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

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infidelity
Posted on 09-03-14 04:33 PM (rev. 2 of 09-03-14 09:10 PM) Link | Quote | ID: 158103


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I appreciate those comments thank you!

I'll check the video when I get home, (can't check from my phone for some reason)

edit

Boy oh boy, those Pegasus Boots were a pain.

The 4th glitch you told me to check out, that was also tied in with the unlocking of Level-4 and running off the screen. So all you've reported to me are fixed!

LeviathanMist
Posted on 09-03-14 09:22 PM (rev. 2 of 09-03-14 09:22 PM) Link | Quote | ID: 158107


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Awesome work!

I just remembered one more (very minor) glitch that I mentioned before, but is still present in 1.0.

Sometimes when you enter a dungeon, the game will appear to "reset" your arrows to 00. I believe this happens in my video in dungeon 8, and probably in more dungeons. (Check at 3:02:13 in the 1.0 video) It doesn't actually reset the value to 0, since when you use an arrow, the value shows correctly. But the value shown before you use an arrow appears to be 00, until you either find an arrow, or use an arrow.

Very minor glitch, I know - but probably an easy one to squash

..RetroHelix
Posted on 09-03-14 10:05 PM Link | Quote | ID: 158108


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Thanks for this awesome hack.

Now I just have to wait till weekend to play.

Proveaux
Posted on 09-04-14 03:22 AM Link | Quote | ID: 158109


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Really thought I was done and was completely satisfied and then...




Most fun playing in a while and there's more.

No major problems on my Droid up to here.

EggplantPimp
Posted on 09-04-14 06:25 AM Link | Quote | ID: 158111


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Are the dungeons redone after all the updates you did?

____________________
- Nikki




infidelity
Posted on 09-04-14 01:27 PM Link | Quote | ID: 158117


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Posted by Proveaux


Really thought I was done and was completely satisfied and then...




Most fun playing in a while and there's more.

No major problems on my Droid up to here.


Excellent news, and glad you are having fun! :-)

@Stufid: It's faint, the changes, that I've made to some layouts of the dungeons. The only major, if you want to call it major, are tile changes to the outter walls in each dungeon.

I've made it so Level-2 actually has a secret item room, instead of defeating an enemy for the secret item.

UPDATE

v1.1 will hopefully be out either today or tomorrow.

To not experience a game freeze in v1.0, do not use the ocarina, right after you use the pendant of quake on the same screen. This has been fixed in v1.1.

Thanatos-Zero
Posted on 09-04-14 02:44 PM (rev. 2 of 09-04-14 02:45 PM) Link | Quote | ID: 158118


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Infidelity, I have a question. Because you had to put the light dungeons in the dark world, you were unable to use the other Gohma design.
I was thinking on a solution of how to make use of the Light World Gohma and the Dark World Gohma. You could in theory put either the 5th or the 7th Dungeon into the Light Word, but making it unaccessable, until you got the ocarina.

Here what Light World Gohma would have looked like, dear audience.
https://www.dropbox.com/s/b17l6eyj19584h1/TLoL%20Boss%20LW%20Gohma.png?dl=0


____________________
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 09-04-14 03:56 PM Link | Quote | ID: 158119


Fuzz Ball
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I can still put two gohmas in, I can control their chr value. I'm done with fixing everything in v1.0, for v1.1.

I have gohma appearing in levels 6-8. So tell me which levels you want it to appear as.

Thanatos-Zero
Posted on 09-04-14 04:39 PM (rev. 4 of 09-04-14 05:22 PM) Link | Quote | ID: 158120


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The red one which I just displayed here in the thread is going to be the guard of the triforce fragment. The blue one with the white shell is going to be in Level 8.

Also the red one should take 3 arrows to kill, while the blue one needs 5 arrows.


By the way you changed my Trapdogger's eye into something ugly.
It should look and behave like this.
http://i.imgur.com/1352KYd.gif

Since we have now Aquamentus in the Dark World due Level 7, you can make him a lot more harder. Fireballs which are fast and damaging as hell and he himself should take a lot of punishment. Make him blue.

