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

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XTTX
Posted on 04-20-13 01:38 AM Link | Quote | ID: 153737


Flurry
Level: 36

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Since: 04-14-08
From: DTOWN

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Yes, this is very much appreciated as is all your hard work! Looking awesome man! Can't wait to try out the next beta or whatnot. You have some serious skills!

infidelity
Posted on 05-14-13 06:14 PM Link | Quote | ID: 153895


Fuzz Ball
Level: 66

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Thank You XTTX!

Ive been fixing up my spin attack/grass removal asm, and its looking really good.

Ive also been showing some love to the Armos Statues for the past few days, im liking the results.

I am now finally working on the Treasure Chests. I already have the freedom to decide what I want Link to hoist. Ill keep everyone updated as best I can. :-)

infidelity
Posted on 06-10-13 04:28 PM Link | Quote | ID: 154080


Fuzz Ball
Level: 66

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Just wanted to announce that I successfully got Capcom's 6C80 sound engine working within The Legend of Zelda. Tool about 8 days to accomplish. At some point ill upload a proof of concept video, and my notes on exactly what I did. :-)

infidelity

Googie
Posted on 06-10-13 11:05 PM Link | Quote | ID: 154082


Giant Red Paratroopa
Level: 77

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Since: 02-19-07
From: Brooklyn, NY

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Can't wait to see it, it's cool what you did.

____________________
My Linktree

XTTX
Posted on 06-12-13 12:09 AM Link | Quote | ID: 154085


Flurry
Level: 36

Posts: 155/251
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Since: 04-14-08
From: DTOWN

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Yea, can't wait to check this out. I come here almost daily to check for updates on this game. Looking forward to seeing what comes next.

infidelity
Posted on 06-14-13 09:51 PM Link | Quote | ID: 154109


Fuzz Ball
Level: 66

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Since: 05-24-07

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And, here, we, go.

The following is a wordpad format of everything i did, in order to get the sound engine to work. I'll paste it in here as well, for those who can't download it, which i doubt will happen, but i'll paste just to be safe. The actual .rtf file does justice, since it shows all my highlighted documentations.

Capcom 6C80 Sound Engine Within The Legend of Zelda - infidelity
http://acmlm.kafuka.org/uploader/get.php?id=4440

And here is the proof of concept. Basicly what i'm doing is shifting through various savestates within FCEUX, demonstrating the loading of different songs within the sound engine. I based my work off of the Megaman 4 sound engine, so thats the songs you are hearing from.

Capcom 6C80 Sound Engine Within The Legend of Zelda - infidelity



Capcom 6C80 Sound Engine Within The Legend of Zelda - infidelity

6-1-13 through 6-9-13
infidelity

The Legend of Zelda Using Capcom's 6C80 Sound Engine

My goal was to make this sound engine use 3 byte opcodes, instead of using 2 byte opcodes for specific registers. The original 8 registers that use indirect jmp's within the zero registers, i kept them within the zero register section for The Legend of Zelda. Using Megaman 4 as my template for the 6C80 sound engine, i moved registers $C0-$C7 to $68-$6F within The Legend of Zelda.

I spent about half a week doing major reshifting of the 6C80 within Megaman 4, to get it prepped for 3 byte opcodes.

Megaman 4 uses a section within $700-$77F ram. I can not use that area in my hack, since that is where the overworld/dungeon visited section is located within The Legend of Zelda. So what i did, was i stored that $700-$77F ram area, within Player 2's SRAM location within The Legend of Zelda. I was going to be doing this anyway, meaning, i was going to make my hack a one player game. In order for me to do more creative things, i need more ram, and sram is the way to go for me.

As of 6-8-13, 10:15pm, the 6C80 sound engine from Megaman 4 was inserted into an unmodified rom of The Legend of Zelda. For the title screen, a value of 80 *title song* is loaded into $600. The 6C80 in Megaman 4, uses values in the range of 01-47 & F0. So instead of 80, i loaded up 05 (Diveman) and jsr'd to $8003 of the sound engine. IT PLAYS!

