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

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infidelity
Posted on 12-16-13 09:18 PM Link | Quote | ID: 155253


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The walkthrough you linked me to, (no pun intended) looks like will really help me out.

I want to have the progression of items, to match the progression Link takes through the entire outworld.

What ive been really looking forward to, is incorporating the dark world to coexist with the items. Like the light world will have 4 dungeons, and the dark world will have 5.

Once i finish my new story intro, ill get to work on the dispersal. Thanks for your help!

infidelity
Posted on 12-23-13 01:16 PM (rev. 4 of 01-02-14 10:37 PM) Link | Quote | ID: 155266


Boo
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I've released a new Alpha. v0.7

Again, this is not a stable release, not meant to be taken as a playable game, there are still many glitches and bugs and crashes throughout the rom.

There are going to be incorrect palettes, particularly with the dungeons, cause the game has a vast sprite redesign courtesy of Thanatos-Zero.

I've made it so that you can progress through the dungeons, I'm hoping, and obtain specific weapons/items from them.

The Dark World is accessible, however the dungeons are mostly active within the Light World, I haven't gotten around to spreading the dungeons evenly between the worlds, so it's pretty much useless entering the dark world, but I'm sure that wont stop users from accessing it. :-p

It has been a very long time since I've done item placements, some may be easy to find, some I actualy might have forgotten to place within the game, nothing is safe from the latter.

I ask players to please inform me of the following things, please do so with explicit detail, such as direction you entered screen id, screenshot of screen id or glitch in question.

1. Screen ID that freezes/crashes the rom once entered.
2. Incorrect sfx/music initiation for whatever.

Please do not include slowdown issue. This is going to be an issue from now on. This is due to 2 things. My awful asm writing in the beginning of this project years ago, and, the vast asm usage of the Capcom 6C80 Sound Engine, which the original rom was never intended to use. I will obviously have to decrease the number of enemies on screen, especially during the dungeons.

Well, I hope you enjoy picking through it, idk when i'll be getting back to it any time soon, got lots of personal things coming up, but I'm hoping this will satisfy a lot of you!

Thank you for all of your patience and interest in this!

Merry Christmas, in 2 days! :-)

-infidelity

EDIT
Updated to alpha v0.8
1-2-14 ALPHA v0.8 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4528

s_ryo
Posted on 12-23-13 10:17 PM Link | Quote | ID: 155273


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Thank you for new patch. I'll try now.


Merry Christmas.

Thanatos-Zero
Posted on 12-24-13 04:42 AM Link | Quote | ID: 155274


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Merry Christmas Infidelity!

____________________
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?!".

EggplantPimp
Posted on 12-31-13 06:52 AM Link | Quote | ID: 155327


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Time to get my hands dirty, been watching this for a long time. v0.7 here I come!

____________________
- Nikki




Mike-Tech
Posted on 01-01-14 08:10 AM Link | Quote | ID: 155328

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Posted by infidelity


Thank you for all of your patience and interest in this!

Merry Christmas, in 2 days! :-)

-infidelity

12-23-13 ALPHA v0.7 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4514


Can I kill you now ?
Please man tell me why, if I hit the b button in fceux 2.2.2 it crashes ?
Please check the input settings and see what the heck is going on.

EggplantPimp
Posted on 01-01-14 04:53 PM Link | Quote | ID: 155329


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It work for me on version 2.2.0, so try it on that.

____________________
- Nikki




Mike-Tech
Posted on 01-01-14 10:11 PM Link | Quote | ID: 155332

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Sorry but it still messes up, if you pick up the sword...
And you hit the b button to swing it, it freezes and crashes the rom.

I'll test it some more later on and I'll record some footage to explain what I mean.

infidelity
Posted on 01-02-14 01:10 AM Link | Quote | ID: 155333


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45 different people have downloaded my alpha since 12/23/13 to present, and you are the only one reporting this specific crash.

Im only fceux 2.2.0. and the current alpha works on all emulators.

Make sure that you have no .sav files of the same name as the rom, when booting the game for the first time.

