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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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Mike-Tech
Posted on 02-27-13 02:39 PM Link | Quote | ID: 153486

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Alright infidelt, this is your hack in fcuex
Upon play through I recommend you change over time.

1.please limit the sprite usage in the ow, the moblins shooting arrows specially five of em is giving my emulator slow down issues.
2.How enemie appears, let them just walk in from other sections like the old zelda.
3.The money game was clever, but gets annoying at most, think of cash in advance places we have in the usa.
4.The treasure locations, spread them out more, raise the price on the tunic to 400 rupees.
5.Work on your pitholes, if you have to make the player fall in when moving around, let em go on in and drop and loose half a heart.
6.the enemie with the dualing swords, I don't recommend he be in the ow not unless the player has enough energy to withstand that.
7 The grass tiles itself, I know you mean well, but even I can see that aint looking to good even in a nes game.

Those are what I saw in my play through of your hack.
Everything else looks fine at the moment.



Kiokuffiib11
Posted on 02-28-13 07:18 AM (rev. 2 of 02-28-13 07:19 AM) Link | Quote | ID: 153492


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I ran into a problem using FCEUX 2.1.4a.

At " C?46 " if you go the bottom path, coming in from the right, it locks up.

If you use the hex editor and change 0x000007 to 00 it unlocks it.

____________________
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Mike-Tech
Posted on 02-28-13 12:00 PM Link | Quote | ID: 153493

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Posted by Kiokuffiib11
I ran into a problem using FCEUX 2.1.4a.

At " C?46 " if you go the bottom path, coming in from the right, it locks up.

If you use the hex editor and change 0x000007 to 00 it unlocks it.


I don't know if you noticed yet but try fcuex 2.1.5.
Even though its a old version its still quite stable.

infidelity
Posted on 02-28-13 12:13 PM (rev. 3 of 02-28-13 12:17 PM) Link | Quote | ID: 153494


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Screen lockups are expectes, again my work is not meant to be a full fledge stable release.

Please look at the current screen id at $EB when the screen locks up, and let me know the value witin $EB please?

If the emulator you are using does not have a hex editor, please take a screenshot of the screen that locks up.

The lockups are because of the enemies and non solid tiles trying to coexist within the asm.

infidelity
Posted on 03-04-13 12:12 PM (rev. 4 of 03-04-13 01:01 PM) Link | Quote | ID: 153500


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Just wanted to make an announcement on the project.

Thanatos-Zero has offered his services, as the main sprite designer for my hack.

Ive decided awhile ago, that I will not be keeping the original sprite designs. They clash way to much with the background. I didnt want to do a complete rip from any of the GBC Zelda games.

But from what ive seen from Thanatos-Zero, particulary with his designs of Link, i was very impressed.

With that said, im also considering fnding someone, or a group of people, to help in the dispersal of where all my heart piece containers, items, shops, weapins, are layed out throughout both the light and dark worlds.

Id be open to extremely slight redesigns to certain locations of the light/dark world, for particular items to reach new areas, such as the hookshot, pegasus shoes, the ocarina, etc.

Id like someone with either experience, or a great sense of creativity that works and coexists with the already created world.


Mike-Tech
Posted on 03-05-13 01:18 AM Link | Quote | ID: 153505

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Posted by infidelity

Id like someone with either experience, or a great sense of creativity that works and coexists with the already created world.



Funny you mention that, I don't have any nes hacking, but I know the original titles item locations.

I'd be more than happy to make a few suggestions if your group is willing to listen and implement the ideas without much hassle.


Moo
Posted on 03-05-13 04:43 PM (rev. 2 of 03-05-13 04:44 PM) Link | Quote | ID: 153506


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Don't seem you have room for it, but it would have been nice if the shield was a equippable item again. Fun to use it to push enemies aside. Also, it deflects projectiles a bit better due to being larger.

Also, perhaps the grass tiles would look better greenish rather than white or pink?

Googie
Posted on 03-06-13 09:45 PM Link | Quote | ID: 153511


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I'm gonna have to get down with 0.6, I have 0.4 on me the last time I was here.

Mnoel02
Posted on 03-31-13 04:09 PM Link | Quote | ID: 153598


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awesome game you try to create and go for it.

XTTX
Posted on 04-04-13 04:21 AM Link | Quote | ID: 153613


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I just wanted to say awesome work on everything you have done thus far! Its awesome to see the love this game has gotten and makes the game feel fresh and new again lol.

You definitely have a fan in me and i anxiously awaiting the next version. Also its great to be able to play this in nestopia as well. Thumbs up again sir!

Thanatos-Zero
Posted on 04-07-13 05:57 PM Link | Quote | ID: 153635


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Hey you guys! Has anyone of you decided to give Infidelity a hand as well?

I do not have to remind you that Megaman Ultra 2's failure was majorly caused due the lack of supporters? So if you want to see this project to be finished to the very end, I recommend you to pull yourself together to support Infidelity now.


