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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 08-26-14 04:10 AM Link | Quote | ID: 157903


Fuzz Ball
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Thank you for bringing the Red Lantern to my attention. Ive made it so that you no longer require magic for the Red Lantern, only the Blue Lantern & the Pendant of Quake require magic.

lobsang2
Posted on 08-26-14 09:13 AM (rev. 2 of 08-26-14 09:50 AM) Link | Quote | ID: 157904


Micro-Goomba
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Minor bug I found today on 1.3.3: when you try to play the ocarina on the light world screen just south of the master sword, the game freezes.

infidelity
Posted on 08-26-14 01:04 PM (rev. 3 of 08-26-14 03:00 PM) Link | Quote | ID: 157905


Fuzz Ball
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I'm unable to recreate this glitch. I'm at the screen id just below where the master sword is located, I've used the ocarina back and forth with no issue. If you could recreate this as best you can and get back to me asap, that would help me alot!

1. what emulator
2. everything you have in your inventory
3. exactly what screen id (pic upload would really be great, but I'm going on the notion that this is DIRECTLY below the screen id of the Master Sword (which I now call the Tempered Sword)
4. any enemies on the screen at the time of usage
5. any unveiled entrances on the screen at the time of usage

Every single thing you can tell me will help me narrow this down. I've been trying to recreate this on my end but can't. I was ready to upload v1.4b but I'm holding off until this new development gets resolved.

edit

This is what players can expect when v1.4b is released. I've redone the 3 boxes on the info bar. What I've done, is made it so Link can have 3 inventory items to select from off the bat with the select button. Kind of reminds of Ocarina of Time, minus all the extra buttons. Originally, I had the select button just cycle through whatever inventory items you currently possess, but then I felt, what if players get annoyed with cycling through the items, pass what they wanted, and have to go through the list cycle all over again? This is why I came up with this new method.

You are able to select any kind of combination you want, for shits, you could have the same item in all 3 boxes. I will upload a video to show you of this in action.

Now, the side quest items are still in the game, those are not gone, the only difference, is that I now have them only appear within the inventory menu (vertically) off to the left side of inventory box.

Select 3 Custom Inventory Items

MiniCompute
Posted on 08-26-14 05:55 PM Link | Quote | ID: 157907


Bubble
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Been meaning to ask this, where is the hammer at ?
I mastered the dungeon 2 but didn't find dungeon 1 yet.
I found the old bag in the grave yard, she wants a book but I can't progress any further without the hammer.

Also if you need me to run your next demo on my 3ds let me know.
My current sram on my card should pick right off from where left off at.

Also not much issues to report while using this with nesds 1.3a only problem...
The map item glitches up when heing used or I am over on west hyrule near the death mountain.

If needed I'll provide a screen shot later on.

infidelity
Posted on 08-26-14 06:08 PM Link | Quote | ID: 157909


Fuzz Ball
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I'll be releasing v1.4b today. You and others will unfortunately have to start over, because the asm in ram has been altered, so you will get undesired results.

As for the hammer, its no longer a purchasable item, its now located within a dungeon as a secret item.

The same goes for the blue ring, its only in a dungeon.

And yes post a screenshot. I'm still waiting for a recreation of the ocarina glitch that was reported, but I can't recreate it at all, so I'm going to release the beta today.

Malachi Constant
Posted on 08-26-14 06:22 PM (rev. 2 of 08-26-14 06:22 PM) Link | Quote | ID: 157910


Micro-Goomba
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Quick question - you say the hammer is now a secret item within a dungeon. Is there any way to see if a dungeon still contains such an item? Such a function would be very appreciated otherwise.

If there's any chance whatsoever that you can walk past an important object in a dungeon I'll probably do it when I play, and then I'll have zero clue about where to even look for it afterwards. The thought that I've missed something wouldn't even occur to me if I had already beaten the boss and picked up a piece of the triforce.

infidelity
Posted on 08-26-14 06:41 PM (rev. 2 of 08-26-14 08:03 PM) Link | Quote | ID: 157911


Fuzz Ball
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Unfortunately I can't fit in any more additional asm to give some sort of indication of an item you may have or have not obtained.

I will say this. Every dungeon has 1 secret item. The only dungeon that has 2 items, is the very last ganon dungeon within the dark world.

it was really difficult creating a map to show where you have been. So I hope at least, that can give some sort of guidance to missing things.

UPDATE!
v1.4b has been released. Please check out the front page, it has the updated revisions.txt, and direct links to all emulators that run my project.


