Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,500,184
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-29-24 09:01 AM
Guest: Register | Login

0 users currently in ROM Hacking | 3 guests

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

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53

snarfblam
Posted on 08-16-12 12:00 AM Link | Quote | ID: 152068


Tektite
Level: 18

Posts: 22/54
EXP: 26421
Next: 3476

Since: 03-10-12

Last post: 3873 days
Last view: 2823 days
Placing code in RAM is an alternative to bank switching. You have your fixed bank ($C000-$FFFF), your swappable bank ($8000-$BFFF) and your PRG RAM ($6000-$7FFF). Unlike ROM, RAM allows a program more freedom in managing program data (which in turn happens to make it more difficult to reverse-engineer).

Once you copy some code to RAM, you're free to swap to another bank and still have that code accessible. It basically increases your capacity for "fixed" code and data from 16kb to 24kb. As an added bonus you can have a separate set of code to load into PRG RAM for overworld vs. dungeons (for example).

The practice is more common than you would think in NES games.

infidelity
Posted on 08-16-12 12:40 AM Link | Quote | ID: 152069


Fuzz Ball
Level: 66

Posts: 252/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
snarfblam is right. And the reverse enginering is infact a pain in the ass, since you cant see what is getting logged. Ive had to take code stored in ram, place it in rom, so i can watch how it woks with the code data logger running. :-p

RetroRain
Posted on 08-16-12 03:09 PM (rev. 4 of 08-16-12 03:15 PM) Link | Quote | ID: 152071


Fuzz Ball
Level: 66

Posts: 605/994
EXP: 2438777
Next: 23074

Since: 09-30-07

Last post: 1938 days
Last view: 960 days
But by placing code in RAM, the only way to do that is to literally write that code to RAM from PRG. You're essentially reading and storing bytes in those RAM locations, which translates into code. But, the table that is read is located in PRG, so essentially you have the same code in 2 places. You can't remove code in PRG during game execution, right? So, in other words, does Zelda write to that RAM, and then swap out that bank that wrote that code to RAM, and then simply never re-visits that PRG bank ever again, and lets the RAM code handle the bankswitching?

Am I correct in believing that the code that is in $6000-$7FFF is also located in PRG somewhere, but the PRG bank that holds that code is simply never bothered with once it loads it into RAM?

I hope that made sense.

____________________
My YouTube Channel

infidelity
Posted on 08-16-12 03:56 PM (rev. 2 of 08-17-12 12:07 AM) Link | Quote | ID: 152072


Fuzz Ball
Level: 66

Posts: 253/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
The bankswap is at $FFAC. Calling $6000-$7FFF acts the same way as calling $C000-$FFFF from $8000-$BFFF. At startup, yes, the ram is written to once from the table, but certain contents of the ram are modified during gameplay. @snarfblam, did u get my pm?

infidelity
Posted on 08-17-12 09:39 PM (rev. 2 of 08-17-12 09:40 PM) Link | Quote | ID: 152077


Fuzz Ball
Level: 66

Posts: 254/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
Ok. Finally got a chance to steal some wifi.

I'd like to share a pic & some vids that i promised.

First, this is a pic that shows the before/after of what my ppu was/is. The left TLP pic is how i had to construct things due to my 1 tile=16x16 TSA. The right TLP pic is my new setup, due to my asm allowing to use the same tile over and over on the same screen. A vast difference, and all for the better imo!



Now, the following 2 videos demonstrate what I was talking about with my sound issues when initiating a scroll, all due to my custom TSA asm. The 1st video is obviously the one with the issues. The 2nd video is my new tile setup, where the sound issue is completly resolved!

Test 1


Test 2


Now, this video is geared towards 'mdtauk' who asked me...
Posted by mdtauk
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?
You mean, like this???

Sword Swipe Alpha Test 3 (8-17-12)

TAKEN FROM VIDEO DESCRIPTION...This is my attempt of creating custom asm for Link's sword, to make Link perform a swipe instead of the original stab motion he does. For right now it's only when he faces right, I just need to finish the code, which is nothing. Hope you enjoy! :-D

-infidelity



P.S. I drew the arm/hand formations when it comes to the swinging. I also did it for when he faces up and down too, but that will be shown later, that's because the asm isn't setup yet for the other positions, this is just to show that it works. :-)

And no, MikeFuryXP, i have not yet decided on a time frame for a demo. :-/

Googie
Posted on 08-18-12 07:14 AM Link | Quote | ID: 152079


Giant Red Paratroopa
Level: 77

Posts: 885/1407
EXP: 4182070
Next: 9059

Since: 02-19-07
From: Brooklyn, NY

Last post: 12 days
Last view: 12 days
I like how Link swings his sword, that's cool. And the Test 1 video, awesome animation. Keep at it man, this is Schweet!

