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

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Celice
Posted on 10-08-13 03:24 AM Link | Quote | ID: 154903


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Can't wait to hear more! I know it's just a bug video shown above, but man, even that made me super eager for seeing more! The dark world aspect is looked really, really sick man

infidelity
Posted on 10-08-13 04:06 PM (rev. 2 of 10-08-13 04:08 PM) Link | Quote | ID: 154904


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As promised, i deliever a new video.

I have created 2 sets of custom asm for Link. One is an item, the second is a feature geared towards 4 specific tile id's.

Anyway, here is the video! A very detailed description/explanation will follow.

Roc's Feather & Falling In Bottomless Pits
Link's Design & Flip Animation Created By Thanatos-Zero



Again this all started because i was having dead ends with myself, in deciding on which direction i wanted to go with The Lens of Truth. So i decided to sift through Link's entire saga of items he's used throughout. I've never played any of the GameBoy Zelda titles, (except for Minish Cap) and i came across an item that intrigued me, Roc's Feather.

I did not want to play Link's Awakening all the way through just to obtain/see this item in action, so i went to Data Crystal and found the ram addresses for Link's inventory items, and set one of them to Roc's Feather.

So i tinkered around with it, and saw that he basicly can't jump any solid object, only the holes in the ground. I was told by my younger brother, that this item allows Link to jump over certain enemies, but right now i'm not going to go that route.

So i first began with figuring out how to make Link jump. I began messing with Link's xy registers $70 & $84, i had to disable the main asm so i could have manual control over the registers.

I was successful in controling the registers to my liking, and created a series of xy corrdinate tables, to make it so Link was jumping. Once i was able to get him to jump in all 4 directions, i began working on hit detection with solid objects.

$49Eram is the register that tells which tile id Link is currently on/up against. Now, remember earlier i said i was messing with $70 & $84? Well this turned out to be a problem, because when coming into contact with a solid object in mid jump, Link would go through it and get stuck.

So i came up with a sneaky alternative. $70 & $84 are the actual physical locations to where Link's sprite is located on the screen. $70 & $84 are vital to determine what Link comes into contact with.

$248-$24Fram are the registers used to house Link's sprite tile id's palette, & xy positions.

So what i did, was instead of altering Links physical xy positions, i alter his tile id xy positions. So now, when Link is in mid jump coming towards a wall, his $70 & $84 locations are still the same, while his gfx are showing a different location. So when he comes into contact with a wall in mid jump, his motion will stop, and he will fall straight down!

So when it came time to create a shadow effect for Link, i knew i could pull it off with ease. So what i did, was set 2 sprites within $240-$247, and i took Link's physical $70 & $84 xy positions, and had them constantly written to where my shadow sprite tile sy positions are, and viola, Link has a shadow following him where ever he goes!

Now, with Roc's Feather pretty much created & done, i knew that i would have to now create new asm for allowing Link to fall down the pits throughout the Light/Dark World.

This was a very big pain in the ass to do, it's still not 100% but it's pretty damn close.

The tsa block of the hole that Link comes into contact with, has 10 spots surrounding it that Link can come into contact with. So i've had to set 10 checks on 4 tile id's, while doing checks on Link's xy positions using AND to compare the lower bits.

In The Legend of Zelda, Links horizontal values are always #0 or #8, & his vertical values are always #5 or #D. That's why when you jerk him around slightly, you will see him shift somewhat when you are not on one of those values.

So I had to do AND cmp's of specific bits, to determine if he is in the correct position for whichever specific asm to have kick in, to pull Link into the hole.

Once the asm was initiated, i then began on using $15ram which is a frame counter, and do AND again to determing how much to INC/DEC from the xy registers, to give it the appearance that Link is being dragged towards the center of the hole. Once i nailed down as close to possible of getting him centered, i kept the values and continued on further.

Thanatos-Zero drew me up the falling gfx, so i inserted those, and then realized i had to do more asm.

I needed to back up Link's xy position & facing position ($98) when he enters a new screen id. That way, when Link falls down the hole, he is repositioned.

I *kind of* found the routine that depletes his health, but i can't log it cause it's within ram, and i have no idea how to watch it or determine what is going on. There is a jsr that i saw within the trace logger, that goes within ram to initiate it. So i simply stuck that routine at the very end of my Falling Down ASM. But, it picks and chooses on it's own how the health is depleted. It's supposed to be 1/2 of a heart every time he falls, but in the video, you will see that is not the case.

The other reason why i want to keep that routine, is because it properly initiates the death sequence once you have 0 health. If i manualy go screwing with $66F & $670, i'm not sure what will happen, i'd like to stay within the routines that Zelda uses to deplete his health, and kick on the death sequence.

