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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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Da_GPer
Posted on 08-29-14 10:34 AM Link | Quote | ID: 157967


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This isnt right.... Someone should put a stop to this and quick!

http://www.shopflashback.com/index.php?main_page=page&id=1

LeviathanMist
Posted on 08-29-14 03:19 PM Link | Quote | ID: 157968


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Posted by Da_GPer
This isnt right.... Someone should put a stop to this and quick!

http://www.shopflashback.com/index.php?main_page=page&id=1



I don't know what's more offensive - the fact they stole the hack for their own profit, or the fact they promoted it using Comic Sans. Way to completely take a dump on Infidelity's hard work.

infidelity
Posted on 08-29-14 03:22 PM Link | Quote | ID: 157969


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I would like to know from whoever has played this, if you have or have not, experienced any issues when obtaining heart pieces, and their function in creating a new heart container.

I've received only one report of this happening. If others have experienced this, please let me know and the emulator you are using.

thank you!

Vanya
Posted on 08-29-14 03:30 PM (rev. 4 of 08-29-14 03:48 PM) Link | Quote | ID: 157973


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Posted by MikeTechno
Posted by Malachi Constant
Stop telling him to greenify the game!

I love the autumn colored woods.
The use of that reddish/brown/red currant nuance is one of the most aesthetically appeasing things about the hack in my opinion. I love the looks of the caves, the woods and the swamp. It brings so much color and atmosphere to environments that are usually a little boring and washed out in Zelda games.


Sorry but I agree with thanatos also.
Autum colored forest doesn't seem right at all and its near the swamp are looking like this ?
Have you ever played zelda links awakening dx, go look at the forest area..
Even though its paler-gloom green feel I prefer it over the current palette right now.

Also this has been on my mind for far too long but does link skin color have to stay that way ?
Even a light brown color would look nice on him this would do well: #E4D553




I'm in the other camp on this one. The 'autum' forest colors are just fine and because of the proximity to the swamp actually makes sense.
Swamps are created when a body of shallow water forms in a forest.
During the process of change from Forest to Swamp the over abundance of water tends to kill the existing trees as new vegetation gradually takes it's place.
Besides, there are plenty of green forested areas in the game.

As for the idea of adding a skin tone to Link's palette, just take into consideration that it would affect any other object that shares that palette.
So the sword, the map, and the arrows would also be affected.



Posted by infidelity
@Vanya: That random staircase you uploaded, can you recreate that? If so, do it, then do this.

1.remove all inventory items from the boxes.
2.walk off of the screen with that unveiled staircase.
3 return to that screen and see if its there.


I'll give it a try and report back in a little bit.


EDIT:

1) I noticed that Link crashes against the brown fallen leaves in the "Autumn" forest area.

2) Followed your instructions about the mystery stairs and it didn't seem to have any effect.

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

infidelity
Posted on 08-29-14 03:50 PM Link | Quote | ID: 157975


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Your first response, are you saying the game is crashing? If so can you submit a screenshot of the screen id in question?

To your 2nd response, I'll add that issue to mt bug log and try to get at it tonight. Thanks for checking!

Vanya
Posted on 08-29-14 04:14 PM (rev. 2 of 08-29-14 04:18 PM) Link | Quote | ID: 157976


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Posted by infidelity
Your first response, are you saying the game is crashing? If so can you submit a screenshot of the screen id in question?


Nope. I mean the game is treating those tiles as if they were solid when Link is running.

Also...


And I noticed that the upper right screen of the castle has some funky graphics when the screen scrolls up to the next screen to the north.
I'll get a screen shot as soon as I finish this gods-forsaken dungeon.
Speaking of which you might want to reduce the number of blue Wizzrobes in this place they are rapin' my butt.

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

Malachi Constant
Posted on 08-29-14 06:30 PM (rev. 5 of 08-30-14 12:28 AM) Link | Quote | ID: 157977


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Posted by Da_GPer
This isnt right.... Someone should put a stop to this and quick!

http://www.shopflashback.com/index.php?main_page=page&id=1



I've been in contact with them before regarding this. They claim they have Infidelity's blessing. Not sure he can comment on it here due to possible copyright issues, but it seems to be a legit reproduction... or as 'legit' as a reproduction can be, I suppose. I don't have a problem with these things at all as long as the maker of the hack has greenlighted the project. This is one hack that definitely deserves a boxed release.


