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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 01-24-14 03:43 PM (rev. 4 of 01-25-14 08:55 AM) Link | Quote | ID: 155521


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Just wanted to give another update.

Ive fixed alot glitches/bugs with Link's items. Alot of work went into The Ocarina, Shovel & Hammer. Those 3 were the biggest ones that presented alot of problems.

I need to touch up The Hookshot's asm. Ive got some issues when its shot, before it latches to anything, and if Link is hit, ill get some bad screwups. I thought I tackled all that way back, but I guess not.

I want to say thank you to all who have contributed to the wiki bug page. Ive tackled 99% of the reported bugs/glitches. Im sure more will follow after the BETA is released.

I encourage users to still submit glitches/errors to me, currently the project is now at v300! Alot of work has been put into this, and at this point, its the closest to completion its ever been in!

Thank you all again! :-)

-infidelity

EDIT

I've uploaded a new video. I did some more work on Roc's Feather. I hope you all like it! :-)

Roc's Feather Jump Over Enemies & Projectiles

infidelity
Posted on 01-27-14 12:30 AM (rev. 3 of 01-27-14 02:28 AM) Link | Quote | ID: 155541


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And yet another update, via video! :-D

I'm now 99% happy with my Hookshot asm! For me, it was lacking certain aspects that I just never got around to creating. But now that this is close to BETA form, I decided to take a crack at it, and it works.

To some, it may not be much, but for me, it gives the usage of the hookshot more of the original feel we all got used to from Link To The Past.

Before today, the latest incarnation of The Hookshot, shows it traveling through enemies, when in lttp, the tip would stun the enemy, and the entire chain would retract back towards Link. I've managed to find out where I can add a custom stun routine specificly for the hookshot, so now it's not just the boomerang that stuns, the hookshot can too as well!

Another thing that drove me batty, was when the tip came into contact of a dropped item from an enemy, that asm I wrote was that the item follows the tip of the hookshot, so the item can be retrieved and dragged back to Link. Problem was, was that once the item was hit by the tip of the hoookshot, it never retracted on contact. I've now managed to do just that!

Hookshot Stun Enemies And Retract On Impact From Enemies And Items

Vanya
Posted on 01-27-14 12:46 AM Link | Quote | ID: 155542


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Sweet! I can't wait to try the next demo.

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infidelity
Posted on 01-27-14 03:54 AM (rev. 2 of 01-27-14 03:56 AM) Link | Quote | ID: 155543


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Thank you! :-)

And I've fixed another major issue I had with my custom asm, regarding when Link falls down holes.

Proper Heart Depletion From Falling Down Holes


I've also tested this with Link's entire heart container set. All is well! :-)

infidelity
Posted on 01-28-14 11:49 PM (rev. 4 of 01-29-14 12:37 AM) Link | Quote | ID: 155555


Fuzz Ball
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And here is another update, pretty major towards one of my items.

The Flippers Enhanced Update


Taken from video description....

I've gone back to The Flippers and done some extensive asm work on it. Ive made it so the following happens once you step into deep waters.

1. The A Button box now shows The Fippers, since pressing A gives you a burst of speed.

2. The B Button box now shows a custom Air Gauge. I simply write 2 blank tiles in the center of the B Button box using vram $302, then i insert my magic meter sprite icon into $204-$207, as an Air Gauge sprite icon.

3. When holding down the B Button while in deep waters, the following happens.
3.1 Link's jumping shadow gfx are used, to give the appearance that Link is under water
3.2 Air Gauge cursor goes down
3.3 When Air Gauge cursor reaches a certain position, sprite palette changes from blue to red, indicating Link is almost out of breath
3.4 When Air Gauge is at the bottom, i initiate my custom health depletion asm, and if you continue to hold down the B Button while this is taking place, eventually the death sequence will kick in, resulting in game over
3.5 Link is able to evade enemy attacks, swim underneath Zoras/projectiles/etc

4. When releasing the B Button while in deep waters, the following happens.
4.1 Link's swimming gfx are replaced
4.2 Air Gauge cursor goes up
4.3 When Air Gauge cursor reaches a certain position, sprite palette changes from red to blue

When you exit deep waters, the B Button & A Button sprites are restored, and function normamly as they've done before.