Also, please try it on nintendulator/nestopia, and let me know if the same glitch happens.

Also, with fceux 2.2.2, open your hex editor, right click within the zero page registers, and select unfreeze all, then see if the glitch still occurs.

Trax
Posted on 01-02-14 01:20 AM (rev. 3 of 01-02-14 01:31 AM) Link | Quote | ID: 155334


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I confirm the bug reported by MikeTechno. I use Nestopia 1.4.1 on Mac. The selection screen works well, including music (minus a few artifacts on screen during the initial loading process). After I take the sword, pressing the B button freezes the game. If I try to move to either edge of the screen, the screen goes black for a few frames and the same screen is loaded...

Nestopia doesn't have any of the debugging feature of FCEUX. The .sav file is completely new, an there's no save state used. I patched on the PRG1 version of the ROM...

EDIT: I patched on PRG0 and everything works fine...

Bug report. When you fall in a hole, either you get killed in one shot, even with full health, or you take damage, but it doesn't show on the hub, even though after a few falls, you effectively die from the damage...

Mike-Tech
Posted on 01-02-14 02:15 PM Link | Quote | ID: 155337

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Posted by Trax
I confirm the bug reported by MikeTechno. I use Nestopia 1.4.1 on Mac. The selection screen works well, including music (minus a few artifacts on screen during the initial loading process). After I take the sword, pressing the B button freezes the game. If I try to move to either edge of the screen, the screen goes black for a few frames and the same screen is loaded...

EDIT: I patched on PRG0 and everything works fine...



Do you have a link to this prg0 ?
The only link infidelt hosted up for his alphas was .ips file and nothing more than that.
When I get back home tonight I'll test it with what you've tried.

@Infidelt: sure 45 people may have it working correctly, but I don't know what the heck happen on my end or yours. :|
Go take your ips and apply it to a clean rom, you run it in nestopia and swing your sword. :/

It will lock up and say "CPU" freeze, not trying to make this hard but this is what I have been dealing with..

infidelity
Posted on 01-02-14 02:44 PM Link | Quote | ID: 155338


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@Trax

Yeah i cant find the exact asm, that dictates the proper depletion of Links 2 health registers. All of that asm is embedded within sram, and i work with viewing logged code with code data logger, but since the asm is within ram, it wont log. Ive tried just siffting through the code with the trace logger, but that didnt get me far. The asm i wrote is in a bare bones state.

@MikeTechno

I dont understand why you are getting upset/angry towards me. Ive done nothing wrong. I apologize your unable to get the game working. There is nothing wrong on my end, the .ips of mine is fine.

Im not home, so i cant do anything to check for myself. I thought the rom ive been modifying all this time was PRG1.

As Trax said, take my .ips, and patch a clean Zelda PRG0 rom, then it should work.

Also, id appreciate you not chewing my head off, if you experience bugs/glitches, this is an alpha rom, not meant to be a full fledged release. There are alot of incomplete screens/sounds/features, etc.

Again i apologize for your frustration. Please patch a clean Zelda 1 PRG0 rom.

KTurbo
Posted on 01-02-14 04:25 PM Link | Quote | ID: 155340


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Do you want to have bugs reported to you or is that for a closed beta test?

infidelity
Posted on 01-02-14 06:39 PM (rev. 2 of 01-02-14 06:39 PM) Link | Quote | ID: 155341


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Yes id appreciate bug/glitch reports.

What I dont want reported, are slowdown issues.

Mario_RebuenSMB3
Posted on 01-02-14 06:41 PM Link | Quote | ID: 155342

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When it comes up to 5, or 6 sprites on screen, the rom were completely slowing down like it was too many. O.o

infidelity
Posted on 01-02-14 06:59 PM Link | Quote | ID: 155343


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12-23-13 ALPHA v0.7 RELEASED
Patch Must Be Used On A PRG0 Version of The Legend of Zelda

Thanks goes to Trax for informing me on this.
http://acmlm.kafuka.org/uploader/get.php?id=4514

