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Main - ROM Hacking - Zelda - The Legend of Link (v12-23-18) Released New thread | New reply

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MiniCompute
Posted on 07-27-14 01:38 AM Link | Quote | ID: 157525


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Posted by Thanatos-Zero
In case you are worried. Infidelity is still making some final adjustments.
Also, you will be surprised what you will see in the beginning.
Don't press start and let the game run for minutes before you play for real.


Thanatos are you infidels game manager ?
I understand you've played a big role in assisting in his rom hack but let him make the announcements and call the shots in his project/thread.

Thanks.

TCgamerboy2002
Posted on 07-27-14 04:20 AM (rev. 2 of 07-27-14 04:20 AM) Link | Quote | ID: 157527


Micro-Goomba
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Posted by MikeTechno
Thanatos are you infidels game manager ?
I understand you've played a big role in assisting in his rom hack but let him make the announcements and call the shots in his project/thread.

Thanks.



Not unless Infidel told him to give the updates due to him being busy with the hack and whatnot.

infidelity
Posted on 07-28-14 01:38 PM Link | Quote | ID: 157543


Fuzz Ball
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I spent an entire Saturday constructing my overhaul of a function within the game (non game play related) and I'm so proud with how it came out!

Thanatos has updated his Dodongo gfx again, so I need to insert those, hopefully tonight.

And this is my official announcement, the beta will be out this week, no later than Thursday.

:-)

Chaobomr
Posted on 07-28-14 08:00 PM Link | Quote | ID: 157549


Buster Beetle
Banned: Spammer takeover?
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Let's hope it won't be later than Thursday, otherwise ur title be lyin'!

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

infidelity
Posted on 07-28-14 11:38 PM (rev. 2 of 07-28-14 11:39 PM) Link | Quote | ID: 157560


Fuzz Ball
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Its definitely no later than Thursday, this is all finished. I just need to do my own full run through, I'm confident all major bugs and glitches are resolved.

I'm hoping on just 1 beta release, and if things reported back are in good standings, I'll release the final version instantly. But I honestly got this as tight as this project could possibly be. I'm really anxious to the impending comments on every aspect to this.

MiniCompute
Posted on 07-29-14 01:33 PM Link | Quote | ID: 157566


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Posted by infidelity
But I honestly got this as tight as this project could possibly be. I'm really anxious to the impending comments on every aspect to this.


If I havent expressed my loving support towards you and making us wait a decade.
I'll leave this with you, have a nice special day!



RetroRain
Posted on 07-31-14 06:04 AM Link | Quote | ID: 157582


Fuzz Ball
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infidelity, you know the swinging sword animation you put in your hack? Is that merely from the cycling of the VROM pages, or is there more to it? I was just curious as to how it was done.

____________________
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infidelity
Posted on 07-31-14 12:22 PM (rev. 6 of 07-31-14 02:01 PM) Link | Quote | ID: 157583


Fuzz Ball
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Its a combination of chr swapping, and custom positioning of the sword sprite.

When I release the beta today, feel free to watch the ppu viewer within fceux, and you'll see it on action. :-)

CHECK FRONT PAGE! BETA RELEASED!

http://acmlm.kafuka.org/board/thread.php?pid=150457#150457

njosro
Posted on 07-31-14 03:34 PM Link | Quote | ID: 157584


Goomba
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Finally the day has come!! So exciting!

...

Ok I started the title screen and let the intro play... MIND BLOWN! It's awesome already!! Like, whaaat? It's just so amazing already and I haven't even pressed start yet. I can tell this is going to be one of the best hacks I'll ever play.

Maybe I'm just overly excited.

...

Ok now I've played it a bit, and it's just so awesome.

Thank you Infidelity and all who helped. This was definitely worth the wait.

Vanya
Posted on 07-31-14 03:58 PM Link | Quote | ID: 157586


Red Koopa
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Freakin' awesome, dude!!
I'm loving this to no end.
One thing, the first underground passage I entered had the enemy puff appear and then nothing appeared, but there was an enemy in that spot that moves around shooting arrows but I can't interact with it. Is this enemy supposed to be like that?
The passage in question is near the starting point and consists of 6 rooms in an upside down U shape.
I entered on the lower left and exit on the lower right.
Also, there are some times when I cut down bushes in rapid succession and one will randomly fail to switch graphics such that there is a left over bush that I can freely move over.

____________________
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LordVanya, my art page.
FundamentalEssence, my game development page.

infidelity
Posted on 07-31-14 04:09 PM Link | Quote | ID: 157587


Fuzz Ball
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I'm glad you guys are liking it!

