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

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d-ace
Posted on 08-05-14 11:58 AM Link | Quote | ID: 157678


Red Goomba
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Bug found in the Dark World:

- When you complete the 4th Dungeon, Link reappears on the overworld map in a wall/cliffside.
You can wriggle your way out of it and continue BUT Link should probably reappear somewhere else.

Also - I find it strange to run around all Dungeons and recollecting the same items I already have since the Light World. The second time around should be all about maxing out - getting powerups and improved versions of the items Link already have.

Here are some 'easy' power-ups to fill out the ranks:
- Big wallet (500 rupees)
- Giant wallet (999 rupees)
- Big Quiver (50 arrows)
- Bomb Bag (50 bombs)

Here are some more demanding powerups:
- Ice Rod (ASM to freeze enemy and turn him blue)
- Fire Rod (ASM to imitate a flame-thrower)
- Reflective Big Shield (ASM to reflect spells and arrows fired at Link)

Also - the World-map and the Hammer could be used as Dungeon rewards (Light World) - instead of just being bought. That would give you the possibility to move the Magic Boomerang and the Long-shot to the Dark World - as upgrades to the Boomerang and Hook-shot.

/d-ace

infidelity
Posted on 08-05-14 12:45 PM Link | Quote | ID: 157680


Fuzz Ball
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I appreciate all the suggestions, but this is most likely all set in stone, I might tweak the order of items within dungeons. I simply don't have enough prg-rom to do all these suggestions. There will be no ice/fire rod, the asm involved in that would be very difficult. The rupee counter will remain at 255 max, since I lack free ram registers. Again, I may alter the items within dungeons.

I don't have enough prg-rom, to have different dungeon layouts within the darkworld. Ill try to see if I can alter the items being offered within the dark world.

I'll take a look at the dungeon 4 issue.

Also the power glove has been altered.

d-ace
Posted on 08-05-14 07:31 PM (rev. 2 of 08-05-14 07:46 PM) Link | Quote | ID: 157685


Red Goomba
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I understand - I was just brain-storming ideas that might be interessting/possible to implement. If it can't be done - I'm happy as it is.

How about a scenario were all items are disabled in the Dark World (faded) as soon as link arrives in the Dark World - so that he must find all items again to activate them.

This could maybe be explained in a text-only screen just before starting in the Dark World.

Maybe not so inventive - but at least an explanation for the re-collecting...

/d-ace

kuja killer
Posted on 08-05-14 07:55 PM Link | Quote | ID: 157686


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hoooooly craaaaap. I just looked at your ROM now, and i cant believe your right about that seriously.

I skimmed through and you literally have used up the whole entire 1 MB of programming space. that's crazy. just cant believe it. How did you literally use it all up like that already ??

I was always scared that i would run out of space someday in the future for Odyssey. And i havent even needed to upgrade to 1 MB just yet. but i am getting pretty close to running out with 512 KB though. :|

infidelity
Posted on 08-05-14 08:58 PM (rev. 2 of 08-05-14 09:16 PM) Link | Quote | ID: 157687


Fuzz Ball
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The vast majority of the PRG-ROM is taken up by each screen id from all of the Light/Dark worlds in my game. I've made it so each individual screen id for those places, are able to have they're own individual 8x8 metatile, giving me complete creative freedom in desigining levels.

The underground caves, I've had to create premade ones, cause the size was just too much for me to fit in everything I needed.

I also have banks with palette attribute data, so I can have a 16x16 tas block have it's own unique palette, removing that awful inner/outter palate boarder the original game uses.

Then, I have 3 hard wired banks, so I can properly play my DPCM sfx's within the game.

It's crammed to the hilt. That's why the ips is about 1.5mb!

To testers, can someone please submit be a screenshot of the outworld, where underground there is a fairy with incorrect tiles of the spinning hearts?

d-ace
Posted on 08-05-14 10:30 PM (rev. 2 of 08-05-14 10:35 PM) Link | Quote | ID: 157688


Red Goomba
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As I reported - the cave of the messed up fairies are in the desert - Sout East on the owerworld map. There is only one cave there (if I remember correctly) - it is to the left of the outside-fairy.

