 10:25 PM) Link | Quote | ID: 153463


Fuzz Ball
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Last night I shrunk down my chr from 64x8kb, to 32x8kb, and began reshifting some chr pages, and reassigning specific page bytes, so I can make my rom work with ither emulators.

Nestopia crashes when you try to press start during the waterfall intro, confirmed by kuja killer via pc, and myself with the nestopia build within the latest retroarch for ps3.

However, kuja killer figured out the $5130 issue, so later tonight I will try to get my rom working on bintendulator, and if what kuja killer explained to me works, I wont have to give up my 64x8kb chr size.

EDIT
2/21/13 Alpha 0.5 Release


Taken from the Change Log...

2/21/13 Alpha 0.5

Regarding The Emulator 'Nestopia'

Confirmed by kuja killer via pc, and myself using the latest build of nestopia within RetroArch for the Playstation 3, my rom crashes once you try to press start after the intro. I do not know why this is happening. If i'm able to find out/figure out why this is happening, i will let Nestopia users know. But for now as of 2-21-13, Nestopia is not an option for playing this.

With that said, i believe i have fix for the sprite glitches everyone is experiencing, using emulators other than FCEUX. Again, users are encouraged to post any sprite gltiches if they're still present, even in this Alpha 0.5 build.

1. Reverted the CHR from 64x8kb to 32x8kb. This is so i'm able to have my sprites appear correctly in other emulators. The MMC5 register $5130, is giving me undesired results, and is the main reason why users that use different emulators other than FCEUX, experience errors with the sprites in the game. The sprites keep fetching BG tiles, when they're not supposed to. So this really hurts if the time comes for garnishing the bg's with chr swapping, since i've limited myself by shrinking the free space i once had.

2. Fixed a glitch where if you have the Blue or Red Potion, and you purchase the Big Shield, it would empty the potion bottle. This has been fixed.

3. I experienced yet again, a cursor freezing issue when you obtain the Empty Bottle first. Right now, it's set where you can move the cursor when you have only 1 item. But in doing that, the cursor box will move over a blank area. If you exit the inventory screen, the B box displays nothing, that is until you move Link. Once you move Link, the B box will display the lonely item you have in your inventory. This does not happen when you have 2 or more items in your inventory.


Alpha 0.5 Link
http://acmlm.kafuka.org/uploader/get.php?id=4392

MiniCompute
Posted on 02-24-13 01:55 AM Link | Quote | ID: 153472


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Posted by infidelity
Last night I shrunk down my chr from 64x8kb, to 32x8kb, and began reshifting some chr pages, and reassigning specific page bytes, so I can make my rom work with ither emulators.

Nestopia crashes when you try to press start during the waterfall intro, confirmed by kuja killer via pc, and myself with the nestopia build within the latest retroarch for ps3.

However, kuja killer figured out the $5130 issue, so later tonight I will try to get my rom working on bintendulator, and if what kuja killer explained to me works, I wont have to give up my 64x8kb chr size.

EDIT
2/21/13 Alpha 0.5 Release


Taken from the Change Log...

2/21/13 Alpha 0.5

Regarding The Emulator 'Nestopia'

Confirmed by kuja killer via pc, and myself using the latest build of nestopia within RetroArch for the Playstation 3, my rom crashes once you try to press start after the intro. I do not know why this is happening. If i'm able to find out/figure out why this is happening, i will let Nestopia users know. But for now as of 2-21-13, Nestopia is not an option for playing this.

With that said, i believe i have fix for the sprite glitches everyone is experiencing, using emulators other than FCEUX. Again, users are encouraged to post any sprite gltiches if they're still present, even in this Alpha 0.5 build.

1. Reverted the CHR from 64x8kb to 32x8kb. This is so i'm able to have my sprites appear correctly in other emulators. The MMC5 register $5130, is giving me undesired results, and is the main reason why users that use different emulators other than FCEUX, experience errors with the sprites in the game. The sprites keep fetching BG tiles, when they're not supposed to. So this really hurts if the time comes for garnishing the bg's with chr swapping, since i've limited myself by shrinking the free space i once had.

2. Fixed a glitch where if you have the Blue or Red Potion, and you purchase the Big Shield, it would empty the potion bottle. This has been fixed.

3. I experienced yet again, a cursor freezing issue when you obtain the Empty Bottle first. Right now, it's set where you can move the cursor when you have only 1 item. But in doing that, the cursor box will move over a blank area. If you exit the inventory screen, the B box displays nothing, that is until you move Link. Once you move Link, the B box will display the lonely item you have in your inventory. This does not happen when you have 2 or more items in your inventory.


Alpha 0.5 Link
http://acmlm.kafuka.org/uploader/get.php?id=4392

I'll test this again on nesds since you have a new patch, I report back to you what I find.

infidelity
Posted on 02-26-13 03:18 PM Link | Quote | ID: 153478


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Taken from Change Log...

2/26/13 Alpha 0.6

v192 '2/25/13' = MAJOR UPDATE!!


Thanks to kuja killer, he figured out why my rom wasnt displaying/working properly within the emulators "nestopia" & "nintendulator"

Specific MMC5 registers were not properly written to during bootup, particulary SRAM, which Zelda heavily depends on for running the rom. The lack of that particular setup, was the sole cause for the "cpu jam!" response by nestopia. Along with the other fixes within the bootup sequence, it fixed the display issue with sprites as well.

So here is the new fix, to allow my rom to work on nestopia & nintendulator! Thank you again kuja killer! :-)

kuja killer mmc5 fix for nestopia/nintendulator
$FFF69 = 20B0C0
$FC0C0 = 8D1740A2038E0151CA8E0251CA8E0351CA8E13518E01208E10408E154060

And, i've also cut down the size of my chr routine within the hw bank signifigantly. kuja had a hand in this well, but i modified it so that the sprites are loaded in $0-FFF ppu, and bg is loaded in $1000-$1FFF ppu. I also modified it more, so that when sprites load bg tiles for it's look(s), they actualy appear!

my new chr routine *signifigantly shorter* kuja killer/infidelity
$FC05A = A9018D3051AD05018D2351AD04018D2251A9038D3051AD03018D2151AD02018D2051A9008D3051AC00018C28518C2451C88C29518C2551A9028D3051AC01018C2A518C2651C88C2B518C27516000000000000000000000000000000000000000000000000000

Expanded the CHR to it's fullest, at 1024kb!

I also modified again the CHR routine's $5130's so that they are all pointing to the 00 page of 00-FF's for my gfx. If the time comes for when i need to add additional gfx, that's when i'll start worrying about that, but for now, at least i have the space already put in place. :-)

$FC05A = A9008D3051AD05018D2351AD04018D2251A9008D3051AD03018D2151AD02018D2051A9008D3051AC00018C28518C2451C88C29518C2551A9008D3051AC01018C2A518C2651C88C2B518C275160


Here is proof that my hack actualy works on nintendulator,nestopia,fceux


Here is the Alpha 0.6 link
http://acmlm.kafuka.org/uploader/get.php?id=4395

-infidelity

XTTX
Posted on 02-26-13 08:21 PM Link | Quote | ID: 153481


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WOW! Thank you so much for going the extra mile and getting this to work with nestopia dude! MUCH appreciated!

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53


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

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