SatoshiMatrix
Posted on 08-29-14 07:08 PM Link | Quote | ID: 157978

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This is really getting me excited. I heard about this on romhacking.net and knew I had to come here.

On page 1, I read that this game isn't capable of running on either NES flashcart due to the sheer size.

I read

Converted from MMC1 to MMC5
1MB PRG-ROM
1MB CHR-ROM
8KB SRAM
Installed custom modified Capcom 6C80 Sound Engine, with DPCM usage


I prefer to play my NES/Famicom games on the real hardware whenever possible.

What I want to know is if this game is possible to run on the real hardware via a reproduction cartridge on ExROM such as EKROM.

I do believe that ExROM maxes out at 1024 KB of ROM space for both PRG and CHR for a theoretical maximum size of 16 Megs, so this should be right on the outer edges of what is possible on the hardware. But not sure about that last part.

Can you comment, infidelity?

Insectduel
Posted on 08-29-14 08:53 PM (rev. 2 of 08-29-14 08:54 PM) Link | Quote | ID: 157979


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Posted by SatoshiMatrix


What I want to know is if this game is possible to run on the real hardware via a reproduction cartridge on ExROM such as EKROM.




SatoshiMatrix I really like idea, if you do attempt to create a reproduction cart of infidelity's game when is fully functional without crashes or glitches during gameplay you should send a copy of that cart to AVGN on Cinemassacre. I would love to see what James Rolfe and Mike Matei thinks.

infidelity
Posted on 08-29-14 09:30 PM Link | Quote | ID: 157981


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Ok I've fixed up to 19 issues so far. But I need feedback on the heart containers. So far I only got 1 report of them not working properly.

Other than that, all I have left is graphical fixes to attend to.

I'll skim through the last couple pages here, to check again on what gfx issues are present on v1.5b

kuja killer
Posted on 08-29-14 10:32 PM Link | Quote | ID: 157985


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that is interesting to bring up satoshi...are there even any real NES games that used those types of boards at all ??

there must only be a couple that exist in the whole world today i wonder ?? :-\

lobsang2
Posted on 08-29-14 11:25 PM Link | Quote | ID: 157986


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Posted by infidelity
I would like to know from whoever has played this, if you have or have not, experienced any issues when obtaining heart pieces, and their function in creating a new heart container.


I believe I have. I wasn't tracking it closely, but I believe I picked up a 4th heart piece, but did not receive a new heart. I believe I had 14 hearts before, picked up a piece, checked my inventory and had 0 showing, but still 14 hearts. Will try to track this better on further testing.

infidelity
Posted on 08-29-14 11:31 PM (rev. 2 of 08-29-14 11:35 PM) Link | Quote | ID: 157987


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Posted by SatoshiMatrix
This is really getting me excited. I heard about this on romhacking.net and knew I had to come here.

On page 1, I read that this game isn't capable of running on either NES flashcart due to the sheer size.

I read

Converted from MMC1 to MMC5
1MB PRG-ROM
1MB CHR-ROM
8KB SRAM
Installed custom modified Capcom 6C80 Sound Engine, with DPCM usage


I prefer to play my NES/Famicom games on the real hardware whenever possible.

What I want to know is if this game is possible to run on the real hardware via a reproduction cartridge on ExROM such as EKROM.

I do believe that ExROM maxes out at 1024 KB of ROM space for both PRG and CHR for a theoretical maximum size of 16 Megs, so this should be right on the outer edges of what is possible on the hardware. But not sure about that last part.

Can you comment, infidelity?


Yes I can comment. :-)

I've been in contact with the guys over there for quite awhile. They came to me a long time ago, taking an interest in my Zelda project. They liked what I've done over the years, from Megaman Ultra, all the way up to my SMB3 Battery Save Hack. They asked for my permission, to create a full fledged package of "Zelda - The Legend of Link"

I just want to say right off the bat, that I am not in this for monetary purposes. Im not receiving, nor do I want, any money for anything I do via roms. Roms are copyrighted material. Even though I actually own the original authentic cartridges of the games I hack, I still don't want money for what I do.