@Vanya: Yeah the bushes I've had a very tough time trying to get perfect, but its been extremely difficult. I may try to revisit this again, hut I don't think I can do any better, the code is a mess.

The caves originally never had enemies in them. I was able to insert asm to look at the outwotlds current screen I'd, and load up that screens enemy id set, and insert them into the cave, and I force the starting xy position and hp. I don't know why some appear and some don't. I might have to create a dedicated table for caves that I want enemies to appear in.

d-ace
Posted on 07-31-14 04:59 PM Link | Quote | ID: 157588


Red Goomba
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Started a playthrough (on Nestopia) and this is what I can report so far:

Bugs:
- Invisible enemies in the cave in the forest - when entering and exiting through hollowed wooden stumps.
- When defeating a boss and then head back to explore the rest of the dungeon - the boss music keeps playing.
- Surplus keys obtained in dungeon disappearing when discovering new keys in the overworld.
- Various chests on the overworld displays wrong tile sometimes.
- It is possible to walk from one screen, via an opening, into next which does not have an opening.
- Level8 marker on the map is off with one square - being one square to the left of the real entrance.
- The warp zone/station starts off as black - you have to push start to be able to see. When you see it - it is messed up with various tiles.

Opinions:
- Holes pulling you in from to far away.
- Shovel requiring to be lined-up exactly makes it inpractical to try.
- Layout of dungeon 2 left me with +5keys when finished.
- Maximum of 255 Rupees is a bit limited.
- Better animation when using hammer/shovel - instead of just 'poking'.

Improvements:
- Possibility to toggle between your items using select in some way? It is tedious to use start because of the time delay.

Praise:
- Great idea of displaying the dungeon locations on the map when pressing A.
- Nice idea to only let the lantern shine while having button pressed.

Please remember that this is a bug-report - I really appreciate the hard work.
This hack have GREAT potential - it just need some final adjustments.

/d-ace

infidelity
Posted on 07-31-14 05:47 PM Link | Quote | ID: 157589


Fuzz Ball
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No offense taken from your report. However, I was not expecting errors with the treasure chests, that shouldn't be happening. Could you please submit a screenshot of which one consistently produces the incorrect name for the obtained item, please?

d-ace
Posted on 07-31-14 05:57 PM Link | Quote | ID: 157590


Red Goomba
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Hi,

One chest that displays incorectly when opened is located on the 9th square on the map - counting from top-left. This is just to the rigth of the bridge you need the hook-shot to cross.

Another chest displayed the cave-opening tile while the chest was opened and link stayed on the same screen. When leaving and returning - the chest displayed the proper opened tile.

Sorry - no screen-shots taken.

/d-ace

infidelity
Posted on 07-31-14 06:16 PM Link | Quote | ID: 157591


Fuzz Ball
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Thank you for the report. But where is the chest located, that produces the cave tiles when opened? Thank you.

d-ace
Posted on 07-31-14 06:55 PM Link | Quote | ID: 157592


Red Goomba
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Sorry - I'll have to start over to locate that particular chest again to describe it properly. All I remember is that it is on the overworld and there was water nearby on the same screen.

A couple of concerns/questions:
- Are you supposed to find an item in every dungeon?
- Why are the old man in the pumpkin house offering the same three items (sword boomerand and rupees) as the old man in the beginning of the game?
- Are there separate key counters for the overworld vis-a-vis the dungeons?

I'll get back to you with the chest displaying a cave-opening tile as soon as I stumble upon it again.

/d-ace

infidelity
Posted on 07-31-14 07:02 PM Link | Quote | ID: 157593


Fuzz Ball
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Level-2 is the only level that has a secret item for link, that is not located in a secret stairway.

The old man should only appear once on Links house only. I'll need to go through each screen I'd to make sure that room only appears once.

RetroRain
Posted on 07-31-14 07:07 PM Link | Quote | ID: 157594


Fuzz Ball
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I have a report also. I'll post it tomorrow, as I have to go to work soon. I took a couple of screenshots, and a video of a glitch, and I'm also taking notes in notepad as I play. But overall, the amount of work you put into the hack is very impressive. It's a good hack. It just needs some touch up work, but obviously that is why it is in the beta stage.

____________________
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d-ace
Posted on 07-31-14 07:11 PM Link | Quote | ID: 157595


Red Goomba
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Was it the glove I got in dungeon2? What does it do? I can't seem to be able to lift rocks with it...

/d-ace

infidelity
Posted on 07-31-14 07:23 PM Link | Quote | ID: 157596


Fuzz Ball
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Its just the power bracelet with different gfx.
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Main - ROM Hacking - Zelda - The Legend of Link (v12-23-18) Released New thread | New reply

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