Chaobomr
Posted on 01-29-14 12:00 AM Link | Quote | ID: 155556


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What could've caused those screens to crash?

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

Vanya
Posted on 01-29-14 02:13 AM Link | Quote | ID: 155557


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DAMN!!
Now I want to take this and recreate Zelda 3 on NES!
Great work, dude!

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infidelity
Posted on 01-30-14 06:06 PM (rev. 2 of 01-30-14 10:20 PM) Link | Quote | ID: 155568


Fuzz Ball
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Glad you like it! Thank you very much! :-)

As of now im editing my asm, for when Link falls off a ledge, having an issue with releasing the charged sword in mid-fall, causing Link to get stuck. Working on a work-around for it.

After that im debating on either tackeling the caves/shops, or fixing the dungeon sprite palettes.


Chaobomr
Posted on 01-30-14 10:54 PM Link | Quote | ID: 155569


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Can't you make a JMP for it or something?

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infidelity
Posted on 01-30-14 10:59 PM Link | Quote | ID: 155570


Fuzz Ball
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Not sure what you mean by that, if your saying i just simply insert a jmp within my routine, thats not going to do anything.

Anyway, that has been taken care of today.

infidelity
Posted on 02-11-14 08:06 PM Link | Quote | ID: 155664


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New update

First, I'd like to ask those that know Link's Awakening inside and out.

Is there any kind of map that displays ALL of the underground passages? I'm looking for an example much like this, http://portfolio16.de/zelda/map4/map_en.htm but in underground passage form.

I've searched the internet many times, but I couldn't find anything.

The reason I ask, is because I'm now able to manipulate Zelda's original cave asm routine, to have it load up another cave from a different screen id, and when Link exits, he will exit on that current screen id. It's pretty cool! But Im holding off on doing major asm and setting up stuff, until I know how Link's Awakening has it's underground caves.

I'm NOT interested in Dungeons, those are separate within the original Zelda rom, Level's 1-6 & 7-9 have they're own 80 byte ram table, completely separate from the outworlds table.

So I anyone could shed some light on all of the underground caves in Link's Awakening, that would really help me out, that would be a great template to use.

Also, I've composed new music for caves/shops/let's play money making game. :-)

The other thing I need to worry about, is the 4th sprite palette within Dungeons. Various bosses and enemies use that palette, but I've made it into a golden palette so that certain sprites, items, can use that palette. But it's putting me into an issue, for things like the Dodongos, pushable blocks, etc, they all use a specific palette, especially the pushable block in a dungeon, since they mimic the BG palette, so that it actualy looks like the block is really moving, but it's technicaly a sprite.

Other than the things I've mentioned, everything has been going at a great pace! This rom is sooooooo close to BETA form, but the things I've mentioned, id really like to get figured out/situated, before I release a beta.

Thanks everyone! :-)

Vanya
Posted on 02-11-14 10:20 PM (rev. 2 of 02-11-14 10:21 PM) Link | Quote | ID: 155666


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I'm pretty sure those underground passages are just treated as separate rooms like any other with the specific exits mapped to specific spots on the overworld.

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NARFNra
Posted on 02-11-14 10:35 PM Link | Quote | ID: 155667


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Posted by Vanya
I'm pretty sure those underground passages are just treated as separate rooms like any other with the specific exits mapped to specific spots on the overworld.


The underground passages in Link's Awakening are all pieces of the same map; you can't see it unless you use the select glitch, but they're very definitely all on the same map as you can fairly easily glitch across through them to other caves.

I don't know of any currently existing image of it though, I think they might know something about it on one of the TAS forums but other than that I'm not really sure who to ask.

infidelity
Posted on 02-11-14 11:02 PM (rev. 4 of 02-12-14 02:02 AM) Link | Quote | ID: 155668


Fuzz Ball
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Right, I noticed the select glitch using vba, and I was able to walk through walls, accessing other screen id's, but I didnt want to waste time collecting 256 individual screens if its already been done.

Also I wont need all of them, idk this game like I do with the earlier zeldas, but id really like to know the paths that take you to other parts of the outworld, that you are only able to access via underground.

Even if I cant get actual images of those caves, if I could have images of the outworld screen ids that connect one another, that would be just as helpfull!!

