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

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LeviathanMist
Posted on 08-20-14 09:27 PM (rev. 2 of 08-20-14 09:34 PM) Link | Quote | ID: 157848


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I was finally able to upload my gameplay video from last night.



Skip to about 2:31:26, and then 2:32:39 through 2:33:49 to see stair cases popping up where they aren't supposed to - this happens in 3 different screens.

Skip to about 2:55:50 to see the glitch where where you get the stuff from Link's house again. I had to soft-reset to get out of there There are also other instances throughout the video where I get "secret" rupee caves over again, and have to unlock dungeon entrances a second time by wasting another key, as well as bomb caves which magically close themselves.

Another side note, there was a part in the video where some of the treasure boxes I never actually got were "opened" - notably at 2:33:23, there is a chest behind a hammer block that is opened when I don't actually have the hammer. This might just be a side effect of the staircase glitch, as it happened around the same time.

EDIT: I was watching the video and noticed when you buy the lantern, that's when your magic meter shows up. But then it's possible to get the red lantern after the first dungeon. So, what if someone manages to complete the first dungeon without the lantern, and then grabs the red lantern without ever getting the blue lantern? Do you still get a magic meter? I know the red lantern doesn't take any magic. Also, whatever else in the game uses magic, does that give you a magic meter if you don't have one?

infidelity
Posted on 08-20-14 10:44 PM Link | Quote | ID: 157849


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Thank you very much for the video! I'll take a look when I get home.

you have very good questions regarding the magic meter, let me answer that.

If a player decides to not purchase the blue lantern, and gets the red lantern instead, then you still get the magic meter.

with you bringing this up, I now question myself on the Pendant of Quake. That's the only other item that requires magic. If for some bizarre reason a player was able to get through every dungeon dark, and they get the pendant of quake..... I'll have to double check the asm I wrote, because if what I'm thinking is true, I'll need to add the magic meter activation to that item.

Also regarding my SRAM issue with warp caves, its all set now! You will not lose any data, and this quite possibly could be the reason for the mentioned staircase glitch.

MiniCompute
Posted on 08-20-14 11:05 PM Link | Quote | ID: 157850


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Posted by infidelity
Thank you for the video, looks and sounds awesome!

Now for my update.

C.R.A.P......

I kept wondering and wondering, why I was getting reports of people saying Link's house would be reset when returning. I've taken care of every aspect of swapping in and out my 80 bytes of portions of the entire light/dark world of Hyrule...... Except for the friggin warp caves!

I did a test just a few minutes ago, grabbing everything within Links house, then I headed for a warp cave within the lower light world, fairly close to Link's house. I then take a warp to the top of Death Mountain. And while I did that, I paid close attention to my $67F-$6FF ram to see if it swaps out, and it doesn't. So I then perform a save, and what was still in ram was technicaly the lower light world, and it got stored into the upper light world. So when you load the game again, the lower light world where Link's house is gets reset, which is why when you return, you have to obtain everything again, and this also explains why certain things will be unveiled in the upper light world when you venture there. Again, C.R.A.P......

Everything else I was doing is put on hold for now (which is basicly an overhaul of the Hammer) and I will get to this issue asap!

Thank you to all for reporting, this one is a major one, but I can assure you, it's the last major one, because I have every angle covered on the SRAM.


Well to be perfectly honest i don't think your telling the game where the player should start at again.
Lets say I have a lantern, hammer, bottle red shield, I beat dungeon 1.
So if I were to die inside the dungeon or cave and it ask me do I want to save and quir I do this.
Now if I come back to the game and start up 50% chance I'll be near the dungeon area or last spawn point of which cave or dungeon I came from.

Lets I say I die in the ow I got half of my items and the game is almost beaten.
If I hit save and continue I'll go right back to links house which is a big problem. knowing I have to swing and jump pass whatever crap to get back to my last progress area.

You played zelda 3 right and you know when you made some headway in the light world and you die or save quit..
A nice cheap menu appears before you spawn asking which area you want to go back to..

It maybe a long shot but set 2 main spawn points for north and south hyrule.
Least if you do it this way, the player should be smart enough to take whatever roads he needs to go to.