KTurbo
Posted on 01-02-14 07:52 PM Link | Quote | ID: 155344


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- The shovel always face the way Link is facing, this somewhat of a problem since you are able to turn Link while he is using the shovel (if you are fast enough). I don't know how to explain this very well but just try using the shovel and turn at the same time (takes a few tries to get it)

- The game kind of softlocks when opening a chest and the music changes

- I entered a dungeon which require Link to use the lantern. In that dungeon Link is not able to use his sword (doesn't matter whether the lantern is activated) (btw, love the fact that you need to have the button pressed for the room to stay lit)

- The spin attack needs a bit more work when close to bushes, more than often the bush doesn't get hit

- Link can't run when at the edge of the screen (eg. just entered the screen or are about to go to the next screen)

I've just played for like 15 minutes but I will report more as I play more.

I don't know whether you are willing to listen to suggestions at this point there is just one thing I would like added to that hack and that is diagonal movement since the controls can be kind of stiff in Zelda 1

Overall I am really impressed by your work. If you keep this quality throughout the hack it will be a masterpiece. And kudos the one who is making the graphics, very good job.

infidelity
Posted on 01-02-14 08:58 PM (rev. 4 of 01-02-14 09:35 PM) Link | Quote | ID: 155345


Boo
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To everyone. Please check the very first post of this thread.

I've created a wiki page, for people to easily submit bugs/glitches for Zelda - The Legend of Link. https://en.wikipedia.org/wiki/User:Infidelity_acmlm

@KTrubo

Suggestions wise, I'm all set thank you, since the game & mechanincs are pretty much done. Diagonal controls is something I stirved for back when I originaly started the project, but I was very unsuccessfull, and now with the addition of Roc's Feather & The Spin Attack, which all require presission checks of Link's xy positions, that would create a massive headachce, and a complete overhaul of the control mechanics.

The Shovel, yeah that glitch is a bitch. I created that very early on when I began creating the swappable ppu. What I'm probably going to do, is make it so Links sprite gfx has him holding a shovel, so that there is no actual sprite sticking out. The issue is the sprite is mimicking Link's current facing direction register $98 but when the shovel mechanics are complete, and Link is able to move, while the shovel sprite is still active, the shovel will then change it's direction as Link does. This can also be timed to glitch even before you release the shovel, which is the most observant hiccup with the shovel.

The spin attack for bushes, this is a far as I can take it. I've you've been following the progression of the asm for this, I've spent months trying to fix it the right way. I wrote this asm entirely from scratch, it will never be as fancy as Link's Awakening, or A Link Between Worlds for that matter. Again, precision xy checks are needed for the sprite to come into contact with the bush tiles.

Thank you for your report! :-) And thank you very much for your kind comments! It's greatly appreciated!

Kudos goes to Thanatos-Zero for all of the sprite designs within the game.

And don't forget to check out the wiki link on the first post of this thread, to submit bugs/glitches.

EDIT

@KTurbo, thanks for the report on the sword in dungeons. That's a major glitch I overlooked. It has to deal with obtaining The Magic Meter within register $178. I have a check going on specificly for dungeons, and it deals around the sword mechanincs, I forgot to embed the sword asm jmp routine, within the magic meter check for the dungeons.

These are the changes needed to make the sword work within the dungeons. I'm really sorry for anyone that encountered this hiccup, this is a bad one.

$A08EA = 2031C9 4C24C9
$A0999 = 4CDAC8

$FC8EA = 2031C9 4C24C9
$FC999 = 4CDAC8

Mike-Tech
Posted on 01-02-14 09:38 PM Link | Quote | ID: 155346

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I'll wait for your next wip of your hack.
Thanks for your reply infidel.

infidelity
Posted on 01-02-14 10:39 PM (rev. 2 of 01-02-14 11:49 PM) Link | Quote | ID: 155347


Boo
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1-2-14 ALPHA v0.8 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4528

changes 1/2/14
------------------
When purchasing The Lantern, the Magic Meter is drawn. (currently not active)

When entering dungeons, sword is now functional.

So sorry for the major glitch in v0.7.
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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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