____________________
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?!".

Mike-Tech
Posted on 04-07-13 07:13 PM Link | Quote | ID: 153637

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Posted by Thanatos-Zero
Hey you guys! Has anyone of you decided to give Infidelity a hand as well?

I do not have to remind you that Megaman Ultra 2's failure was majorly caused due the lack of supporters? So if you want to see this project to be finished to the very end, I recommend you to pull yourself together to support Infidelity now.




He hasn't contacted me yet, I do know he is busy.
What I can do is make a gfx nes pack for him to update his main sprites and some other goodies.

Thanatos-Zero
Posted on 04-07-13 08:05 PM Link | Quote | ID: 153639


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I am one the main sprite designers and as a matter of fact I have finished a great portion of the overworld monsters.
I would like to show you them all, but I do not know what Infidelity thinks about it.
Reveal or not reveal? To spoil or not to spoil?
These are the big questions gentlemen!


____________________
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?!".

Mike-Tech
Posted on 04-08-13 01:10 AM Link | Quote | ID: 153642

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Well, I had a quick sneak around in his rom.
Eighty percent of it is original the others he pulled some from zelda 4 gameboy.
I was going to finish up what he couldn't on the smaller sprites and let you all chew down the rest.
Drop him a message and let him know I'll be working/testing what you all got.
I'm quite curious to see what you have dug up to use.

If I could only get one rom to cooperate with me, I could use one of the plants I had my eye on for a long time.

Mike-Tech
Posted on 04-11-13 03:16 AM (rev. 3 of 04-11-13 03:18 AM) Link | Quote | ID: 153668

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thanatos check your messages when you get a chance.
Also infidel, test your hookshot item in fceu ultra 2.2.1 again.
Apparently when I hookshot a rock, atree or even enemies, link will get messed up while transitioning between screens.
He can't move or walk until I do a full reset.

infidelity
Posted on 04-11-13 05:02 PM Link | Quote | ID: 153673


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Please upload either a video or screenshot, of the glitch occuring. The Hookshot was not designed to allow transitions from screen to screen, you will freeze in place. The screen designs will have to be altered if things are wacky. I know certain areas need to be edited, but I cant find them all right now.

infidelity
Posted on 04-17-13 09:33 PM Link | Quote | ID: 153727


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I've spent the last month redoing my Sword/Bush ASM.

The first modification i did, was simply a reshift of where the sword positioning was, since Thanatos-Zero designed a new Link, and his hand holding the sword verticaly up or down was vastly different than the original setup.

Once i reshifted all the positionings, i had to redo my hit detection asm, for when the sword comes into contact with a bush. Once i was able to redo all my asm on that, i left it alone.

I had a lengthy convo with Thanatos, as he wished the sword/bush detection could be more like what we see in LA or LTTP.

I explained it took me many months, to get down what i originaly wrote from scratch. The bank i wrote in, was a mess, very messy, and i didnt want to go back and re-sift through all my code. I did not want to go back, and try to improve on my code. But after a week or so of debating with myself, i decided to give it a shot, i just didnt realize it would take nearly a month.

Doing coexisiting asm for a sprite & vram, is a bitch. I know how the game writes to vram with using a sprite, but i had to do alot of thinking, and custom asm, for particular positionings of the sword/bush asm.

If i just gave Link complete freedom to swath paths with the sword, it would look HORRIBLE, i know cause i started out that way with the sword/bush asm. You have to do specific tile checks, obviously the bush. Then when you make those checks, you have to adjust the XY of the sword accordingly, or else, when you hit one of the 4 tiles of the bush, the vram decides to write as close to the xy value of the sprite, giving you an undesired write to the nametable.

That's why i've had to write a multitude of checks on Links position, to help with the writing of the vram when swiping a bush. I've had to alot of checking of the swords xy registers, and adjust it via ADC/SBC, then save that value back into the swords xy registers.

I will be explaining various things that i have done to the sword now. Literaly a months work.

Removal Of Bushes From Other Positions & Spin Attack Removal OF Bushes
Before i started, i played around with LTTP & LA. Not code wise, just playing the game, moving Link around, swinging the sword, etc.

When Link swipes, he does not take out more than one bush in a regular swipe, he will only take out the bush that is directly infront of him. And obviously, when you do the spin attack, he takes out all 8 directions of bushes surrounding him.

With LTTP, i moved Link to different positions of a bush, and see when the game would initiate a hit detection, and remove the bush. I made a little map for myself, showing the various positions Link would be facing, left,centered up or down,right, i did this for all facing directions, then i would jot down which positions allow the sword to remove the bush.

The reasoning behind all of this, is that my original code i wrote for the sword/bush asm, is that you are only able to remove a bush that is directly facing Link, you couldnt remove that facing bush via off to the sides of the bush.

So it was at this point, that i began working on the asm, to allow Link to cut the bush he was facing, not just from the center, but a specific side of the bush.

