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

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XTTX
Posted on 06-25-12 11:27 PM (rev. 3 of 06-25-12 11:28 PM) Link | Quote | ID: 151472


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Posted by infidelity
Thank You XTTX & eternaldragonx! :-D

I'm looking forward to seeing what gfx I can throw in this game! I'm seriously considering Link's Awakening after what I did in the test screen.

I may also consider into looking in using the ExRAM that MMC5 uses. I was messing around with making 1 8x8 tile have it's own attribute, instead of 16x16. Getting tooooo fancy with that, plus idk how i would make that work for all areas in the game.

But i did sure like how the trees looked when i tested the ExRAM! :-p


no man thank you! your work is awesome and it brings me here every day to check for a demo and updates haha.

Your work is top notch man and your hacks are quality which is refreshing in a world full of alot of crap rom hacks that contain nothing but dicks and pussies everywhere. lol.

XT-

infidelity
Posted on 06-26-12 10:58 PM (rev. 3 of 06-27-12 03:06 PM) Link | Quote | ID: 151479


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Thank you so much XTTX! Update: Facing gfx issues due to my 4 consecutive tile asm. Ive crammed in as much as i could into the ppu, (forest,mountains,sand, & water) Text is now 0-9 & A-B. CHR swapping was inevitable, but im looking at redrawing the hud.

6/27/12 Update

I'm showing you all another proof of concept photo. What you see, is my attempt of recreating one screen from Link's Awakening. Since the playing field on the GBC is much smaller, i had to move onto 3 additional screens, to get the proper design in my hack.

The palettes in my hack are still the original Zelda defaults, they will be changed down the road.

snarfblam was kind enough to design a level editor for my hack, since i've butchered how the original Zelda mechanics work when designing screens. Can't thank him enough for that, and with this editor, it will definitly speed up the level design process now!

Infedit - Created by snarfblam


Also, to show you what kind of work I have cut out for me pretty soon...

Here is my rom displayed in TLP. The left one is my default BG setup for Zelda. The one on the right, is my new BG setup in Zelda. *it's the tile layout that you see above displaying Link's Awakening*

This has to be done, in order for me to get the most BG tiles crammed into the rom, as best i can.

To those who really know the design layout of Zelda, you can see my hands will be pretty full in rewriting/redesigning some things.


Googie
Posted on 06-29-12 03:39 AM Link | Quote | ID: 151484


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This is cool, I like it! I can say it better with a...


infidelity
Posted on 06-29-12 02:55 PM Link | Quote | ID: 151486


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Hahaha! Thank you! :-)

I spent last night doing more cramming of gfx into the area. I'm at the point where I literaly can't insert anymore. I've done some hard coding to specific tiles, to make them repeat themselves to conserve space for additonal tiles.

I've done this to certain tiles that i consider universal, meaning, tiles that will be fixated in PPU position for all areas. I'll still be swapping CHR when it comes to designing different areas, but for all areas, i've designated specific areas where those tiles will always be located, and again in doing so, that helped free up some space.

So now I can have -LIFE- put back over the hearts. I now have X and R as tiles, so I can at least have "AREA-#" over the ingame map, and the "X" that separates the item and how much of the item you have.

I already changed how the inventory screen is accessed. I've already changed the layout in the past, so I'm not redrawing it. I already added a fadein/out routine & sfx *actualy it's just quick black to inventory, & quick black to in-game* I already added the asm for performing chr swapping, to load the proper bg tiles to design the item & triforce grids.

Next step is reassigning the hookshot sprite tiles. The vast majority of them are in the BG section. So I will have to move them in the first sprite bank 00-3F, and perform a chr swap when the hookshot is used. Already did a test run of it and it works, just need to make it final. :-D

Zero One
Posted on 06-30-12 10:55 PM Link | Quote | ID: 151491

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This is just so awesome, I'm at a loss for words! I can't even imagine how much of the game you've re-written; the whole thing sounds daunting and yet you've pulled it off brilliantly! I can't wait to see where this goes and I wish you luck.