Currently i cant do any more testing, since after either song id 13 or 14, the sound engine performs a bankswap to reach all of the sfx, and various other songs, thus crashing the rom, since the bankswap is for MMC3, and the unmodified rom is an MMC1, and my hack is currently at MMC5.

So i'm going to include my notes on what i looked for, and what i did, pretty much showing my work on how i pulled this off.

Alot of changes were made, JSR's, JMP's, Branches, Pointers, you name it!

PART 0 - LOCATE DESIRED ZERO REGISTERS WITHIN THE LEGEND OF ZELDA
------------------------------------------------------------------------------------------
$68
$69
$6A
$6B
$6C
$6D
$6E
$6F
END

PART 1 - LOCATE ALL ZERO REGISTERS
ORIGINAL MM4 REGISTERS $C0-$C7 WILL NOT HAVE ADDED OPCODES.
$C8-$E3 "WILL" HAVE ADDED OPCODES
---------------------------------------------------------------------------------------
Address Original New
$3C018 ;85C2 ;856A
$3C01C ;06C2 ;066A
$3C01E ;26C1 ;2669
$3C023 ;A5C2 ;A56A
$3C025 ;65C4 ;656C
$3C027 ;85C2 ;856A
$3C029 ;A5C1 ;A569
$3C02D ;85C1 ;8569
$3C037 ;85C1 ;8569
$3C03A ;85C2 ;856A
$3C03C ;B1C1 ;B169
$3C040 ;B1C1 ;B169
$3C042 ;85C2 ;856A
$3C045 ;85C1 ;8569
$3C047 ;6CC100 ;6C6900
$3C04A ;84C1 ;8469
$3C052 ;85C2 ;856A
$3C054 ;B1C1 ;B169
$3C05A ;85C2 ;856A
$3C05C ;A907 8D0080 (mmc3 register)
$3C061 ;A91D 8D0180 (mmc3 register)
$3C066 ;B1C1 ;B169
$3C069 ;A907 8D0080 (mmc3 register)
$3C06E ;A91F 8D0180 (mmc3 register)
$3C076 ;65C2 ;656A
$3C078 ;85C2 ;856A
$3C07C ;A5C0 ;A568
$3C081 ;A5D0 ;$3C081 = ADA862
$3C083 ;05D1 ;$3C084 = 0DA962
$3C08B ;A5CA ;$3C08D = ADA262
$3C08D ;65C8 ;$3C090 = 6DA062
$3C08F ;85C8 ;$3C093 = 8DA062
$3C091 ;A5C9 ;$3C096 = ADA162
$3C095 ;85C7 ;856F
$3C097 ;A5CF ;$3C09D = ADA762
$3C09C ;46CF ;$3C0A3 = 4EA762
$3C0A1 ;A5CF ;$3C0A8 = ADA762
$3C0A4 ;85CF ;$3C0AD = 8DA762
$3C0A9 ;A5C0 ;A568
$3C0BA ;85CF ;$3C0C4 = 8DA762
$3C0BC ;46C0 ;4668
$3C0BE ;06C0 ;0668
$3C0C0 ;A5CC ;$3C0CB = ADA462
$3C0C8 ;84C1 ;8469
$3C0CD ;26C1 ;2669
$3C0D3 ;65C0 ;6568
$3C0D5 ;85C0 ;8568
$3C0D7 ;A5C1 ;A569
$3C0D9 ;65CD ;$3C0E5 = 6DA562
$3C0DD ;A5CC ;$3C0EA = ADA462
$3C0E1 ;85CC ;$3C0EF = 8DA462
$3C0E5 ;85CD ;$3C0F4 = 8DA562
$3C104 ;84C4 ;846C
$3C106 ;05C4 ;056C
$3C10E ;E6C0 ;E668
$3C113 ;C6C0 ;C668
$3C13F ;85C4 ;856C
$3C143 ;C5CE ;$3C153 = CDA662
$3C147 ;85CE ;$3C158 = 8DA662
$3C14B ;A5D6 ;$3C15D = ADAE62
$3C14F ;A5C4 ;A56C
$3C153 ;84D7 ;$3C166 = 8CAF62
$3C155 ;84D6 ;$3C169 = 8CAE62
$3C157 ;06C4 ;066C
$3C159 ;66D6 ;$3C16E = 6EAE62
$3C15D ;86D7 ;$3C173 = 8EAF62
$3C15F ;E6C1 ;E669
$3C161 ;A5C1 ;A569
$3C163 ;85D0 ;$3C17A = 8DA862
$3C167 ;E6C2 ;E66A
$3C169 ;A5C2 ;A56A
$3C16B ;85D1 ;$3C183 = 8DA962
$3C16E ;85D2 ;$3C187 = 8DAA62
$3C170 ;85D3 ;$3C18A = 8DAB62
$3C172 ;85D4 ;$3C18D = 8DAC62
$3C174 ;85D5 ;$3C190 = 8DAD62
$3C181 ;86C9 ;$3C19E = 8EA162
$3C185 ;86CA ;$3C1A3 = 8EA262
$3C187 ;85C8 ;$3C1A6 = 8DA062
$3C189 ;85CB ;$3C1A9 = 8DA362
$3C18B ;85CC ;$3C1AC = 8DA462
$3C18D ;85CD ;$3C1AF = 8DA562
$3C199 ;E6C1 ;E669
$3C19D ;E6C2 ;E66A
$3C19F ;A4C1 ;A469
$3C1A1 ;A5C2 ;A56A
$3C1A9 ;E6C1 ;E669
$3C1AD ;E6C2 ;E66A
$3C1AF ;A4C1 ;A469
$3C1B1 ;A5C2 ;A56A
$3C1BE ;84C3 ;846B