In a way your hack is like zelda 4 plays like zelda 4 and is funny at times.
But moments like these I'm halfway fed up if I need to restart from point A to point B.

infidelity
Posted on 08-20-14 11:10 PM Link | Quote | ID: 157851


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Unfortunately the game is fixated on links house as the starting point. I tried doing something similar to lttp where there were other areas to spawn at, but I kept getting errors and glitches. O may look into this again.

LeviathanMist
Posted on 08-20-14 11:39 PM Link | Quote | ID: 157852


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Thanks for the quick feedback. I'm not sure if these have been mentioned, but I have a few minor suggestions as well.

First, there should be items that replenish the magic meter. I know this has been mentioned already, but it just makes sense. If nothing else, can you make an existing drop also function to replenish magic a little bit, such as the heart? Walking around a dungeon with no magic and no way to refill it sucks, especially since you can't get the bottle until you get the item in dungeon 2.

Another thing I had a problem with is the pegasus shoes/roc's feather combination. It's not straightforward at all that you can use these items together, and only through trial and error did I figure out you could press "up" on the pegasus shoes to change to the feather for the other slot. There should be some sort of in-game hint, or at least put in the readme file directions for it.

Another minor problem I had is with the immense difficulty spike from dungeon 3 to the castle/skull dungeon. It's basically the equivalent of beating the original Zelda with 6 heart pieces, the second sword, and the green tunic. I'll probably have to savestate my way through it if I want to get to the dark world. Am I missing something? E.g. the blue tunic in the light world?

infidelity
Posted on 08-20-14 11:51 PM Link | Quote | ID: 157853


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1. Magic Meter Replenish: I don't have the free space within the ppu, nor the prg-rom for additional asm, to have magic meter bottles. This is the reason why I made it so the potions replenish it, and why I created the Red Lantern, so you wouldn't have to he burdened with using the blue lantern all the time.

2. Roc's/Pegasus Combo: I'll have to figure out a way to access free prg-rom, and maybe have a small vram write appear, when you highlight the shoes when you have the feather.

3. Difficulty: The blue ring is within the skull castle of the light world. It is the only item within that castle. There are less enemies on screen than before, so the difficulty should be slight.

LeviathanMist
Posted on 08-21-14 12:03 AM Link | Quote | ID: 157854


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Posted by infidelity
1. Magic Meter Replenish: I don't have the free space within the ppu, nor the prg-rom for additional asm, to have magic meter bottles. This is the reason why I made it so the potions replenish it, and why I created the Red Lantern, so you wouldn't have to he burdened with using the blue lantern all the time.

2. Roc's/Pegasus Combo: I'll have to figure out a way to access free prg-rom, and maybe have a small vram write appear, when you highlight the shoes when you have the feather.

3. Difficulty: The blue ring is within the skull castle of the light world. It is the only item within that castle. There are less enemies on screen than before, so the difficulty should be slight.


Alright, cool. Thanks again for quick feedback, and awesome work on the hack so far. Can't wait to try 1.4!

Here's a somewhat-related humorous video from Dorkly

Compass in the boss room, best practical joke ever

Malachi Constant
Posted on 08-21-14 02:50 AM (rev. 3 of 08-21-14 02:53 AM) Link | Quote | ID: 157857


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I've noticed a few very small things:

1. The woman who says: "Let's play money making game". This is actually bugging me a little. Could you change it to: "Let's play a money making game" instead? Or maybe better yet, just have her say: "Let's play a game." The context makes it pretty obvious what it's about anyway.

2. When you enter a new screen with an enemy, throw your boomerang at him but miss, and then proceed to move, the game is slowing down terribly in FCEUX. I don't suppose there is much that can be done about this?

3. Is there any room to write out the names of the items in stores before you buy them? Maybe a box could appear on the screen when you approach an object which says: "Buy map/bomb/arrow/etc? Yes/No"? This is probably just me being a bit thick, but I actually thought the map was some form of primitive tool and never bought it. I spent a lot of time looking around for it and eventually had to check the original post on this board to see what the icon looked like.