EDIT

And one more thing.

Bigger or Smaller Trees?


Taken From Video Description...

Having a dilemma on giving the entire light/dark world an overhaul, in relation to the trees.

Even though I'm running on MMC5, I have a different way of my TSA's loading palettes, that are different from the original Zelda rom. I never intended to utilize the 8x8 individual tile palettes.

So, I'm contemplating the idea of redoing every tree in my project, but I'm fearing the task since this project is close to a full BETA release.

So I've uploaded this video for you all to take a look at the trees I currently have, and the new ones I'm experimenting with.

If bigger is the way I decide to go, this will take extremely long to accomplish.


Basically, it's all because I want to add in the actual 'brown' color for the base of the tree.

Xeruss
Posted on 02-12-14 07:48 AM Link | Quote | ID: 155672


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Personally, I don't think leaving the trees as they are detracts from the appearance one bit.

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infidelity
Posted on 02-12-14 12:18 PM Link | Quote | ID: 155674


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Thank you for replying Xeruss!

I feel the same particularly towards my dark world design, and palette usage.

Vanya
Posted on 02-12-14 12:47 PM Link | Quote | ID: 155675


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If you can keep both that's better than having only one or the other.
If you HAVE to choose one then the big ones cause brown trunks.

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infidelity
Posted on 02-15-14 02:55 PM (rev. 3 of 02-15-14 03:00 PM) Link | Quote | ID: 155685


Fuzz Ball
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Thank you for your input Vanya! :-)

And now, I have 2 MAJOR updates, one of which has been something I've wanted accomplished for a very, very long time, and that's all of the screen id's having they're very own unique secret/cave. And the most important part, and what I was able to pull off, is all screen id's from the upper/lower light/dark worlds, are all copied from ram and stored into sram, keeping/saving everything you have discovered/unlocked on them!

I had to do 3 separate things, all 3 which do the same thing, but are tweaked for those 3 things. Whatever current portion of the light/dark world you are on, and before you access the new area, I have the rom take the current 00-7F outworld ram, store it into sram, then I load the new location Link is going to from sram, and store that into ram. These are the 3 things that do that...

1. Ram swap taking place when scrolling from upper to lower light/dark world, or from lower to upper light/dark world.
2. Ram swap taking place when using The Ocarina.
3. Ram swap taking place when saving.

The other update, is that I've made it so keys Link collects, can be used in the outworld. The asm I wrote is only for specific tile id's on specific screen id's.

So here are my 2 updates.

All Screen ID's Are Now Individual
taken from video description....

The Legend of Zelda has 00-7F screen id's within ram. Since I modified the game to allow 3 more sets of 00-7F screens, this meant that each time you are on a screen id that is shared by 3 other areas, that you can only have 1 secret/cave/item/etc to appear on that screen id.

I've finally come up with a method to swap out the current ram, and insert it into sram, and have the new screen id properties for whatever portion of the light/dark world you are entering, be inserted into ram.

This is a VERY big deal, because I now have the freedom to assign whatever I want to happen on 4 sets of the same screen id, with them all being individual from one another! Screen id 10 in the upper light world can be a bombable wall, while screen id 10 in the lower light world can be a treasure box, while screen id 10 in the upper dark world can be Level-1, while screen id 10 in the lower dark world can be a shop.




Outworld Keys & Different Caves On Same Screen ID
taken form video description....

This video shows my custom asm, on allowing keys to work in the outworld. I've only allowed this to work with specific tile id's on specific screen id's.

And this video also demonstrates my individual screen id properties, showing how I can have multiple different things happen on the same screen id, when in different portions of the light/dark world.




Please enjoy! :-)
-infidelity

Vanya
Posted on 02-15-14 07:12 PM Link | Quote | ID: 155686


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Wicked! This has got to be one of the most impressive hacks I've seen to date.

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FundamentalEssence, my game development page.

Mystery User 3137
Posted on 02-16-14 12:07 AM Link | Quote | ID: 155687


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Posted by Vanya
Wicked! This has got to be one of the most impressive hacks I've seen to date.
Indeed, I can see a lot of thought and time has gone into this hack keep up the great work.
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Main - ROM Hacking - Zelda - The Legend of Link (v3-12-20) Released New thread | New reply

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