____________________
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Senaye
Posted on 07-01-12 02:30 AM Link | Quote | ID: 151494


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01! Your first reply. Lol, so you're actually finally coming now? You should come on more often..

Anyways, regarding your hack, pretty much every other post stole the words out of my mouth. Beautiful, keep it coming.

infidelity
Posted on 07-04-12 06:13 AM Link | Quote | ID: 151520


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Thank you Zero One & YamI! Update: Spent all of yesterday overwriting how the cave entrances work. Grueling that was! Then i find out the tombs have a separate X/Y table in ram, and its $EB screen id dependant. Working on a custom X/Y table for tombs now.

infidelity
Posted on 07-05-12 06:27 PM Link | Quote | ID: 151545


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Ok so here's the update from my version document explaining the cave asm...

v116 '7/4/12' = Happy Birthday, America! :-D

Reworte the original asm when it deals with entering caves/stairs.

Tile 24/F3 Caves = I've now made it so 4 non consecutive tiles create a cave entrance you can walk in/out of. The top 2 tiles of the cave entrance are located within the *greater than* tile property setup, meaning those top 2 tiles are solid, they act like the 2 top F3 tiles for the cave entrance, so you cant walk higher over the area. The bottom 2 tiles of the cave entrance are within the *less than* tile property setup, meaning those bottom 2 tiles are not solid.

Originaly, i had the cave entrance tiles setup all as solid, and constructed it as so. Within Zelda, there is a separate section in the HW bank, that has a specific set of tiles that are deemed *non solid* even though they are in the solid *greater than* section. So I figured i would make the bottom two tiles of my cave, those exception tiles.

When I did that, nothing happened. The entrance wouldnt work. Turns out, $65 holds the current tile Link is standing on *depending on certain movements, weird*, and the cave/stair asm checks that register, to see if it matches either....
24 = Cave
70 = Stairs
88 = Waterfall
It was then that I found out, that using the 2 solid tiles as the non solid exception, was forcing them to be tile 24 *non solid* so my new cave tiles were not being properly checked and branched to new code.

So thats when i came up with the idea of splitting the cave tiles, upper half solid, lower half non solid, and sure enough, it worked!

Boulders & Tombs *Stairs* = This was a pain in the ass!

I forgot that when butchering the original asm for caves, that i removed where the actual stairs are placed, once you push open either a boulder or tomb. I figured out that those 2 semi co-exist. They both share an x/y table that is in ram, and they are loaded by what screen id you are on. So i constructed custom tables specificly for boulders & tombs, so no more would they share the same table. I also made it that every AREA has it's own x/y tables for boulders & tombs, meaning that now I don't have to have all AREAs in the game sharing one 80by80 byte table.


No video at this time, busy with work. So here are a couple of pics. I'm still working on the palettes so bare with me.














Googie
Posted on 07-06-12 12:09 AM Link | Quote | ID: 151546


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That's really impressive, hell yeah! xD

eternaldragonx
Posted on 07-06-12 06:40 PM Link | Quote | ID: 151548


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Wow I never thought I'd see the day the nes could look like this. Truly amazing work unfortunately Link looks quite a bit out of place in this new setting as it all hase a rouned edge almost 3d style and Link is stuck in a basic 2d sprite. I know your ripped some gfx from the snes if i'm not mistaken. Would it be possible to try to do the same with Link? Keep up the great work.

infidelity
Posted on 07-06-12 09:45 PM Link | Quote | ID: 151550


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Thank You, Googie! :!) @eternaldragonx, i ripped Link's Auwakening DX's gfx using VisualBoyAdvance. I dont like the look of Link in that game honestly, and i want to keep the curren Link gfx. I dont want to mess around with the 8x16 construction too much.

Xeruss
Posted on 07-07-12 09:07 AM Link | Quote | ID: 151553


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With all the updates and graphics rips, this looks like it belongs on a system more advanced than the NES. That first screen shot especially looks like something from the GB Zeldas.