AT THIS POINT, $3C1C2, 202380 IS HERE, THEN FOLLOWING IT IS A 2 BYTE (10 BYTES IN LENGTH) POINTER TABLE.
SO I NEED TO CALCULATE HOW MANY EXTRA BYTES I NEED TO ADD TO CHANGE THE 2 BYTE OPCODES TO 3 BYTE OPCODES. SO FROM $3C010 - $3C1D4 (1C5 BTYES) I NEED TO ADD..

36 (24 BYTES) WORTH OF EXTRA OPCODE

$3C1DA ;85CE ;$3C1FE = 8DA662
$3C1DC ;85D0 ;$3C201 = 8DA862
$3C1DE ;85D1 ;$3C204 = 8DA962
$3C1E0 ;85D7 ;$3C207 = 8DAF62
$3C1E2 ;85D8 ;$3C20A = 8DB062
$3C1E4 ;A5CF ;$3C20D = ADA762
$3C1EA ;85CF ;$3C214 = 8DA762
$3C1F1 ;85CF ;$3C21C = 8DA762
$3C201 ;A5CF ;$3C22D = ADA762
$3C206 ;46CF ;$3C233 = 4EA762
$3C21E ;85CF ;$3C24C = 8DA762
$3C22E ;A5C0 ;A568
$3C232 ;85C0 ;8568
$3C236 ;A5C0 ;A568
$3C23A ;85C0 ;8568
$3C23D ;06C3 ;066B
$3C242 ;66C3 ;666B
$3C244 ;A5C0 ;A568
$3C248 ;85C0 ;8568
$3C24A ;A4C3 ;A46B
$3C24C ;84CC ;$3C27B = 8CA462
$3C252 ;C4CD ;$3C282 = CCA562
$3C257 ;84CD ;$3C288 = 8CA562
$3C25D ;E5C3 ;E56B
$3C25F ;85D8 ;$3C291 = 8DB062
$3C262 ;A5D3 ;$3C295 = ADAB62
$3C266 ;C6D3 ;$3C29A = CEAB62
$3C268 ;C6D5 ;$3C29D = CEAD62
$3C26E ;85C4 ;856C
$3C273 ;84CE ;$3C2A9 = 8CA662
$3C275 ;A5D7 ;$3C2AC = ADAF62
$3C283 ;46C4 ;466C
$3C28D ;06D6 ;$3C2C5 = 0EAE62
$3C290 ;C5D6 ;$3C2C9 = CDAE62
$3C295 ;66D6 ;$3C2CF = 6EAE62
$3C297 ;E6D6 ;$3C2D2 = EEAE62
$3C2A0 ;85D0 ;$3C2DC = 8DA862
$3C2A2 ;86D1 ;$3C2DF = 8EA962
$3C2A9 ;85D6 ;$3C2E7 = 8DAE62
$3C2AE ;65D0 ;$3C2ED = 6DA862
$3C2B0 ;85D0 ;$3C2F0 = 8DA862
$3C2B4 ;E6D1 ;$3C2F5 = EEA962
$3C2B6 ;46C4 ;466C
$3C2BD ;85D4 ;$3C2FF = 8DAC62
$3C2BF ;46C4 ;466C
$3C2C6 ;85D2 ;$3C309 = 8DAA62
$3C2CB ;85D3 ;$3C30F = 8DAB62
$3C2CD ;85C1 ;8569
$3C2CF ;A5D4 ;$3C314 = ADAC62
$3C2D1 ;85C4 ;856C
$3C2D6 ;A4C1 ;A469
$3C2D9 ;84D5 ;$3C31F = 8CAD62
$3C2DB ;E6C0 ;E668
$3C2E1 ;45CF ;$3C328 = 4DA762
$3C2E5 ;85CF ;$3C32D = 8DA762
$3C2EB ;85CF ;$3C334 = 8DA762
$3C2F6 ;A5C0 ;A568
$3C2FE ;A5D3 ;$3C348 = ADAB62
$3C306 ;A5D5 ;$3C351 = ADAD62
$3C31C ;85C4 ;856C
$3C328 ;85C3 ;856B
$3C32A ;A5C4 ;A56C
$3C332 ;E6C4 ;E66C