And the Gleeok rematch in Level 8 should also be harder. In general rematches which feature the same main boss of the dungeon should be tougher and feature a palette swap. In this case Level 8 Gleeok should be red.

That is all for the moment.
If you do not mind, I would like to give the dungeon of Hyrule Castle a redesign and making it look more original.




____________________
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 09-04-14 04:49 PM (rev. 3 of 09-04-14 05:03 PM) Link | Quote | ID: 158121


Fuzz Ball
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umm, I cant do all of that...

I cant alter the palette attribute for different levels for the aquamentus. I will change the gohmas, but that's all I can do. There will be no more redesigning to the game, the game is done with bg designs.

Trapdogger now has the correct palette, even the center of his eye.

Malachi Constant
Posted on 09-04-14 05:00 PM Link | Quote | ID: 158122


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Posted by Thanatos-Zero
Here what Light World Gohma would have looked like, dear audience.
https://www.dropbox.com/s/b17l6eyj19584h1/TLoL%20Boss%20LW%20Gohma.png?dl=0



That is so cool. I love your sprite work, Thanatos.

infidelity
Posted on 09-04-14 10:08 PM (rev. 6 of 09-05-14 05:33 PM) Link | Quote | ID: 158125


Fuzz Ball
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V1.1 will probably be out tonight. Still trying to figure a workaround for the arrow counter, but this is as good as it can get for me.

edit

I think I came up with a workaround for the arrow counter.

Originaly, I had 4 counters running simultaneously, rupee, arrow, key, bomb.

It was discovered that Nintendulator was the only emulator that did not take kindly to this asm. It would glitch the entire hud (info bar) by the arrow counter, screw with the palette attribute for that section, bleeding into the A/B button boxes.

So what I did, (in all versions everyone has been playing) was force the high byte ppu address for the counter for arrows ($328ram) with FF. Then, whenever you obtain arrows, or use your arrows, that counter is updated with the high byte ppu address of 20.

But obviously, through all the beta tests, there are 1 out of 4 odds, that this can misfire.

So I did more observation on the vram engine at $302, and noticed some things. The engine updates the hearts/rupees/bombs/key counters during 1 frame, then for the next 2 frames after that, it's off (FF stored into $302), and it repeats this cycle. I figured that out, what I tried sneaking in the arrow counters high byte during one of those off cycles, I wanted it to be on every other frame, and it wasn't working. The frame counter register in Zelda is $15. So I set a write breakpoint to $15, and watched $302, and that's when I saw how $302 was updated. I always thought it was every other frame, that's not the case.

So my new idea, (and its working in Nintendulator!) was to snap $302 when it is turned on, then, I got the actual vram engine, and force a write of 20 to $328 which turns on my arrow counter. Then my original asm that forces FF into $328 to turn it off is still working, so now $302 & $328 fluctuate with on/off values for those vram writes. Everything so far is working perfectly! I can accumulate arrows, use arrows, rupees & bombs & keys & hearts work correctly too.

So I'm hoping this will resolve the arrow counter issues.

EggplantPimp
Posted on 09-05-14 01:38 AM Link | Quote | ID: 158128


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Okay cool, I'll give this a spin now that I have some free time.

____________________
- Nikki




LeviathanMist
Posted on 09-05-14 01:06 PM (rev. 2 of 09-05-14 02:27 PM) Link | Quote | ID: 158129


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1.1 run!

Ready for the glitches? Because they're there, and they're still nefarious.



Minor Glitches

1:03:14 - I find it a bit odd that you "crash" into leaves while dashing over leaves in the forest. Not really a glitch, but it doesn't make sense.

1:54:56 - That glitch where arrows appear to be 00 shows up again, in dungeon 5. It also showed up in dungeon 8, and possibly a couple more, but not all of the dungeons.