It's great to see you're still surprising everyone with what the old games are capable of.

____________________
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gridatttack
Posted on 07-07-12 09:25 AM Link | Quote | ID: 151554


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Looks awesome! The graphics of LA DX looks good on the NES. I just finished the first game on the NES(including the 2nd round), and wanted more. So this is the answer.

Looking forward this one, best of lucks with it!

____________________

Hamtaro126
Posted on 07-10-12 08:19 PM Link | Quote | ID: 151567


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This may be the best ASM hack for Zelda 1 by any means, Great job on the stuff you've contributed on this. You are awesome!

____________________
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I wonder what's for dinner?

infidelity
Posted on 07-16-12 09:17 PM Link | Quote | ID: 151643


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To Xeruss, gridattack, & Hamtaro126, Thank you so very much for your kind comments!!! :-D

It's been awhile since my last update, so I hope everyone will enjoy this video of my latest work.

Cutting Grass! Custom Sword ASM *BETA 2 7-15-12*

taken from video description...

I've begun messing with the sword mechanics in Zelda. I've made it so the sword can detect when it comes into contact with BG tiles, and made it so when it comes into contact with specific tiles *grass* to perform my custom asm of removing the grass! Alot of work went into this, more than my shovel asm. At some point I'm thinking of using the asm already in the game, that deals with dropping items from defeating enemies, only having it do the same with cutting the grass as well. Please enjoy! :-)



Mike-Tech
Posted on 07-17-12 12:23 AM Link | Quote | ID: 151647

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Posted by infidelity
To Xeruss, gridattack, & Hamtaro126, Thank you so very much for your kind comments!!! :-D

It's been awhile since my last update, so I hope everyone will enjoy this video of my latest work.

Cutting Grass! Custom Sword ASM *BETA 2 7-15-12*




Nice man, by looking at your video, have you ever thought about making a mini game out of this ?
With the octoroks and some other enemie, it could be a miniture pac man type feel.
Just an idea I thought you may like if you do a sample hack later on this year.

mdtauk
Posted on 08-12-12 02:18 AM Link | Quote | ID: 152020

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I was wondering, have you explored changing the sword from a stab, to a swipe as it is in A Link to the Past, Link's Awakening, and the other 2D games?

infidelity
Posted on 08-14-12 10:19 PM Link | Quote | ID: 152056


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8/14/12
infidelity

Major Overhaul Of Screen Construction For Zelda Hack
I have become increasingly dissatisfied with the asm I wrote, for constructing a TSA block with using just 1 tile id as the starting tile, then moving 3 tiles in sequence to create the TSA block.

I based my theory from what 'never-obsolete' did for his attempt in his Zelda hack. I never asked him how he achieved that task, so I went and did it on my own, and was able to do it.

With that being said, 2 MAJOR issues appeared, and with each passing day, I grew more dissatisfied with my work, and lacked the drive to continue working/enjoying the hack.

1. Lack Of GFX Space
In writing the new screen construction engine for Zelda, as mentioned above, 1 tile id would represent an entire TSA block, by loading the next 3 tile id's in sequential order, thus finalize the TSA block. If I wanted another TSA block that shared 1, 2, or even 3 specific tiles in the PPU, that tile/those tiles, would have to be used again within the PPU whereever the new TSA construction would take place. This is something similar to how Megaman 2 builds TSA blocks. *you'll see lots of repeating tiles for specific levels* So, I was running out of GFX space, by having alot of repeating tiles. This really bothered the shit outta me, cause it forced me to have to give up on certain graphical things that I wished to have in the PPU.