AT THIS POINT, $3C336, 202380 IS HERE, THEN FOLLOWING IT IS A 2 BYTE (0A BYTES IN LENGTH) POINTER TABLE.
SO I NEED TO CALCULATE HOW MANY EXTRA BYTES I NEED TO ADD TO CHANGE THE 2 BYTE OPCODES TO 3 BYTE OPCODES. SO FROM $3C1D5 - $3C342 (16E BTYES) I NEED TO ADD..

40 (28 BYTES) WORTH OF EXTRA OPCODE

$3C387 ;85C3 ;856B
$3C391 ;65D2 ;$3C3DD = 6DAA62
$3C396 ;A4D0 ;$3C3E3 = ACA862
$3C398 ;A5D1 ;$3C3E6 = ADA962
$3C39A ;E6D0 ;$3C3E9 = EEA862
$3C39E ;E6D1 ;$3C3EE = EEA962
$3C3C3 ;E5C7 ;E56F
$3C3D3 ;E5C7 ;E56F
$3C406 ;85C3 ;856B
$3C410 ;A5C3 ;A56B
$3C414 ;65C3 ;656B
$3C42A ;84C4 ;846C
$3C42F ;85C1 ;8569
$3C434 ;A5C1 ;A569
$3C453 ;A5CF ;$3C4A4 = ADA762
$3C457 ;84C3 ;846B
$3C462 ;A4C3 ;A46B
$3C469 ;85C3 ;856B
$3C476 ;84C3 ;846B
$3C482 ;65C3 ;656B
$3C485 ;65CB ;$3C4D7 = 6DA362
$3C495 ;85C4 ;856C
$3C49A ;05C4 ;056C
$3C4AB ;85C4 ;856C
$3C4B0 ;85C3 ;856B
$3C4B2 ;A5C4 ;A56C

AT THIS POINT, $3C4B4, 202380 IS HERE, THEN FOLLOWING IT IS A 2 BYTE (32 BYTES IN LENGTH) POINTER TABLE.
SO I NEED TO CALCULATE HOW MANY EXTRA BYTES I NEED TO ADD TO CHANGE THE 2 BYTE OPCODES TO 3 BYTE OPCODES. SO FROM $3C343 - $3C4E8 (1A6 BTYES) I NEED TO ADD..

