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

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Drakon
Posted on 02-16-14 05:00 AM Link | Quote | ID: 155688


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I concur, this is blow my mind amazing.

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kuja killer
Posted on 02-20-14 05:31 AM (rev. 2 of 02-20-14 06:09 AM) Link | Quote | ID: 155732


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woa you did the freaking Level 6 (i think ??) song from gameboy link awakening...in NES form ?? awesomeeeee

that's my faaaavorite song from the orig gameboy link awakening.

at 28 sec in your video

are you going to do those "volume up" and "volume down" parts that the song originally did in the gameboy ??

i didnt hear any volume changes in your vid since it was only for a couple seconds. but i always loved how it did that in the original. where some parts of the song have higher or lower volume then other parts.

infidelity
Posted on 02-20-14 12:36 PM Link | Quote | ID: 155734


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Thank You! :-)

It was Matirxz idea on which LA song I should try to compose, since I'm not familiar with LA.

I do perform the faint delay the original song uses, but I feel it could be a bit more noticeable than what I have now. I also composed a triangle track, since the original gb version does not have that, just 2 square channels are used throughout the entire song originaly.

I may revisit the song, since I've expanded my sound engine, cause I now remember what you mean by the volume fade in's/out's.

LeviathanMist
Posted on 02-28-14 04:50 PM Link | Quote | ID: 155868


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I played this a bit on cast yesterday, and have some bug reports.

http://www.twitch.tv/gamingwithmist/b/506892338

It begins at around the 5:30:00 mark.

At 5:43:42, the game freezes for a second and then the background music changes, pretty sure this is a bug.

At the 5:50:20 mark, the game freezes completely.

When I playtested the hack before my stream, I noticed that when you have no items in the menu, and you push the left button, it changes to the Zelda 3 dungeon music.

That's all I have to report from my short test of this hack, I would've played more if my game hadn't froze.

Chaobomr
Posted on 02-28-14 06:09 PM Link | Quote | ID: 155870


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These glitches were already dealt with. The game has been alpha-tested, by someone I cannot remember and myself, and I mentioned these glitches in a bug submission form in Wikipedia (don't bother looking for it, the page has since been deleted).

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infidelity
Posted on 02-28-14 07:52 PM Link | Quote | ID: 155874


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Chaobomr beat me to it, he is correct.

Trax was the other alpha tester.

The only remaining issue from what was posted on the former wiki page, is the sfx issues when you obtain either a heart or rupee, and sometimes the wrong sfx is played.

And now for another news update.

My latest build has been confirmed to work on an actual ETROM MMC5 board. My project does not use any of the enhanced features of the MMC5. The only thing that I utilize, is the PRG & CHR ROM's being maxed at 1024kb a piece.

And as of today, the rom has 0 issues within Nestopia & Nintendulator, and as mentioned, on an actual NES.

Currently im updating the dungeon tileset, then once that's done I need to work on my caves.

Things are still progressing smoothly, inching closer to a beta form.

Drakon
Posted on 02-28-14 11:17 PM (rev. 2 of 02-28-14 11:18 PM) Link | Quote | ID: 155880


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Posted by infidelity
Chaobomr beat me to it, he is correct.

Trax was the other alpha tester.

The only remaining issue from what was posted on the former wiki page, is the sfx issues when you obtain either a heart or rupee, and sometimes the wrong sfx is played.

And now for another news update.

My latest build has been confirmed to work on an actual ETROM MMC5 board. My project does not use any of the enhanced features of the MMC5. The only thing that I utilize, is the PRG & CHR ROM's being maxed at 1024kb a piece.

And as of today, the rom has 0 issues within Nestopia & Nintendulator, and as mentioned, on an actual NES.

Currently im updating the dungeon tileset, then once that's done I need to work on my caves.

Things are still progressing smoothly, inching closer to a beta form.


Well that's depressing, the flash carts that support mmc5 only have 512k chr and 512k prg limits. I guess I would have to wire up sockets in one of my mmc5 carts and burn some 8mbit eproms to play this.

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infidelity
Posted on 02-28-14 11:49 PM Link | Quote | ID: 155882


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Yes I know, but this was done years ago before I knew what flash carts were. I was in contact with Krizz, the creator of the Everdrive N8, to see if he would ever consider updating his N8 to support 1024kb PRG/CHR chips, but he said he's not going to.

I learned about flash carts late into the production of The Legend of Link. So this will be the only project of this magnitude that I will do.

Since I now know that my work can be played on actual nes hardware, I'm making it my goal that if I do decide to any more future projects, that they are universal for all emus, carts, flash carts.

Down the road I'm going to see if I can inject my current rom into a Virtual Console nes title, maybe Castlevania III, and see if it will boot on my hacked Wii U.

Drakon
Posted on 03-01-14 12:56 AM (rev. 6 of 03-01-14 01:02 AM) Link | Quote | ID: 155884


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Posted by infidelity
Yes I know, but this was done years ago before I knew what flash carts were. I was in contact with Krizz, the creator of the Everdrive N8, to see if he would ever consider updating his N8 to support 1024kb PRG/CHR chips, but he said he's not going to.

I learned about flash carts late into the production of The Legend of Link. So this will be the only project of this magnitude that I will do.