____________________
My Linktree

XTTX
Posted on 08-19-12 03:29 AM Link | Quote | ID: 152093


Flurry
Level: 36

Posts: 126/251
EXP: 304390
Next: 3720

Since: 04-14-08
From: DTOWN

Last post: 2394 days
Last view: 70 days
great work on this! i have been following this since you started posted about it. Your skill with hacking is top notch. I can't wait to for any release you do with this, it will def be a whole new experience.

eternaldragonx
Posted on 08-19-12 03:02 PM Link | Quote | ID: 152097


Goomba
Level: 13

Posts: 20/28
EXP: 9936
Next: 331

Since: 01-05-12

Last post: 4027 days
Last view: 3987 days
New sword wing was a must for this game. Great work mate, keep it up.

infidelity
Posted on 08-20-12 02:43 PM (rev. 2 of 08-20-12 02:44 PM) Link | Quote | ID: 152108


Fuzz Ball
Level: 66

Posts: 255/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
Thank you so much, Gogie & XTTX! :-)

Here is another update to my sword swipe asm. I think this is it! :-D

TAKEN FROM MY VIDEO DESCRIPTION...
This is my update from my Alpha 3 test, ofattempt of creating custom asm for Link's sword, to make Link perform a swipe instead of the original stab motion he does. This time, I display the 3 other positions of Link swinging his sword. In this demonstrations, I froze Links hit detection, making him invincibile, just incase people are wondering why LInk can pass through enemies. Also in this video, you will see 3 savestates kick in, each one is for each sword Link possesses, so you can get a peek at how each sword acts. I made sure that my grass cutting asm still worked after modifying the swords mechanics. Had to tweak it slightly. Cutting the grass is not as fancy as it is in LTTP, but for me, this works just as fine. That isn't included in the video, due to my tiles being all screwed up by my new tile construction. When I obtain an updated level editor, i'll release a video of the grass cutting in action. Please enjoy! -infidelity :-)

Sword Swipe Alpha Test 4 (8-18-12)

Hamtaro126
Posted on 08-20-12 09:23 PM Link | Quote | ID: 152115


Cheep-cheep
Level: 33

Posts: 160/194
EXP: 212888
Next: 16291

Since: 05-02-07
From: Shelton, WA

Last post: 2475 days
Last view: 2318 days
How about implenting a Spin Attack?

I would love to see it!

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

infidelity
Posted on 08-20-12 10:39 PM Link | Quote | ID: 152116


Fuzz Ball
Level: 66

Posts: 256/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
Thats been troublesome for me to code over the past 2 months. I abandoned the concept, but am finding new motivation after i wrote the sword swipe asm. I came close last month, but i got bad results from my pegasus shoes & grass cutting asm. Im tryin! :-)

koala_knight
Posted on 08-21-12 05:59 AM Link | Quote | ID: 152122


Buzzy Beetle
Level: 44

Posts: 371/384
EXP: 591379
Next: 19906

Since: 06-01-07
From: Miami

Last post: 4128 days
Last view: 4116 days
Keep at it man, your results so far have been spectacular!

infidelity
Posted on 08-21-12 08:23 PM Link | Quote | ID: 152130


Fuzz Ball
Level: 66

Posts: 257/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
Thank you very much, i appreciate that! :-) I spent all this morning on it, and i think i got it! I made a vid of its infancy, and will upload it when i can. For now its when your facing down that it begins. Still need sfx, and have the sword swap pallet.

Thanatos-Zero
Posted on 08-21-12 10:55 PM Link | Quote | ID: 152131


Nipper Plant
Level: 45

Posts: 260/423
EXP: 653014
Next: 7150

Since: 11-25-08
From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25

Last post: 1094 days
Last view: 1056 days
Now don't do the same mistake like you did in the past. It is your hobby yes, but remember that it isn't your job. Okay?

____________________
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 08-21-12 11:07 PM (rev. 2 of 08-22-12 02:49 PM) Link | Quote | ID: 152132


Fuzz Ball
Level: 66

Posts: 258/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
No worries Thanatos! I cant wait to show the spin attack, im floored that i finally pulled it off! Thats going to be the last major thing i do to the sword.