This project is just shy of being in development for 3 years solid. And for these guys to come up to me, show me what they can do, and show me what they want to do for this project, I was humbled & awed. Even when Tetris Zero was released, I had a fan of my work literally just give me for free, a flashcart for the NES, because he wanted to play my work on a real Nintendo.

At that point, I never knew flashcarts existed. Ive only ever been able to play nes roms on emulators. But when I found out not just Nintendo, but literally every 80's 90's console now has a flashcart, I was overjoyed with the fact that, something I hacked, can be played on authentic hardware.

I told those guys, if they are able to make my game run on a real MMC5 board, than I'm ok with it. And to my amazement, sent to me via video(s), they were able to get my 1mb CHR-ROM & 1mb PRG-ROM onto an MMC5 board, and have it work on a real NES.

So there is only one way for this project to be played on a real NES, and that's by having it on an MMC5 board, with the right sized chips. Unless enthusiasts can contact developers of the PowerPak, or the more popular Everdrive N8, and push for a revision of the hardware, then the only way this will ever work on NES is via an MMC5 board.

Now I know there are people that frown upon this, and I can understand that. But I cant stress enough this is not about receiving any kind of money. I just admire and feel privileged at the fact, that there are people out there willing to go out of their way to make a product based of something that I did. I still don't consider myself the top of the asm food chain, of such likes as kuja killer or Matrixz, but I can hold my own to an extent. And it's just gratifying the devotion shown by all who have contacted me so far, about how much they admire my work, and how they cant wait to play. And to those guys who are developing this into a real NES cartridge, they have that same drive & enjoyment with all of it.

With that said, and as stated on the front page, this project wouldn't be so successful if wasn't for the generous offerings, from both Thanatos-Zero & snarfblam! Without snarfblam, I would've never been able to design the game with the ease I've been able to do with, because of his custom level editor he designed. And of course without Thanatos-Zero, we wouldn't have gotten the ENTIRE facelift to every sprite in the game! The only things that I did, were the fancy intro story, and ripping/inserting/redrawing the Final Ganon gfx, (Thanatos-Zero did an amazing job recoloring him, so I could get 3 colors for him instead of 2)

SatoshiMatrix
Posted on 08-30-14 12:41 AM Link | Quote | ID: 157989

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Haha, that was actually just the kind of response I was anticipating. I did some checking with Famicom boards I have on hand, and yes indeed infidelity, your hack is possible on running the real Famicom hardware.

In fact, your hack is not running on the absolute frindges since it is currently running with just 8K WRAM. The largest Famicom only carts ever produced have the option to double that to 2 banks of 8K or even go up to 32K of PRG RAM.

Only then would you reach the maximum capacity of what is possible on the real Famicom hardware (but the 72 pin NES hardware limits are exceeded at this point).

Just to restate, the Famicom only board type EWROM on MMC5 has a maximum capacity of:

1024 KB PRG
1024 KB CHR
32 KB PRG RAM
CR203 Battery backup SRAM saving feature

infidelity
Posted on 08-30-14 12:56 AM Link | Quote | ID: 157991


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For some reason, fceux outputs me at 32k SRAM, when actually its only 8kb. Nestopia & Nintendulator both create it correctly, but fceux does not.

It does no harm via fceux, so I've just left it.

kuja killer taught me how to swap the SRAM pages, but it was way to complicated on my end, because The Legend of Zelda heavily uses the SRAM as its hard wired bank, because 3 quarters of $C000-$FFFF are occupied with DPCM data. And, when switching from overworld to dungeons, the game swaps out asm within the SRAM, cause the dungeons function way differently than the out world.

When kuja killer was teaching me the swaps mmc5 could do, I thought I could get massive amounts of free prg-rom, but again, it was way to complicated, so I just stuck with utilizing the exram $5C00-$5FFF for my extra prg-rom.

kuja killer
Posted on 08-30-14 01:23 AM (rev. 9 of 08-30-14 01:34 AM) Link | Quote | ID: 157993


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Posted by SatoshiMatrix
Just to restate, the Famicom only board type EWROM on MMC5 has a maximum capacity of:

1024 KB PRG
1024 KB CHR
32 KB PRG RAM
CR203 Battery backup SRAM saving feature

question!
a few years ago the person named "loopy" tested my game on a real NES...i dont have any idea if he did it with a real mmc5 board...or the powerpak / N8drive thing.

but when he sent me back screenshots of my game on a real nes. ONLY the pause menu was glitched up..

because "almost" the entire weapon pause menu runs in a 2nd 6000-7FFF ram page. not the regular plain 8k saveram.
those $5113 swaps just like i dicussed with infidelity awhile back.

does this mean odyssey will only work on a EWROM that you mentioned just now ?? :-/ because of weapon menu

i only use just 2 RAM pages, that's all. so - 16 kb SRAM instead of 8

SatoshiMatrix
Posted on 08-30-14 02:30 AM Link | Quote | ID: 157994

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What game is that? I might be able to help you.