7 (07 BYTES) WORTH OF EXTRA OPCODE

$3C503 ;85C8 ;$3C556 = 8DA062
$3C508 ;A4C3 ;A46B
$3C50A ;85CA ;$3C55E = 8DA262
$3C50C ;84C9 ;$3C561 = 8CA162
$3C50F ;A5C3 ;A56B
$3C51A ;05C3 ;056B
$3C520 ;A5C3 ;A56B
$3C522 ;85CB ;$3C578 = 8DA362
$3C525 ;A5C3 ;A56B
$3C539 ;85C2 ;856A
$3C53D ;65C2 ;656A
$3C540 ;A5C4 ;A56C
$3C54E ;A5C3 ;A56B
$3C568 ;85C3 ;856B
$3C570 ;A5C3 ;A56B
$3C58A ;05C3 ;056B
$3C59A ;A5CF ;$3C5F1 = ADA762
$3C5D2 ;A5D3 ;$3C62A = ADAB62
$3C5D4 ;85C1 ;8569
$3C5D9 ;85C4 ;856C
$3C5DE ;A4C1 ;A469
$3C5F4 ;85C3 ;856B
$3C5F6 ;E6C3 ;E66B
$3C601 ;C5C3 ;C56B
$3C624 ;A5C3 ;A56B
$3C629 ;84C3 ;846B
$3C635 ;A5C3 ;A56B
$3C63A ;06C3 ;066B
$3C63C ;A4C3 ;A46B
$3C641 ;85C3 ;856B
$3C649 ;A5C3 ;A56B
$3C650 ;B1C5 ;B16D
$3C66E ;A5C3 ;A56B
$3C677 ;05C3 ;056B
$3C67F ;E6C3 ;E66B
$3C681 ;A5C3 ;A56B
$3C697 ;85C3 ;856B
$3C69B ;26C3 ;266B
$3C69E ;26C3 ;266B
$3C6A1 ;26C3 ;266B
$3C6A7 ;85C5 ;856D
$3C6A9 ;A5C3 ;A56B
$3C6AE ;85C6 ;856E
$3C6B1 ;A5C3 ;A56B
$3C6B7 ;A5C3 ;A56B
$3C6C2 ;05C3 ;056B
$3C6CD ;85C4 ;856C

AT THIS POINT, $3C6D4, 202380 IS HERE, THEN FOLLOWING IT IS A 2 BYTE (0A BYTES IN LENGTH) POINTER TABLE.
SO I NEED TO CALCULATE HOW MANY EXTRA BYTES I NEED TO ADD TO CHANGE THE 2 BYTE OPCODES TO 3 BYTE OPCODES. SO FROM $3C4E9 - $3C6E0 (1F8 BTYES) I NEED TO ADD..