UPDATE 8/22/12

FINALLY!!!! I PULLED IT OFF!!!! :-D

TAKEN FROM VIDEO DESCRIPTION
This is my final version, of my custom asm for the sword spin attack. I based the sword motions off of Link's Awakening DX. In this video, I show the Wooden/White & Master Swords all in action. ALOT of work went into this. About 2 to 3 quarters of my 4000 byte bank $F4010-$F8000 is dedicated to the sword mechanics. The swords hit detection is completely intact, meaning that during the spin attack, all 8 directions that the sword faces, can do damage to enemies, and obtain dropped items. Please enjoy, and thanks for watching! :-D -infidelity

Sword Spin Attack *FINAL - 8/21/12*

mdtauk
Posted on 08-22-12 09:54 PM Link | Quote | ID: 152143

Newcomer
Level: 4

Posts: 2/2
EXP: 185
Next: 94

Since: 08-12-12

Last post: 4267 days
Last view: 4278 days
Posted by infidelity
No worries Thanatos! I cant wait to show the spin attack, im floored that i finally pulled it off! Thats going to be the last major thing i do to the sword.

UPDATE 8/22/12

FINALLY!!!! I PULLED IT OFF!!!! :-D

TAKEN FROM VIDEO DESCRIPTION
This is my final version, of my custom asm for the sword spin attack. I based the sword motions off of Link's Awakening DX. In this video, I show the Wooden/White & Master Swords all in action. ALOT of work went into this. About 2 to 3 quarters of my 4000 byte bank $F4010-$F8000 is dedicated to the sword mechanics. The swords hit detection is completely intact, meaning that during the spin attack, all 8 directions that the sword faces, can do damage to enemies, and obtain dropped items. Please enjoy, and thanks for watching! :-D -infidelity

Sword Spin Attack *FINAL - 8/21/12*


I feel honored to see a master work his magic. Even though I am a huge Zelda fan, I have never been able to bring myself to play Zelda 1 with it's flawed sword mechanics, and its awful graphics. ALttP was my first and so I see that as the baseline of quality, with Link's Awakening as my favourite 2D Zelda game. Seeing the sword swing, and seeing the Link's Awakening improvements make their way to Zelda on the NES, I would seriously consider playing it.

I am currently trying to learn how ALttP handles its mechanics, with the hope of re-creating that kind of game in XNA, and it has proven to be so much more involved and fascinating. To think you are working at such a low level of coding, on very limited hardware spec. Its amazing beyond words...

snarfblam
Posted on 08-22-12 11:29 PM Link | Quote | ID: 152144


Tektite
Level: 18

Posts: 23/54
EXP: 26421
Next: 3476

Since: 03-10-12

Last post: 3873 days
Last view: 2823 days
Posted by mdtauk
with Link's Awakening as my favourite 2D Zelda game

Same here. Some people seem to think I'm crazy to prefer LA over LttP. At any rate, I still love the original. The game is so simple and yet so vast and fascinating compared to most games of the era. Same exact reason I loved Metroid so much, even though it is mind numbingly repetitive.

Anyways, I was so proud of myself when I made my automap hack for Zelda, but it seems like with every update you have a shiny new feature that blows my automap out of the water. Keep up the awesome work.

infidelity
Posted on 08-23-12 02:52 PM Link | Quote | ID: 152151


Fuzz Ball
Level: 66

Posts: 259/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
Thank you very much, mdtauk & snarfblam! :-D

My all time favorite Zelda will always be the original. I'm 31, and have always been obsessed with nintendo as a kid, so anything nintendo related, i hold dear to my heart. I'm a very nostalgic person, and nintendo played a huge role in my childhood.

Anyways, I've always had a thing for Zelda, then when LTTP came out, i absolutly loved it! I would dedicate each sunday to playing & beating it in the same day, i can't even remember how many weeks in a row i did that for, hahaha!

So for me, I have a top 3 list, then everything else is below that. I will say, that i have never played Windwaker, or any of the GB/GBC games.