You're not talking about persebe's Rockman 4 MI are you? because the pause menu glitches were resolved.

But I don't beleive MI requires 16K PRG RAM. What game are you talking about?

kuja killer
Posted on 08-30-14 02:40 AM (rev. 5 of 08-30-14 02:55 AM) Link | Quote | ID: 157995


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no, i said mine specifically, megaman odyssey, romhack of megaman 3

http://s1.postimg.org/myp9u8nx9/image.jpg

not 4mi...

SatoshiMatrix
Posted on 08-30-14 02:41 AM Link | Quote | ID: 157996

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Posted by infidelity
For some reason, fceux outputs me at 32k SRAM, when actually its only 8kb. Nestopia & Nintendulator both create it correctly, but fceux does not.

It does no harm via fceux, so I've just left it.

kuja killer taught me how to swap the SRAM pages, but it was way to complicated on my end, because The Legend of Zelda heavily uses the SRAM as its hard wired bank, because 3 quarters of $C000-$FFFF are occupied with DPCM data. And, when switching from overworld to dungeons, the game swaps out asm within the SRAM, cause the dungeons function way differently than the out world.

When kuja killer was teaching me the swaps mmc5 could do, I thought I could get massive amounts of free prg-rom, but again, it was way to complicated, so I just stuck with utilizing the exram $5C00-$5FFF for my extra prg-rom.



In the case of the MMC5 in particular, you can map the WRAM (aka PRG-RAM) into $6000-$DFFF, while all the more common, less capable mappers normally allow WRAM at $6000-$7FFF and only ROM above that.

Since this is an MMC1 to MMC5 conversion, you are given the option to load the game's ROM banks into RAM, and basically create a "Game Genie on steroids" setup where you'd be able to modify as many bytes as you want, as well as being able to enable/disable those modifications during gameplay. This pretty much is what programmers call self-modifying code. The alternative is hand-assembling mods into the code, or disassembling and reassembling the code. But it involves some coding either way.

If you were to specifically make a version of EWROM's 32KB of available work RAM, you could use that huge amount of extra RAM for many more variables, or storing stuff like world data which would be decompressed from ROM.

I know you're probably very busy as it is, but if you could make use of the additional PRG RAM supported my EWROM, you could make your game even more advanced.

eric.of.troy
Posted on 08-30-14 03:24 AM (rev. 2 of 08-30-14 03:26 AM) Link | Quote | ID: 157997

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Posted by infidelity
I would like to know from whoever has played this, if you have or have not, experienced any issues when obtaining heart pieces, and their function in creating a new heart container.

I've received only one report of this happening. If others have experienced this, please let me know and the emulator you are using.

thank you!


Hey man, sorry I havent followed on here much. I'll try a different updated emulator and see what I get. I've been a bit busy.

As an old zelda player, and reading through some of the past comments, I can echo what they've been saying with regards to difficulty. With the added spin attack, most things go down with ease. Any chance we can get some of the later bosses beefed up abit? That and I agree with the drops. Arrows were a little more difficult for me to find, but I didnt go chopping down every shrub I came across and they didnt seem to drop from enemies or I didnt get enough to realize it did. Same with keys. If properly utilized, I got to the last stage 9 with 14 in my inventory and to ganon with I think 11 or so. And that's only with buying one key because I stumbled across a shop with 255 rupees lol.

The only things that really caused much much difficulty were the pits. Specifically rooms with wizrobes and pits lol. Those blue fellas do some damage! With the Roc's feather its pretty fun though to leap over foes.

With the coloration, and studying botany in college, I agree with the autumn colored forest and making the water green and keeping the vines brown. Makes it feel dirty like a real swamp.
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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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