@d-ace. I'm personally unable to download the new update to nesDS from that website. Can you explain what I'm doing wrong, or if something is up with the site, or if there is another link you could provide?

Thank you all for your extreme patience! This should be the do or die of the betas!

Kiokuffiib11
Posted on 08-26-14 08:36 PM (rev. 2 of 08-26-14 08:39 PM) Link | Quote | ID: 157913


Porcupo
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I've tried to apply this IPS,,, however, when I do it and try to run it, it goes to a gray screen and stays there. It does this on the latest ips and the last (I Applied this to the PRG0 and the normal version to no avail).

If it does make a difference, I use Lunar IPS to patch.

Anyone have a clue what I'm doing wrong?



____________________
セシル

infidelity
Posted on 08-26-14 10:48 PM Link | Quote | ID: 157915


Fuzz Ball
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I need to release a new update tonight.

i had no idea about this till I started a playthtough on my Wii. The warp cave asm that swaps out the screen ids, I created asm to allow for the SRAM to be swaped properly and stored properly. The problem that just happened to me, was that after you exit a dungeon stairway or item room, the SRAM code kicks in, and it screwed up the lower light world reseting everything. I have fixed this, and will be releasing an update tonight. Again I apologize, I didn't see that coming, and saw no indication through the asm that the dungeons shared that warp cave code.

d-ace
Posted on 08-27-14 12:09 AM Link | Quote | ID: 157916


Red Goomba
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Well...FileTrip IS financed by advertising - are you using ad-block or anything like that?

I will double-check the link, but I am pretty sure I did test it before posting it.

Love the idea of the extra item-boxes!

/d-ace

MiniCompute
Posted on 08-27-14 12:32 AM Link | Quote | ID: 157917


Bubble
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Posted by infidelity

v1.4b has been released. Please check out the front page, it has the updated revisions.txt, and direct links to all emulators that run my project.

@d-ace. I'm personally unable to download the new update to nesDS from that website. Can you explain what I'm doing wrong, or if something is up with the site, or if there is another link you could provide?

Thank you all for your extreme patience! This should be the do or die of the betas!


Justice done, your flash cart should be able to handle that, which flash do you use if you dont mind me asking ?

http://www.mediafire.com/download/y65cr1y3pu4xcx6/nesds1.3a_(1).zip

infidelity
Posted on 08-27-14 03:24 AM (rev. 4 of 08-27-14 03:43 AM) Link | Quote | ID: 157918


Fuzz Ball
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v1.5b has been uploaded!
http://acmlm.kafuka.org/uploader/get.php?id=4675

Please check the front page for the new list of fixes. :-D

@MikeTechno: im not sure I'm following you. Are you asking what im using on my 3DS for a flashcart? If so, I have Gateway 3DS, and use the blue card for DS software.

@d-ace: Thank You! :-)

MiniCompute
Posted on 08-27-14 04:45 AM Link | Quote | ID: 157919


Bubble
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Posted by infidelity
v1.5b has been uploaded!
http://acmlm.kafuka.org/uploader/get.php?id=4675
Please check the front page for the new list of fixes. :-D



Ok this a problem when I go into level 2 and beat it quickly.
I see no indication of the dungeons treasure besides the second piece of the triforce.
Infildelt could you please check out level 2 for yourself and see if a treasure is there ?
Also I have not found level 1 yet, I'll look at links awakening for abit.
I know that dungeon is near the beach in kpholint.
Reason why I am doing that your maps are similiar to zelda 4, hell even the swamp level was 2.

Check your game shops, the money making scheme and the fortune teller woman won't take the rupees sometimes.
Even if you have the correct amount.

I'll put this on my flash cart tonight and play it off and on when I'm working and walking all over town. :/

LeviathanMist
Posted on 08-27-14 05:36 AM Link | Quote | ID: 157920


Red Paragoomba
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Major glitch report!

The flippers' dive function is messed up, i.e. it doesn't work. This probably has something to do with the new item-swapping mechanism. Also, if you try to go into the menu while swimming in the water, the whole game glitches out.

A minor glitch I encountered, I died in dungeon 1 with 50 arrows, and when I respawned in the dungeon, it said I had 0 arrows. But when I finished the dungeon and left, I had 50 again.