6 (06 BYTES) WORTH OF EXTRA OPCODE

$3C6E3 ;B1C5 ;B16D
$3C6E6 ;A5C4 ;A56C
$3C6F8 ;B1C5 ;B16D
$3C6FD ;A5C4 ;A56C
$3C707 ;D1C5 ;D16D
$3C70D ;B1C5 ;B16D
$3C71B ;B1C5 ;B16D
$3C720 ;A5C4 ;A56C
$3C734 ;A5CF ;$3C78D = ADA762
$3C73B ;A5CD ;$3C795 = ADA562
$3C73D ;A4CC ;$3C798 = ACA462
$3C754 ;85C4 ;856C
$3C759 ;85C1 ;8569
$3C75E ;A5C1 ;A569
$3C779 ;85C3 ;856B
$3C77D ;B1C5 ;B16D
$3C783 ;85C4 ;856C
$3C794 ;85C1 ;8569
$3C799 ;A5C1 ;A569
$3C7A1 ;C5C3 ;C56B
$3C7A5 ;85C3 ;856B
$3C7A9 ;85C4 ;856C
$3C7AF ;E5C3 ;E56B
$3C7B1 ;24C4 ;246C
$3C7CA ;B1C5 ;B16D
$3C7CE ;85C4 ;856C
$3C7DF ;85C1 ;8569
$3C7E4 ;A5C1 ;A569
$3C7E7 ;66C2 ;666A
$3C7EA ;66C2 ;666A
$3C7ED ;66C2 ;666A
$3C7F0 ;66C2 ;666A
$3C7F3 ;05C2 ;056A
$3C7FD ;A5C2 ;A56A
$3C802 ;85C2 ;856A
$3C80E ;E5C2 ;E56A
$3C810 ;85C2 ;856A
$3C815 ;84C1 ;8469
$3C817 ;E5C1 ;E569
$3C81F ;85C2 ;856A
$3C828 ;A5D6 ;$3C884 = ADAE62
$3C82C ;A5D8 ;$3C889 = ADB062
$3C830 ;85C4 ;856C
$3C832 ;84C1 ;8469
$3C834 ;A5C2 ;A56A
$3C83C ;65C2 ;656A
$3C83E ;85C2 ;856A
$3C842 ;65C1 ;6569
$3C84F ;11C5 ;116D
$3C851 ;85C2 ;856A
$3C855 ;85C1 ;8569
$3C862 ;85C1 ;8569
$3C866 ;65C1 ;6569
$3C86E ;85C1 ;8569
$3C877 ;46C1 ;4669
$3C879 ;66C2 ;666A
$3C88B ;65C2 ;656A
$3C88D ;85C2 ;856A
$3C890 ;65C1 ;6569
$3C892 ;85C1 ;8569
$3C896 ;A5C2 ;A56A
$3C89F ;A5C1 ;A569
$3C90C ;B1C5 ;B16D

AT THIS POINT, $3C924, 60 IS HERE, THEN FOLLOWING IT ARE ALL THE POINTER TABLES/SFX/MUSIC/ETC.

SO I NEED TO CALCULATE HOW MANY EXTRA BYTES I NEED TO ADD TO CHANGE THE 2 BYTE OPCODES TO 3 BYTE OPCODES. SO FROM $3C6E1 - $3C924 (244 BTYES) I NEED TO ADD..