Anyway, that's all i have for now. I hope you enjoy the video. :-)

-infidelity

Chaobomr
Posted on 10-10-13 03:17 AM Link | Quote | ID: 154910


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I think I might know how to work out the Lens of Truth. You could possibly change the color of tiles that possess secrets. I was thinking that when the Lens is activated, the main game gets a darker hue while the tiles that possess secrets would be grey or something. You think that can be done?

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

infidelity
Posted on 10-10-13 03:50 AM Link | Quote | ID: 154911


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Originaly I did a palette change of a lightish purple when it was activated, and returned the palette back to normal whrn it was off. I also had it where you could read peoples minds if they were lying to you about something, and I also rigged it where when you play the money making game, it would display the + amount from the 2 -'s.

Either way, I wanted to expand further with it, but it would've required way more work, hence why it was the dead last item that needed the most attention/work, just keot avoiding it.

So now that Link has 12 items, im done with creating new ones.

Chaobomr
Posted on 10-10-13 04:39 AM Link | Quote | ID: 154912


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Posted by infidelity
Originaly I did a palette change of a lightish purple when it was activated, and returned the palette back to normal whrn it was off. I also had it where you could read peoples minds if they were lying to you about something, and I also rigged it where when you play the money making game, it would display the + amount from the 2 -'s.
I would've just Kept It Simple and just have it used to see through illusion, not use it as a cheating device!
Ah, well, it can no longer be helped

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

infidelity
Posted on 11-06-13 05:57 PM (rev. 2 of 11-06-13 09:07 PM) Link | Quote | ID: 155035


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Celice
Posted on 11-12-13 03:50 AM Link | Quote | ID: 155072


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Posted by infidelity


I wish there was some awesome content here

infidelity
Posted on 11-12-13 01:16 PM Link | Quote | ID: 155074


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Awesome content post. :-p

Still need to come up with a proper placement idea for all stores/items. Still need to write the ending/credits theme, still need to redo the dungeons.

Currently im designing a new story intro, ive done some manual edits within the ppu's ram, and it looks promising.

Still need to cut down the amount of enemies on screen to cut down lag.

Googie
Posted on 11-13-13 02:50 AM Link | Quote | ID: 155091


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I know I've been gone for a while, but that's one cool video, I also like the graphics too... B)

Arva
Posted on 12-01-13 10:45 PM (rev. 4 of 12-02-13 07:53 AM) Link | Quote | ID: 155197

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I have a question for infidelity and I'm not sure this is the right place to do that, but I'm not sure where else to turn. First of all I'd like to say that you have done an amazing work with this hack and I'm very impressed. I'm working on a Zelda hack myself and would like to mod the boomerang. I want it to do damage instead of stun, if there would be a way to just change this property to do damage like magic sword or bomb effect on impact. I also want it to pierce instead of bouncing and return on impact (except when bouncing on walls. Is there a way to do this simple in a hex editor? I have been trying hours of code tracing and ROM corruption with little result that has taken me nowhere in understanding the boomerang code.

Sorry for my broken swenglish ^^

infidelity
Posted on 12-02-13 02:49 PM Link | Quote | ID: 155201


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Thank you for your kind comments!

Regarding the boomerang, its been awhile since ive tinkered with its asm.

For the boomerang to bounce of walls/solid objects, it will have to use the asm that sprites use for solid/non solid hit detection, to make it so the boomerang cancels out its forward progress.

To limit this to just walls, or whatever you want it to bounce off of, you will need to have a tile table that compares what tile the boomerang is currently making contact with, and if the tile the boomerang is touching is matching your tile table its comparing to, it will then load the boomerang return routine.

Alot is involved to make that happen. Idk the exact location of the boomerang asm since ive relocated mine years ago, but ill get back to you on the location, and ill give you the JSR routine to use for solid/non solid hit detection.

Arva
Posted on 12-02-13 06:07 PM (rev. 2 of 12-02-13 06:18 PM) Link | Quote | ID: 155203

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Thank you very much!

I figured the piercing routine would be complicated. It's not primary though, it might even be OP, it's more a matter of the cosmetic effect. The important thing is the damage effect, I figured it would be fairly simple to just replace the stun routine with a bomb explosion. My idea was to find a way to simpy repoint it to the bomb explosion routine.

infidelity
Posted on 12-02-13 10:00 PM Link | Quote | ID: 155204


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The bomb explosion routine is somewhere within the 4th bank ($10010-$14000) I cant remmber where.

Using the fceux debugger/code data logger/hex viewer. Open your hex viewer to view the RAM. Now with just Link on the screen, drop a bomb and immedieatly create a save state, so you can reload the bomb that was placed. When you place the bomv, watch the registers that decrease, when the register reaches 00 and the bomb exploades, thats your register. I cant remember off the top of my head. You,may have to scroll through the different RAM addresses to find it. Watch addresses $10-$EF and $300-$5FF.