Coordinates x:1 - y13.

/d-ace

lobsang2
Posted on 08-06-14 05:31 AM (rev. 2 of 08-06-14 05:34 AM) Link | Quote | ID: 157690


Micro-Goomba
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Fun hack! Here's some of the issues I found:

When on a screen with both a cave exit and hole, if you have come from the exit and fall down the hole, you will automatically reenter the cave.

Swinging sword while picking up red boomerang crashed the game (froze).

Cave w/ the ghost in the graveyard if you use the boots and run up, you will run through the wall and respawn the room.

Old man in level 8 that asks for money says, "!<3."

I was unable to move once I entered the treasure room after defeating Ganon. Didn't get to see the ending.

infidelity
Posted on 08-06-14 06:00 AM (rev. 2 of 08-06-14 06:03 AM) Link | Quote | ID: 157691


Fuzz Ball
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The game continues on after you defeat Ganon...

I force the game to make you save, so you can continue onward. The game doesn't end when you defeat Ganon & talk to Zelda. Idk why people are not paying attention to what Zelda is saying, and not noticing the signifigant change to the FILE menu on the registration screen once you are sent back there. :-/

Thank you for the report, i'll double check the cave/holes. That's an interesting one. I'll have to remodify the xy positioning. I did it before already, something must be missing?

RetroRain
Posted on 08-06-14 07:46 AM Link | Quote | ID: 157692


Fuzz Ball
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Posted by d-ace
Here are some more demanding powerups:
- Ice Rod (ASM to freeze enemy and turn him blue)
I actually attempted to do the Ice Rod in my own Zelda 1 hack when I was hacking it well over a year ago. I stopped because of two things.

A. It's not practical.
B. The limiations of the NES.

Think about it.

What does the Ice Rod do? It freezes enemies. Don't we already have an item in the game that does just that? Yes, the boomerang. The boomerang temporarily freezes an enemy. And when I say limitations of the NES, it's because if you were to create the Ice Rod and have it freeze an enemy, if you were to turn that enemy blue, you would turn every sprite sharing that color blue also, unless of course you used a different palette set, and checked for that individual sprite being hit, and then change the palette/rotation sprite value. But then in doing that, you are wasting precious palette space, and could interfere with enemy palettes if you have multiple different enemies on the screen at the same time.

Unless someone can prove me wrong, the Ice Rod just isn't practical to do in Zelda 1.

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kuja killer
Posted on 08-06-14 07:50 AM Link | Quote | ID: 157693


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yea thats very true.

about the whole all enemies will turn blue thing. It really sucks we cant do a thing like that for NES.

while megaman 10 gets away with it easy with the Chill Man weapon where you can freeze as many different types of enemies you want...they turn blue, while all other enemies will remain their normal colors..

damn..

but well mm 10 was built for wii and xbox and playstation not NES...

RetroRain
Posted on 08-06-14 07:53 AM Link | Quote | ID: 157694


Fuzz Ball
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Not to stray off-topic, but that was another reason why I canned my Super Mario Bros. hack and decided to make my project from scratch in Game Maker. The palette issue was just one of those reasons. I had a new powerup in mind, and I wanted to make the enemies change color if they got hit by it, and on the NES, it just isn't that easy to do.

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d-ace
Posted on 08-06-14 10:48 AM Link | Quote | ID: 157697


Red Goomba
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I completly agree with you RetroRain - thats why I pitched the IceRod and FireRod as FILLERS. Items that would be NEW to pick-up when you are revisiting the dungeons all over again.

You have a better idea how to make revisiting the same 9 Dungeons interesting?

Mind you - that you can not suggest new items nor upgrades like to carry more rupees, bombs, arrows, whatnots...

/d-ace

infidelity
Posted on 08-06-14 01:26 PM Link | Quote | ID: 157698


Fuzz Ball
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Finally created custom asm for my expanded inventory. Now you have complete freedom in movement of the cursor, even if all or no items are present.

d-ace
Posted on 08-06-14 02:20 PM Link | Quote | ID: 157699


Red Goomba
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Sad news for those hoping to play this game on nesDS - it will most likely newer happen!