5 (05 BYTES) WORTH OF EXTRA OPCODE
END

PART 2 - LOCATE ALL $700 - $77F REGISTERS
-----------------------------------------------------
$3C178 ;990007
$3C191 ;9D2807
$3C1A6 ;9D5407
$3C1B6 ;9D5007
$3C1F8 ;9D5407
$3C1FB ;9D5007
$3C20D ;BD5407
$3C210 ;1D5007
$3C217 ;9D7C07
$3C2EE ;BC0007
$3C30B ;DE1007
$3C310 ;BD0407
$3C349 ;9D1007
$3C34C ;BD0407
$3C353 ;9D0407
$3C359 ;BD0407
$3C35E ;9D0407
$3C361 ;BD1807
$3C36B ;9D1C07
$3C380 ;9D7C07
$3C3A7 ;BD2807
$3C3AA ;1D2C07
$3C3AF ;BD3807
$3C3B4 ;BC0007
$3C3BF ;BD4007
$3C3C5 ;9D4007
$3C3CF ;BD3807
$3C3D5 ;9D3807
$3C3F3 ;BD3007
$3C408 ;BD3007
$3C40D ;9D3007
$3C417 ;7D3807
$3C41A ;9D3807
$3C42C ;BD3C07
$3C43A ;9D4007
$3C440 ;BD3007
$3C445 ;BD1807
$3C45F ;997C07
$3C478 ;BD3007
$3C488 ;7D3407
$3C48E ;BD3007
$3C49C ;9D3007
$3C4A3 ;9D4007
$3C4F3 ;1D3007
$3C4FA ;5D3007
$3C4FD ;9D3007
$3C511 ;9D3C07
$3C515 ;BD3007
$3C51C ;9D3007
$3C527 ;9D3407
$3C546 ;B94407
$3C550 ;994407
$3C557 ;B94407
$3C55F ;994407
$3C56D ;9D2807
$3C572 ;9D2C07
$3C579 ;7D2807
$3C57C ;9D2807
$3C581 ;FE2C07
$3C585 ;BD3007
$3C58C ;9D3007
$3C594 ;9D2807
$3C597 ;9D2C07
$3C5A2 ;BC2807
$3C5A5 ;BD2C07
$3C5A8 ;FE2807
$3C5AD ;FE2C07
$3C5B3 ;BD0407
$3C5BA ;9D0407
$3C5C2 ;BD0407
$3C5C7 ;9D0407
$3C5D6 ;BD0C07
$3C5E1 ;FE0407
$3C5E4 ;FE0407
$3C5E8 ;9D1007
$3C5FC ;BD1C07
$3C605 ;BD3007
$3C60C ;BD1807
$3C619 ;9D1807
$3C61C ;BD0407
$3C621 ;9D0407
$3C626 ;BC1C07
$3C62D ;BD0407
$3C632 ;9D0407
$3C637 ;9D1C07
$3C646 ;9D2407
$3C64B ;9D2007
$3C654 ;BD0407
$3C65E ;9D0807
$3C661 ;BD0407
$3C666 ;9D0407
$3C672 ;BD0C07
$3C67B ;9D0C07
$3C683 ;DD0007
$3C688 ;9D0007
$3C68C ;BD0407
$3C691 ;9D0407
$3C6B3 ;9D1407
$3C6B9 ;9D1807
$3C6BD ;BD0C07
$3C6C6 ;9D0C07
$3C6CA ;BD1007
$3C6CF ;BD0407
$3C72A ;FE0407
$3C72D ;9D1007
$3C756 ;BD4007
$3C762 ;BD1007
$3C76B ;DD1007
$3C770 ;BD1007
$3C785 ;BC0807
$3C788 ;BD0407
$3C7AB ;BD0C07
$3C7B5 ;BD0C07
$3C7C3 ;B97C07
$3C7D0 ;BC0807
$3C7D3 ;BD0407
$3C7F7 ;BD0407
$3C7FF ;7D2007
$3C805 ;7D2407
$3C80B ;BD2007
$3C812 ;BD2407
$3C81C ;BD2007
$3C821 ;BC2407
$3C882 ;BD1407
$3C8A1 ;D97C07
$3C8A6 ;997C07
$3C8B0 ;BD0407
$3C8B7 ;BD1807
$3C8C9 ;7D2007
$3C8CC ;9D2007
$3C8D0 ;7D2407
$3C8D3 ;9D2407
$3C8D6 ;BD1C07
$3C8DC ;BD2007
$3C8E2 ;BD2407
$3C8F9 ;9D2007
$3C8FF ;9D2407
$3C902 ;BD0407
$3C907 ;9D0407
$3C913 ;7D0807
$3C916 ;9D0807
$3C91B ;BD0407
$3C921 ;9D0407
END

PART 3 - ORGANIZE MASSIVE POINTER TABLES FROM $3C925 TO END OF BANK
-----------------------------------------------------------------------------------------------
With all of the extra opcodes, it comes to a final total size, of 5E ADDITIONAL BYTES to be installed before all of the massive tables that comes after $3C925.

So what that means, is that all of the following address i jot down, need to be increased by 5E bytes, to get the new correct location to load whatever the address needs to load.

LOCATE ALL TABLES THAT ARE LOGGED HIGHER THAN ##89 & ##8A

$3C3FA ;B91589 ;NEW B97389 ;DONE
$3C401 ;B91C89 ;NEW B97A89 ;DONE
$3C47E ;B92389 ;NEW B98189 ;DONE
$3C63E ;B95989 ;NEW B9B789 ;DONE
$3C643 ;B95A89 ;NEW B9B889 ;DONE
$3C6E9 ;793389 ;NEW 799189 ;DONE
$3C700 ;F93389 ;NEW F99189 ;DONE
$3C723 ;F93389 ;NEW F99189 ;DONE
$3C85D ;D95389 ;NEW D9B189 ;DONE
$3C8DF ;F95989 ;NEW F9B789 ;DONE
$3C8E7 ;F95A89 ;NEW F9B889 ;DONE
$3C8F6 ;B95989 ;NEW B9B789 ;DONE
$3C8FC ;B95A89 ;NEW B9B889 ;DONE
$3C11D ;CD408A ;NEW CD9E8A ;DONE
$3C123 ;ED408A ;NEW ED9E8A ;DONE
$3C12A ;BC448A ;NEW BCA28A ;DONE
$3C12E ;1D438A ;NEW 1DA18A ;DONE
$3C133 ;BD438A ;NEW BDA18A ;DONE
$3C6A4 ;6D428A ;NEW 6DA08A ;DONE
$3C6AB ;6D418A ;NEW 6D9F8A ;DONE
END