Sorry I don't have anything more useful to report right now, but keep up the work! Love the game so far. You're doing a fantastic job.

kuja killer
Posted on 08-21-14 04:19 AM (rev. 3 of 08-21-14 04:29 AM) Link | Quote | ID: 157858


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I have a tiny little fix for you which is not really that important but it should be done anyway.

Okay first i know it's not meant to work in old versions of FCEUX before 2.20, because of the whole 5130 register deal.
But i was curious about something else instead, why the rom doesnt even load PERIOD.... in 2.15 which i've always been using forever.

And it's because the stack 100-1FF was screwed up in the "reset vector" stuff where a JSR was split between 100, and 1FF. So when it goes to an RTS at some point, the CPU according to the debugger puts it in 5F RAM...instead of returning to FFFxx rom address

here's the fix:

FFF62: A2 FF 9A EA EA
FFF6C: EA EA EA
---------------

and now game doesnt go past link house cause he gets starts off in a infinite "jumping" phase. probably another bug related to fceux 2.15 "only"

damn ..oh well.

Thanatos-Zero
Posted on 08-21-14 03:29 PM Link | Quote | ID: 157862


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One thing though Infidelity.
Could you make the beeping on low energy to fade out?
The sound gets annoying.

____________________
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?!".

infidelity
Posted on 08-21-14 03:34 PM (rev. 2 of 08-21-14 03:37 PM) Link | Quote | ID: 157863


Fuzz Ball
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I actually use the stack for custom things. This is why the game acts oddly with what you were trying to do. Years back when I started the lantern, I watched how Zelda utilized the stack, how far up it reached. So I started from the end of the stack usage and inserted my ram palettes. But once I started doing custom asm, pushing the stack alot, then the stack started cutting into the palette ram, and I had to relocate it to exram. But, the various other registers within the stack that I have used, is nowhere near the new end of the stack.

In regards to slowdown, this unfortunately inevitable. This due to poor writing on my end, and, the fact that this game was never designed to run and use multiple actions. The game was written 1986, still the infancy period of Nintendo, so the asm writers didn't fully know how to utilize the processor. So with all of that going on, ontop of my asm code, there's slowdown. You will notice the significant drop in enemy amounts on the screen. That's because the more there were, the slower the game was. That, and on top of that, I inserted the Capcom 6C80 Sound Engine, which is far superior to the original sound engine.

And specificly with the boomerang, its not the boomerang causing slowdown. Its the new sprite shield I gave Link. Its causing slowdown cause I have to force the position of it constantly, so its always matching Links xy position.

@Thanatos: I still need to work on all the sprites you sent me. If I find time, I'll take a look into delaying the duration.

kuja killer
Posted on 08-21-14 07:10 PM (rev. 2 of 08-21-14 07:10 PM) Link | Quote | ID: 157865


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oh i see, thats understandable.

and... i was going to say, i was interested last night in wanting to spend some time with your game looking through alot of 2000 byte pages...and optimizing stuff cause im the master at that sort of thing, and i was absolutely 100% positive i could get you some free space...

not much most likely...but at least a couple hundred bytes "here and there" but....

i cant stand that freaking font type in fceux 2.2x and thats the sole reason what stopped me. i cant bare to work with anything cause of that stupid dumb font shit in the hex editor and debugger.
which is why i continue to stay with 2.15

infidelity
Posted on 08-21-14 07:42 PM Link | Quote | ID: 157866


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I had no choice, I had to get used to it lol. It lireraly took me a day but I got over it.

I really appreciate you looking through the rom! I'm sure there's things that could be better condensed/optomized, you were always the master at shortening code.

I've gotten better slightly with that as this project progressed.

kuja killer
Posted on 08-21-14 08:41 PM (rev. 6 of 08-21-14 09:00 PM) Link | Quote | ID: 157867


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hey question, do you got a title screen editor or something like that by any chance ??

im re-arranging the waterfall and "ledgend of zelda" tiles, and i can very easily free up about 1 and 3/4th's pages of graphic space for you.
(just a little under 512 tiles) --- about maybe 450-ish

just by simply re-arranging the waterfall animation, nothing is being deleted or moved or anything else.

http://postimg.org/image/oycon03jh/

http://postimg.org/image/wkapu32r7/

edit: actually maybe not. if there is 1 single free RAM register "anywhere" (i have no idea if you got any or not), then the animations tile 00-3F and 40-7F can be seperated instead of being controlled together by RAM $100

prob might not be worth the trouble then, cause every single sta $100 that exists, might have to be edited cause of it.