I have spoken to the current maintainer and he seems a bit lost... to say the least.
He claims that the mapper source is from VirtuaNES - which is b*llsh*t - it is definitely from PocketNES.

If you don't know that - well, then you probably don't know your source-code at all.

I will not bother with this anymore - since literally NONE showed their support and only ONE offered any kind of help.

But hey - Good Luck with the hack infidelity.

/d-ace

infidelity
Posted on 08-06-14 02:28 PM Link | Quote | ID: 157700


Fuzz Ball
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Thanks d-ace.

I appreciate you going out of your way, in trying to make this work on other platforms. I wish authors of those emulators were easier to contact, and willing to update they're work.

Maybe if RetroArch is ported to the DS/3DS, then there would be a shot of my game running.

Thanatos-Zero
Posted on 08-06-14 03:50 PM Link | Quote | ID: 157702


Nipper Plant
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There is a sollution to that problem, the sprite gets replaced with a customised sprite for frozen enemies. Kirby used the same ice cube for any enemy, but if we want to make it unique we would need a frozen enemy sprite for each individual enemy which Alttp did. I rather go for the the same ice cube method. However I would make said ice sprite look like spikey chrystalised ice boulder.

It is actually great that almost any sprite depicted in this hack is in 16x16. Smaller are invulnerable or die directly.

You said Lloyd, that you have space left for a variant sprite for the moblins for both the light and dark world. Well I think we can make use of this tiny space for the ice sprite for a theoritical Ice Rod.

Yes... we could have a Medallion of Ether item.

____________________
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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?!".

infidelity
Posted on 08-06-14 04:03 PM Link | Quote | ID: 157703


Fuzz Ball
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No I don't have space within the ppu. The way im able to have different moblins, is by swapping the chr. That doesn't require additional tile insertions.

In order for this to be possible, I'd have to eliminate 2 16x16 sprites, to accommodate for the universal ice sprite, and some sort of ice projectile.

And on top of that, I have no more room within the inventory for additional items, I already increased the default limit years ago.

I already have weapons that 'stun/freeze enenies' which are the boomerang and hookshot. Granted its timed, but nonetheless it freezes enemies

Vanya
Posted on 08-06-14 05:09 PM (rev. 2 of 08-06-14 05:22 PM) Link | Quote | ID: 157704


Red Koopa
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Posted by d-ace

You have a better idea how to make revisiting the same 9 Dungeons interesting?



The simplest solution that comes to mind is to restrict the Light World to 5 dungeons, and 4 in the Dark World.
Possibly doing something like having only 3 dungeons available initially in the Dark World that have to be completed before entrance into the last dungeon is allowed.
And make it so that the 3 Dark World dungeons can be done in any order.

Second thing that comes to mind is making it so that in the dark world the data for the dungeon is read backwards so that all the dungeons are effectively flipped from left to right.

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infidelity
Posted on 08-06-14 05:52 PM Link | Quote | ID: 157705


Fuzz Ball
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Without spoiling/revealing anything, the game was entirely constructed around the concept of 2 worlds with 9 dungeons in each world. I lack free space for custom dungeons within the dark world. Vast amounts of asm revolve around the foundation I laied out years ago. The game would essentially have to be scrapped of I were to change how things progress.

This is how the game is.

lobsang2
Posted on 08-06-14 10:47 PM (rev. 2 of 08-06-14 11:02 PM) Link | Quote | ID: 157708


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Posted by infidelity
The game continues on after you defeat Ganon...

I force the game to make you save, so you can continue onward. The game doesn't end when you defeat Ganon & talk to Zelda. Idk why people are not paying attention to what Zelda is saying, and not noticing the signifigant change to the FILE menu on the registration screen once you are sent back there. :-/



I don't get any text. Once I walk in, link gets stuck in a walking animation and nothing happens; can't do any input at all. Here's a quick video (sorry it's poor quality): http://tinypic.com/player.php?v=71jswy%3E&s=8.

This is on Nestopia 1.42.4 on Mac btw.
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Main - ROM Hacking - Zelda - The Legend of Link (v3-12-20) Released New thread | New reply

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