2. Sluggish Music During Scrolls
I am by far, not the best asm writer. Alot of times, my code is written long, and by doing that, it makes the 6502 look/work longer & harder than it really should be doing. Over the years i've gotten better, but i still have some old habits that rear its ugly head from time to time. Anyway, my screen construction asm was soooo long, and soooo messy with branches/jsr's/jmp's/cmp's all over the place, that when it came time to initiate a scroll & begin the next screen construction, a signifigant lag in music would happen. This was purely due to my lack of skill in writing short code, and keeping things orderly & neat.

With those 2 issues, I began pushing away my work, even doing random things within the rom that I really wasnt prepared for. I began witing my CHR Animation ASM, and that was written poorly, and at some point, I will have to re-edit that as well. I just wanted something different going on at the time, since I was so upset with all the work i did, and then the final result being so bad *imo*

So I finaly decided to go back to my rom, and completely reinvent/rewrite, how I wanted my screens to be constructed.

First, the asm I wrote in creating an individual palette for an individual TSA block still remains intact. But the construction of a *tile* TSA block is gone.

In Zelda, at $6530 - $67EF *2C0 bytes* in ram, is where the current screen Link appears on is constructed. Starting at $6530, is the first tile that appears on screen, it is the top left tile under the hud. The next 21 tiles work down to the bottom, then, it starts again at the top, next to what was already written, works down, and this repeats until the last tile at $67EF.

What I did was extremely simple, and VASTLY short to perform. I have the rom load up 2C0 bytes worth of code, and store it into $6530. With doing that, there is no more lag in music, and there is sooooo much more gfx space for me to play with now!

The trade off, and this is where I had to do some reshifting/rethinking.

There can no longer be 9 individual worlds with all they're own screen id's ranging from 00-7F.

With my new screen construction asm, 1 individual 4000 byte bank, can only hold 16 screens *in other words, thats like screen id's 00-0F*

So with that, I came up with a new idea on how I want this game to be.

I will be creating a Light World & a Dark World.

In Link's Awakening, if you look at the map when pressing select, you can tell that the screen id's range from 00-FF. In Zelda, the screen id's range from 00-7F.

The Light World & Dark World, will work just like that. 00-FF screen id's

So my Light World has '16' 4000 byte banks & my Dark World has '16' 4000 byte banks.

Using The Light World as an example, the first '8' 4000 byte banks, will represent screen id's 00-7F, the top of the world. The last '8' 4000 byte banks will represent screen id's 80-FF, the bottom of the world.

NOTE - 80-FF will still technicaly be called 00-7F in the rom.

I've already tested the asm to make sure that all of these screen id's actualy load and construct properly, and they all do! No gfx space issues, and no sound issues!

I'm also going to be designing underground passages. I've discovered a method in making it so you can travel underground and reach different areas above ground! *kinda like in ALTTP when you obtain The Mirror, or even the Mirror Shield* My idea works, I just need to implement it. I already have my cave asm and banks set aside in the rom for when that time comes. Right now, all the shops and secrets still work in the game.

Im hoping to have an updated level editor, so I begin construction and show another proof of concept video/picture.

Thank You for reading, and for still having an interest in my work! :-)

-infidelity

RetroRain
Posted on 08-15-12 08:53 AM (rev. 2 of 08-15-12 08:55 AM) Link | Quote | ID: 152062


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I'm hacking Zelda 1 now myself. I find it odd that the game actually has code in RAM. How is that even possible? Does it write all of that code to RAM from PRG on startup? And if it does, then what is the point? Wouldn't that mean you have code in two places, in the PRG banks and in RAM? I'm confused, because I've never seen code in RAM before.

Anyway, glad to see you got past those problems. It can be depressing when you are doing so good, and then all of sudden you hit road blocks.

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infidelity
Posted on 08-15-12 04:16 PM Link | Quote | ID: 152064


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Yes at startup a huge chunk of code is loaded and stored into ram. I like to think of its purpose as a mini HW bank, since you can call that ram anywhere, like you can with $C000-$FFFF. The contents are vast and vital to a ton of aspects to the game.
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Main - ROM Hacking - Zelda - The Legend of Link (v10-23-17) Released New thread | New reply

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