Vanya
Posted on 08-27-14 01:34 PM Link | Quote | ID: 157921


Red Koopa
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Posted by infidelity

This is what players can expect when v1.4b is released. I've redone the 3 boxes on the info bar. What I've done, is made it so Link can have 3 inventory items to select from off the bat with the select button. Kind of reminds of Ocarina of Time, minus all the extra buttons. Originally, I had the select button just cycle through whatever inventory items you currently possess, but then I felt, what if players get annoyed with cycling through the items, pass what they wanted, and have to go through the list cycle all over again? This is why I came up with this new method.

You are able to select any kind of combination you want, for shits, you could have the same item in all 3 boxes. I will upload a video to show you of this in action.

Now, the side quest items are still in the game, those are not gone, the only difference, is that I now have them only appear within the inventory menu (vertically) off to the left side of inventory box.

Select 3 Custom Inventory Items



Dude that just made this already awesome hack like 1000% better. :cheers:

I was wondering something. Now that you made it so that you can swap out the Sword for the Pegasus Boots, any chance of allowing the sword to be placed in the B button slot like in LA or is that totally out of the question?

____________________
Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.

Insectduel
Posted on 08-27-14 04:36 PM (rev. 2 of 08-27-14 04:37 PM) Link | Quote | ID: 157922


Hammer Brother
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Wow, we are still beta-testing your product! I hope it's bug free or add more features to this great game. I've still haven't finished the original game and I am up to the 6th dungeon on the 1st quest.



If you don't already know, there is an unlicensed game created by the Christian Gaming Company called Wisdom Tree that uses The Legend of Zelda engine on the NES, then ported to Sega Genesis. The Spiritual Warfare did use a few original ideas such as bible questions when you touch an AHEM... fairy. The music sucks and has 7 of them. But nothing as close as Zelda - The Legend of Link which looks like a completely different Zelda game on the NES and is one of the best kickass games ever made.

Chaobomr
Posted on 08-27-14 08:00 PM Link | Quote | ID: 157923


Buster Beetle
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Alright, how do you push the tomb? Do you need the Power Bracelet or something?

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

infidelity
Posted on 08-27-14 08:03 PM Link | Quote | ID: 157924


Fuzz Ball
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If you look real hard at the tombs (and if you paid close attention to the old womans hint) you will notice something.

There is no push tombs/boulders in this game. The only pushable blocks are within dungeons.

d-ace
Posted on 08-27-14 09:49 PM Link | Quote | ID: 157925


Red Goomba
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I had the same problem with the tombstones. It is firmly rooted into every zelda-gamer to try to push tombstones.

My humble suggestion was to make a certain feature of the current tombstones a little more obvious (by making that distinct feature a little larger).

/d-ace

infidelity
Posted on 08-27-14 10:13 PM (rev. 2 of 08-27-14 10:16 PM) Link | Quote | ID: 157926


Fuzz Ball
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I understand the confusion. I'm one of many who try to stick with the originality of a classic game.

However, the reason I went with this change, is that the original game forces a sprite palette change for the very last sprite palette, to match one of the BG palettes exactly. In the case for the tombstones, the sprite palette matches the very first bg palette, the blue/gray/white which is used in the info bar.

Within the tombstone that is pushable, is a secret sprite that detects links xy position verticaly. When its correctly matched, the actual background tombstone is overwritten by the vram engine to display a plain background, then the in-game playing field for that 16x16 section is stored with tile id 24(air,walkable,etc), then, that sprite id actually loads the BG tombstone gfx as a sprite gfx, (only nes does this in 8x16 sprite mode) and then the sprite tombstone begins to move either up/down. Then, once the sprite tombstone reaches its destination, it calls the vram routine to draw the BG tiles of the tombstone, and the in-game playing field for that new tombstone section gets updated with the actual tombstone tile ids, then the sprite will initiate the unveiling of a staircase/initiate sfx, and removed itself from the $35Aram area.

Now the reason I went in depth, is because I had to redo the entire palette engine, to accommodate the new sprite designs. Now the bgs pretty much use 3 colors and 1 black, while all the sprites only use 2 colors and 1 black. So when you goto push the tombstone, it looked incorrect and unappealing.

Also, you will notice in dungeons with pushable blocks, I had to get a little creative with those.

And I never intended 3 years ago to have every single screen id (256 of them each) to have individual sprite palettes. There would be and is, no room for that. So, this is the alternative I came up with, its a new twist, pleasant to the eyes, and gets the secret job done.
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Main - ROM Hacking - Zelda - The Legend of Link (v3-12-20) Released New thread | New reply

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