2:28:03 - Playing the arrow minigame. Your arrows don't go down while playing. However, after I shoot 51 arrows during the minigame, my arrow count seems to "roll under" to 255 anyway. It says "55" because only 2 digits fit.

2:39:09 - I try dashing while in the underground treasure room in dungeon 7, and the game glitches out a bit when I crash into nothing. It lets me keep going without any side effects.

2:50:35 - After going in and out of the shop a couple times, the shopkeep's graphics get messed up.

Major Glitches

3:19:42 - The graphics on Link and his sword go nuts after I give the book to the old woman. I reset the game, and this is when things start to go downhill. Every heart piece I get after that doesn't count, and I get like 4 or 5 heart pieces, so I should be one more heart up by the end of the game.

From here on, the whole game just starts to feel unstable. I feel like it could crash at any moment, so I just go ahead and make my way through the final dungeon.

4:13:07 - The cruelest part of the whole run. I beat final Ganon and get the triforce piece. The game puts me in front of the door, but doesn't put me through, and the d-pad is non-functional. I have no choice but to Up+A and reset the game. I try again, beat Ganon a second time @ 4:22:47, and the game just freezes. I give up at this point.

infidelity
Posted on 09-05-14 02:09 PM (rev. 3 of 09-05-14 02:23 PM) Link | Quote | ID: 158130


Fuzz Ball
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What version of FCEUX are you running? Is that the latest build? That doesn't look familiar to me.

also, can please not submit the entire game, or at least submit a SPOILER alert? I would've appreciated you submitting the glitch at the end through pm, not public where anyone can see the game on its entirety.

LeviathanMist
Posted on 09-05-14 02:25 PM (rev. 3 of 09-05-14 02:27 PM) Link | Quote | ID: 158131


Red Paragoomba
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Posted by infidelity
What version of FCEUX are you running? Is that the latest build? That doesn't look familiar to me.

also, can please not submit the entire game, or at least submit a SPOILER alert? I would've appreciated you submitting the glitch at the end through pm, not public where anyone can see the game on its entirety.


Version 2.2.2, the latest version. It may look unfamiliar because of my Windows theme, perhaps? Also, I'll just throw you a link in PM to the video. You never said anything about my last run through, so I didn't this time. Also, the ending wasn't in there, because it didn't let me go into the final door.

infidelity
Posted on 09-05-14 02:44 PM Link | Quote | ID: 158132


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im unable to recreate the old lady glitch, that should not be happening. Final Ganon, I've had no issues either. I may have to alter how the non-control mechs work. All of that should be kicking on....

Thanatos-Zero
Posted on 09-05-14 02:55 PM Link | Quote | ID: 158133


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Infidelity, you said you fixed the Trapdogger, but the eye doesn't look right.

Your version:
http://i.imgur.com/36tqsqQ.gif

My version:
http://i.imgur.com/ZvIa87W.gif


Why didn't you tell me earlier that you wanted a pulsating eye?

____________________
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 09-05-14 02:58 PM (rev. 2 of 09-05-14 02:59 PM) Link | Quote | ID: 158134


Fuzz Ball
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I told you a long time ago, its how the 8x16 is designed, I cant fix that. That's how it looks.

@LeviathanMist. You wouldn't happen to have a savestate before that old woman chr glitch do you? I cannot re-create that at all. idk what you did to make it happen like that.

Oh, and thank you for removing the video, its really appreciated.

LeviathanMist
Posted on 09-05-14 02:59 PM (rev. 2 of 09-05-14 03:00 PM) Link | Quote | ID: 158135


Red Paragoomba
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The game was running near flawlessly until around 2 hours 30 minutes in, so it's probably a combination of variables/factors which happened after that. I did Up+A and save/quit a few times in the game, so maybe something wasn't saving properly?

EDIT: No, I don't have a savestate, I never use savestates, especially in a hack with such volatile SRAM mechanics like this one.
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Main - ROM Hacking - Zelda - The Legend of Link (v12-23-18) Released New thread | New reply

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