Once you are certain you found the register, reload your save state so the register begins to decrease. With your mouse, right click the register, and select, set write breakpoint.

At this point the game should freeze, and a debugger window should pop up.

You will see a vast list of asm. Look at the very top code. Move your mouse cursor to the left of it, you will be on a thin gray boarder of the window, now right click with your mouse, and you will be instantly taken to the routine within the ROM.

This is the area where you should pay attention for the bombs mechanics.

Arva
Posted on 12-03-13 04:07 AM Link | Quote | ID: 155209

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Now I got it, it took a while ^^ So I found what seems to be the code for the cosmetic effect of the bomb explosion. What I want is the bomb damage routine (and the smoke cloud if it's possible) Should I trace the bomb exploding and doing damage or just the explosion? I suspect that if I kill/damage an enemy that will also show up in the hex tracer and could be confusing.

Thanatos-Zero
Posted on 12-09-13 07:19 PM Link | Quote | ID: 155225


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Hey Infidelity,
since you haven't been on AIM for weeks, I started to worry about you, which in turn dragged my motivation down to create more sprites for you.

I would like to know, if I should still finish the rest of the monsters for you.
It is not much time left, but it can be done. Just say the word and I will start ASAP on the next monsters. A answer from you, would give me a great deal of my motivation back.

____________________
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?!".

Trax
Posted on 12-14-13 08:22 PM Link | Quote | ID: 155240


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Personally, I don't mind a single bit that the project is not released in 2013. I prefer that the projet not be rushed for an arbitrary deadline. Take your time and don't neglect your other life projets...

infidelity
Posted on 12-15-13 04:50 PM Link | Quote | ID: 155242


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Im definitly taking my time. Currently working on a new story introduction, but im running into free prg-rom issues with what i want accomplished, so i need to figure out an alternative to making it all work correctly.

I finished The Boomerang, making it use only 2 sprite animations instead of 3. Ive also made the 2nd animation into a 16x16 sprite, and had to create additional asm, for the 2nd animation to use proper palette determined by what boomerang type, and had to create a vast table to perform proper tile flips/rotations.

Ive started doing some cave redesigns for the shops, and regular caves.

The dungeons still need to be replaced, since i removed its original asm, i just need to find the time for it.

Then i need to disperse where all items will be located within the game.

Idk when, but i want to get another alpha build out, cause i know there are some screen id crashes, and maybe 1 or 2 sfx/music out of place.

It means a very great deal to me, to all that still have an interest in this project. This is the most consistant project ive ever worked on, more so than the MMU series.

Thank you all again, ill report back on a possible alpha build, cause i will definitly need that input from various users, to find out whats still messed up, or new things im unaware of that have popped up.

Mike-Tech
Posted on 12-16-13 12:55 AM Link | Quote | ID: 155244

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Posted by infidelity
Im definitly taking my time. Currently working on a new story introduction, but im running into free prg-rom issues with what i want accomplished, so i need to figure out an alternative to making it all work correctly.

Ive started doing some cave redesigns for the shops, and regular caves.

The dungeons still need to be replaced, since i removed its original asm, i just need to find the time for it.

Then i need to disperse where all items will be located within the game.
.


Can I throw you a nice suggestion ?
How about you go find you a legend of zelda oracle of ages rom or links awakening gameboy color and play it.
Take a note of where the items are, how the dungeons are setup and weapons or items are located.
You may want put your items like the way the gameboy series does it.

If you do it this way it will take less time to setup your locations, your ready items you've been working on for decades.
And get your alpha rolling in the next 45 days.

Both games I mentioned should take you a week to beat if you play it off and on the road.


infidelity
Posted on 12-16-13 02:46 PM Link | Quote | ID: 155251


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I wanted to use LA as a template, but i dont have the time to tear through a new game to myself. I tried looking online for a massive overworld map, with item icons over areas, but there are none i could find.

Mike-Tech
Posted on 12-16-13 06:51 PM Link | Quote | ID: 155252

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Posted by infidelity
I wanted to use LA as a template, but i dont have the time to tear through a new game to myself. I tried looking online for a massive overworld map, with item icons over areas, but there are none i could find.


Heh. ok download the rom anyway, next download this:
http://www.zophar.net/savestates/gameboy/legend-of-zelda-link-s-awakening-dx.html
Use visual boy advance if you don't already, the desmume emulator is annoying.
Now read this when you want to, that should help much better.
http://www.zeldadungeon.net/Zelda04-links-awakening-walkthrough.php

Since your hack doesn't rely on many event and trigger points like la or ladx does this would be the best way to keep you working.
http://www.zeldadungeon.net/Zelda04-links-awakening-walkthrough.php
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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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