6-9-13
infidelity

Googie
Posted on 06-14-13 11:56 PM Link | Quote | ID: 154110


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Now that's cool, also thanks for sharing them notes...

____________________
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Chaobomr
Posted on 06-17-13 06:19 PM Link | Quote | ID: 154127


Buster Beetle
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From: The dirty south

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Hey, infidelity, I'd like to see you recreate the original tunes using Capcom's 6C80 sound engine. Can you do that?

____________________
Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

infidelity
Posted on 06-18-13 02:05 AM Link | Quote | ID: 154135


Fuzz Ball
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The original outworld and dungeons will be redone, im already working on a new song.

XTTX
Posted on 06-22-13 04:38 AM Link | Quote | ID: 154161


Flurry
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From: DTOWN

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Can't wait man. I check this thread daily for progress. Thanks for all your updates.

infidelity
Posted on 07-09-13 04:11 PM (rev. 3 of 07-09-13 05:48 PM) Link | Quote | ID: 154274


Fuzz Ball
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This is my first attempt uploading a video from my phone to youtube. Im sorry I cant embed the video into my post.

The video is just showing my newly updated title screen song. The zelda fanfare I stiill need to rewrite, so its not included yet.

The tune you hear in this video, is originaly what I wanted to do, but couldnt with the zelda sound engine.

http://www.youtube.com/watch?v=eInIfMTG964&feature=youtube_gdata_player

Thanatos-Zero
Posted on 07-09-13 04:42 PM Link | Quote | ID: 154275


Nipper Plant
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From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25

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Sorry Lloyd, but I can't watch your video, because you have set it on private.

____________________
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 07-09-13 05:48 PM Link | Quote | ID: 154276


Fuzz Ball
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Should be fixed

Chaobomr
Posted on 07-10-13 04:03 AM Link | Quote | ID: 154283


Buster Beetle
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Saw it, liked what I saw and heard.

____________________
Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

RetroRain
Posted on 07-10-13 07:21 PM Link | Quote | ID: 154284


Fuzz Ball
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Reminds me of Goonies II.

____________________
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infidelity
Posted on 07-10-13 07:58 PM Link | Quote | ID: 154287


Fuzz Ball
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Its from Ocarina of Time. Its the Song of Time, but the version is from when you open the Temple of Light if I remember correctly.

RetroRain
Posted on 07-10-13 08:00 PM Link | Quote | ID: 154288


Fuzz Ball
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Ah okay. I never played Ocarina of Time. I stopped playing the Zelda games after Link's Awakening DX. Still, it is interesting to hear new music.

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KTurbo
Posted on 07-12-13 08:38 PM Link | Quote | ID: 154298


Tektite
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Posted by RetroRain
Ah okay. I never played Ocarina of Time. I stopped playing the Zelda games after Link's Awakening DX. Still, it is interesting to hear new music.


Ehh. Play OoT, NOW!

MiniCompute
Posted on 07-15-13 09:37 PM Link | Quote | ID: 154315


Bubble
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Posted by infidelity
Its from Ocarina of Time. Its the Song of Time, but the version is from when you open the Temple of Light if I remember correctly.


When do you think you'll let some of us test your current hack ?
Please don't say 2020 or after.

infidelity
Posted on 07-15-13 10:02 PM Link | Quote | ID: 154316


Fuzz Ball
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No no not that far, lol.

Its still in the same phase (gameplay) wise. Right now im redoing the entire soundtrack to the game, and Thanatos-Zero is designing the sprites.

I still need to finish the Lens of Truth, and touch up the asm for The Lantern.

Then its all about proper placement for enemies, weapons, shops, levels, secrets, etc.
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