1. The Legend of Zelda. 2. A Link To The Past. 3. Ocarina of Time

Now with all of that said, i'm probably going to go back to work on the Lens of Truth, or figure out what my final inventory item for Link will be. I've also considered on figuring a method to allow Link to fall from higher platforms to whatever is below. My mind has been cleared ever since I finished the spin attack, that was bugging for a long time, and i'm so psyched i pulled it off, and now i can move on with implementing other features. I've also thought of removing the pause button *select* and instead making it access an outworld map of where you've been. @snarfblam, i've never actualy seen the automap in action, and would ove to see what it was that you did to accomplish it. I'm also assuming that you used the free BG gfx between the characters and bg tiles in the ppu. I'm also assuming you relied on when the player accesses a new screen, and watch the $6##-$7## in ram, to determine where to draw on the map? Either way, what you did was very impressive, and would've made my life so much easier playing that game back in the day, especially with Metroid, hahaha! :-)

infidelity
Posted on 09-10-12 09:07 PM (rev. 2 of 09-10-12 09:09 PM) Link | Quote | ID: 152359


Fuzz Ball
Level: 66

Posts: 260/968
EXP: 2368613
Next: 93238

Since: 05-24-07

Last post: 961 days
Last view: 817 days
Well it's been awhile since i've posted anything new here, or written anything for that matter. I've got some updates to share & a new element to the gameplay for Link that I created just yesterday.

The first thing I'd like to share, is an update that I did to my asm for The Hookshot. Now back on page 1 of this thread, i'm sure you have all seen by now my 1st video, of my attempt of creating The Hookshot. What you saw in that video, is exactly how The Hookshot has been since then.

When it came time to begin designing level structures, I was severly limited in how The Hookshot could be used. This was all by my own doing, so I could avoid as much sprite flickering as possible.

I wanted The Hookshot to look fluid/smooth, while the player could see the chain links come out of the handle, etc. In doing that, I had to make it come out slowly, and also made Link get pulled slowly. This i was never a fan of, and felt I cheated myself out of some great potential for the usage of this item in my hack.

Another issue, was the distance it traveled. Again, that was on my part so I could avoid the sprite flickering, because in order to make it look longer, I would have to make chain after chain after chain, and that would just slow down the rom itself, make things jittery, etc. When using The Hookshot as it was, you would only be able to be pulled across an area the size of a 16x16 block, *like mario's ? block.* That severly limited me in coming up with ideas on designing concepts for reaching different areas on whatever current screen id with The Hookshot. This realllllllllly upset me, but no longer.

So I went back to my asm, which i was procrastinating on, because i know how much of a horror show the code i wrote for that was, and I began reworking the mechanics of The Hookshot. I kept all the same amount of sprites, but tweaked them a bit.

I ripped ALTTP spikey ball gfx that are where the chains would be, and I ripped the tip of The Hookshot gfx from the same game. Right now they are using the 3rd set of sprite palettes (red). I increased the speed of The Hookshot itself, plus the speed Link is dragged/pulled. I wanted to get as close as the speed seen in LTTP for both The Hookshot & Link.

Now i'd like to share with you a video of my new version of The Hookshot. Visualy it may not look as appealing as my 1st version, but for me, this makes me very happy because now this opens up more freedom in designing ideas, for reaching different areas with The Hookshot.

The Hookshot Revisited (9-6-12)


Now onto the new element I added for Link. I've now made it so Link can fall from ledges! This is for only for falling downward, not from side to side, or upwards. I really hope all of you like it, this has been something i've wanted to accomplish ever since i began editing the rom almost a year ago!

Falling From Ledges Attempt (ALPHA2_9_9_12)


This next video, shows how The Pegasus Shoes work with the ledges. When I finished the falling ledge asm, I began testing various items of Link's, to see how they work with the ledge asm. The Pegasus Shoes gave MAJOR glitches to Link, so I had to go through my Pegasus Shoe asm, and set various checks to disable the shoes, when coming in contact with the specific tile id that initiates the falling ledge asm.

Pegasus Shoes Coexisting With Falling Off Ledge ASM (9_9_12)


That's all for now, i hope this was a worthy update, and that everyone still has an interest in this game. Have a great day. :-)

-infidelity

XTTX
Posted on 09-14-12 08:41 PM Link | Quote | ID: 152387


Flurry
Level: 36

Posts: 131/251
EXP: 304390
Next: 3720

Since: 04-14-08
From: DTOWN

Last post: 2394 days
Last view: 70 days
great work! Rest assured that there are alot of us here interested in this project.

Hoping to see more from you soon! It will be a whole new experience playing this!
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53


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

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.055 seconds. (342KB of memory used)
MySQL - queries: 132, rows: 171/172, time: 0.039 seconds.