Thanatos-Zero
Posted on 08-21-14 09:07 PM Link | Quote | ID: 157868


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Kuja we could use customised tiles, which require less space.
I might be willing to create a new und better waterfall which has only 8 16x16 tiles


____________________
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?!".

infidelity
Posted on 08-21-14 09:16 PM (rev. 3 of 08-21-14 10:44 PM) Link | Quote | ID: 157869


Fuzz Ball
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yeah the waterfall intro is kind of all over the place, asm wise.

The fact is in regard to Thanatos, it's not free chr space im in need of, I have plenty. It's the fact the everything within the ppu during gameplay I need to be consistently there. He wants me to add a bunch of different things, expand things, but I cant due to needing things staying the way they are. I already removed 1 sprite so I could have a different looking sprite. I;ve even had to give up bg tile data, since using 8x16 mode you can have sprite tiles within the bg, hence why 1 of the animations for the boomerang is within the bg ppu.

I can't do anymore gfx enhancements. The game is pretty much done. If I add anymore asm, the game will slowdown even further. So to Thanatos, there will be no more gfx required.

edit

Also, my ppu is setup where the bg gets swapped as 00-7F, 80-FF, while the sprites are all 1kb chr.

edit 2

Now with everything working as best as it ever has, I will begin now on attempting to giving the hammer a new makeover without having to alter its asm.

RetroRain
Posted on 08-25-14 10:36 PM Link | Quote | ID: 157899


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infidelity, after I beat the Level 1 dungeon, I looked in the inventory and saw 2 Triforce pieces on the top. Since you made the Lightworld 4 dungeons, did you change the Triforce count? Or is this a bug?

____________________
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eric.of.troy
Posted on 08-26-14 03:39 AM (rev. 3 of 08-26-14 03:44 AM) Link | Quote | ID: 157900

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Hey guys! I've been playing through this now for a while.

One minor gripe for me would be a lack of available potion shops. Since magic regeneration is something of a premium, I think there oughta be a better availability of them. I've located about 3 potion shops so far.

I'm not sure if you may be able to implement them into a regular shop or not, but thats an idea.

Where it came into play is when I was playing through the level 9 lightworld dungeon. I used my pendant of quake and kinda depleted all my magic, but didnt have any potions to rejuvinate my magic. I had the red lantern, but it still wouldnt let me use it once coming back up from the keese passages. Thus I had to backtrack all the way to the nearest fairy lol. I'm also not sure if the red lantern uses a nominal amount of magic to start it up, which I assumed it did.

That or if one of the two shops (unless they've already been changed) right beside the castle could be changed to a potion shop?

I'm not exactly sure which version of the patch I have, its dated for 8-12, so there may be some updates I dont have.

Thanks again for the awesome work!

Lastly... Am I just dumb or where am I supposed to go after beating the third dungeon lol? I cant seem to find my way into any new places, even with the warp man's staircases. I played up to ganon, but of course he doesnt like to poke his head out lol. EDIT: disregard. I'm just dumb lol.

infidelity
Posted on 08-26-14 03:49 AM Link | Quote | ID: 157901


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@RetroRain: yup the triforce of courage is in 3 pieces, and the triforce of power is in 5 pieces, and yes, I've altered how the pieces look when constructed, to give the appearance of 5 pieces instead of 8, and 3 pieces instead of 8.

@eric.of.troy: I will see if I can figure a method of the Red Lantern to be activated without magic, since the purpose is to constantly illuminate the dungeon (until you resurface from a keese stairway or item room).


eric.of.troy
Posted on 08-26-14 04:01 AM Link | Quote | ID: 157902

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Good stuff thanks! Like I said, I'm not opposed to using potions. I just wasn't sure how you planned on implimenting the red lantern.

Also, I'm gonna shoot over an email to ya.
(<--- the map guy)
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