Once I was able to this both horizontaly & verticaly, it was then that i had to move onto the dreaded part. Enabling my spin attack to actualy do damge to bushes, AND, to adjust the vram writes accordingly, WHILE, still keeping the Pegasus Shoe Bush asm intact!

Now, in The Legend of Zelda, an 8x16 sprites hit detection, is on the bottom half. In LTTP, the hit detection for Link, is his entire body. But in the NES, it's his lower body, hence, that is why when you move Link up, and put him against a solid object, he slightly goes over it, but when you do that walking left,right,down, he's gfx goes flat against the object.

This was a very difficult thing to work around for my code, because with Link facing an upward bush, and you try to do the spin attack, he cannot reach the lower bushes. So what I had to do, was to make it so he just takes out the upper and side bushes. When Link is down against a bush, he is able to wipe out all 8 or 7 bushes.

Updated Sword ASM 1 (Spin Attack Grass Removal 4-13-13)


Updated Sword ASM 2 (Improved Sword Bush Hit Detection 4-13-13)


Walking With Charged Sword & Removal Of Bushes With Charged Sword
I had code that originaly disabled the D-PAD once you initiate the sword charge. I went back and removed that, and began decyphering how I can make Link walk with the sword.

In $AC, the sword value is 11. For some bizzare reason, i was unable to figure out how to disable the D-PAD from shutting itself off once the sword is initiated. So what i had to do, was create my own value to keep the sword sticking out so Link could move. In doing this, his sword thrust gfx do not appear, Link just runs in place. So I had to find the value within ram, that deals with Link's standstill gfx, and once I found that, i forced it to use Link's sword thrust gfx, so now the sword sticks out with Link's thrust gfx.

But once you would move, it would animate incorrectly, originaly there is no walking animation with the sword thrust, and i'm not concerned with that at all, so what i had to do, was force his tiles and tile flip values, so that in each direction when you move Link, his gfx arent messed up.

Then the hardest part of all came, i had to do a new sword/bush hit detection just for this feature! Because now you are freely moving Link, and i started getting many errors and glitches with the nametable writes. This took some time to figure out, but after many many many tests of various positions, hit detections, etc, it all started to work.

Updated Sword ASM 3 (Walk With Charged Sword & Remove Grass 4-13-13)


Walking With Charged Sword, With Certain Conditions
So now that i was able to make Link walk with the sword, i had to take into consideration that there may be abnomalities when encountering various things, and sure enough there were.

I had to set specific XY checks when heading towards the edges of the screens, when it comes time to initiate a scroll. When I had A held and initiated a scroll, the sword disappears, and Link is holding nothing, but the sword asm itself is intact, visualy the sword just wasnt there, so i set the proper values, and now when Link walks towards the edges of the screens, the sword charge is disabled.

When it came to being hit by either a projectile, enemy itself, or the dying sequence, that needed to be fixed as well. I wanted it where the entire charged sword routine was completely reset, once Link was hit. I was able to find the hit routine, which convieniently, the dying sequence is within this area, and i was able to insert my sub-routine that would reset the entire sword charge routine.

Updated Sword ASM 4 (Walk With Charged Sword During Various Conditions 4-13-13)


Walking With Charged Sword, Disable Entering Caves/Stairways
Link was messed up when entering a cave with the sword sticking out. So again, i located the routine that deals with him entering caves/stairs, and i inserted my sub-routine to cancel out the sword charge, once you enter a cave/stairway

Updated Sword ASM 5 (Walk With Charged Sword Disable Entering Cave or Stairway (4-13-13)


Anyways, i apologize for the long explaination, but i had to explain before i upload the videos, so i could avoid questions like, "why this, why that, why did you do it that way, cant you do this, etc." It was very difficult to code all this from scratch, and i cannot possibly do any better than what the videos show.

I understand i don't have fancy sprites when you cut the bush, showing it fall apart, or custom sfx for it, but that is stuff that can simply wait till the end. I've still got a long way to go, to getting this released this year as a complete game.

I hope you all like the videos and appreciate the work. :-)

-infidelity

snarfblam
Posted on 04-17-13 10:58 PM Link | Quote | ID: 153729


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Great stuff! Good to hear an update, too. Love the new sword mechanics. That new link sprite is also pretty spiffy.

Vanya
Posted on 04-18-13 11:02 PM Link | Quote | ID: 153732


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Awesome! Well done. It may have taken a month, but it looks like it was worth it in the end. Can't wait to take it for a spin.

____________________
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infidelity
Posted on 04-19-13 10:30 PM (rev. 2 of 04-20-13 04:38 PM) Link | Quote | ID: 153736


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Thank you snarfblam & Vanya. :-)

I just did more work on the sword. I made it so when the spin attack is activated, the swords HP is increased to inflict more damage. This goes for all 3 swords.

Original values, 10,20,40
Spin values, 40,60,80

Enemy/Boss energy values range from multiples of 10, starting at 10-F0.
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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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