Since I now know that my work can be played on actual nes hardware, I'm making it my goal that if I do decide to any more future projects, that they are universal for all emus, carts, flash carts.

Down the road I'm going to see if I can inject my current rom into a Virtual Console nes title, maybe Castlevania III, and see if it will boot on my hacked Wii U.


I would have rather paid whatever it costs to have the everdrive n8 come with larger ram chips, darn you krikzz. The n8 is otherwise fantastic it plays roms accurately. If you watched all those hacks I did this week they were all recorded on the n8, it's very convenient. I never did much rom hacking with the nes powerpak because that thing doesn't run games accurately.

I never expected zelda to be expanded so much isn't the original very small? Ever plan on making a smaller version of your hack? The n8 does mmc5, just not full sized roms.

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infidelity
Posted on 03-01-14 04:27 AM Link | Quote | ID: 155895


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No there will not be a smaller size to this game. This will be my only project ever, to be dependent on an actual MMC5 cart with 1024kb PRG/CHR ROM, if users wish to play this on an actual nes.

Until a flashcart developer adds 1mb prg/chr chips, then an ETROM board is the only way to go for nes play.

I only got the PowerPak from a fan of my work with Tetris Zero. It was at that point that I started learning, about how vastly different the actual nes and nes emulators are from one another, as it pertains to how code is utilized.

Once I received the PowerPak, I began to learn exactly what needs to be setup for the nes to load a game.

Its totally different via an emu, cause the cartridge mapper(s), and various functions are written within the emulator, so it does the dirty work for you, and for someone who wasn't totally into writing stuff for the actual hardware, this became a huge battle to win, cause just about none of my projects worked on the nes, except for Megaman Ultra.

You have to literally tell the nes at bootup, everything it needs to see, and especially whatever mapper it is that you are using.

It was only a few months ago I learned about the Everdrive devices. I know the N8 is way more reliable than the PowerPak, it's just I cant afford any of his devices.


RetroRain
Posted on 03-03-14 07:08 PM (rev. 2 of 03-03-14 07:09 PM) Link | Quote | ID: 155938


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I'm not sure how what bugs you fixed since the last demo you released, but I encountered a small graphical glitch with the bushes. I was messing around with the sword, holding it down, moving all around, swiping everything, and a graphical glitch occurred.



It's very minor, but I'm posting it anyway. Just incase you didn't know about it.

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infidelity
Posted on 03-04-14 02:15 AM Link | Quote | ID: 155951


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Thank you for the post, but this is going to be inevitable. This has been a long battle of mine, it's a good as I can get unfortunately with that custom asm. But thank you very much for the post!

infidelity
Posted on 03-08-14 06:46 PM Link | Quote | ID: 156031


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Fast update. I'm now in the process of writing asm to allow for underground passages, multiple caves linked together, so Link can travel underground, to reach certain portions of the outworld only accessable via underground.


XTTX
Posted on 03-08-14 09:35 PM (rev. 2 of 03-08-14 09:35 PM) Link | Quote | ID: 156034


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keep up the awesome work infidelity! Looking forward to seeing the next beta, or should i say, alpha!! lol.

infidelity
Posted on 03-11-14 09:45 PM Link | Quote | ID: 156070


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New Update

Here I show my alpha build of underground passages. It's still being worked on, but the main gist of what I wanted done, has been accomplished.

Underground Passages

taken from video description...
This here is my custom asm, which allows underground passages within my romhack of Zelda 1.

Currently when entering connecting caves, the music gets reset, & Link's X/Y position is always for entering from the bottom up. These issues will obviously get fixed.

The video demonstrates 3 screen id's from above & underground, showing 1 of the screen ids sections inaccessible, that you can only get to that side via underground.


Vanya
Posted on 03-12-14 04:42 PM Link | Quote | ID: 156079


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Coolio. You've done some amazing work so far.

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XTTX
Posted on 03-13-14 03:01 AM Link | Quote | ID: 156081


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This is simply amazing man. REALLY looking forward to the next demo man. By far bar none one of the best zelda hacks if not the best, ive ever seen.

Moo
Posted on 05-20-14 05:40 PM Link | Quote | ID: 156571


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Gotta say, this hack is really looking awesome.

infidelity
Posted on 05-23-14 11:28 PM Link | Quote | ID: 156595


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First id like to say thank you yet again, for everyones kind comments about the project! I extremely appreciate all of your desire for wanting this, especially your patience.

Now to explain the current status, which is now at v384.

ATM, the entire game should be playable from beginning to end. Once i get it all put together, im going to do a run through to double check.

I spent the last month working on Ganon, and im pretty satisfied with what i accomplished.

Tomorrow i need to re-enable my warp caves to coexist with my upper/lower worlds.

Now, with this beta, there WILL be sprite palette issues, especially in dungeons, since the vast majority of sprites are still in they're original form, but the palettes are different.

I will get into more details about the game when the beta is released. Im pretty positive this will be out sometime in June. Just need to finish up on a few issues, one in particular us my custom arrow counter again, its giving undesired vram issues, clipping into my b/a button boxes.

Thanks for reading.

Chaobomr
Posted on 05-24-14 12:16 AM Link | Quote | ID: 156596


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Can't wait to beta test.

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

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