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

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feena
Posted on 03-19-17 03:13 PM Link | Quote | ID: 165230

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I just registered to say how amazing this hack is. Gonna play it all night long!

infidelity
Posted on 03-20-17 07:58 PM Link | Quote | ID: 165239


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Posted by Ben Boldt

Not sure if/how PMs work here


Click Main and you should see towards the upper left you personal messages.

And thank you, feena! :-)

Red-Capped Hedgehog
Posted on 03-20-17 09:02 PM Link | Quote | ID: 165240


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Posted by feena
I just registered to say how amazing this hack is. Gonna play it all night long!

Congrats on the 1000th reply to this thread, too ^.^
And yes it is a great hack!

feena
Posted on 04-06-17 06:23 PM Link | Quote | ID: 165315

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Just put the game on a cartridge *-*
Playing it in an emulator kinda felt cheap

https://jensma.de/?p=196

Ben Boldt
Posted on 04-07-17 01:36 AM Link | Quote | ID: 165317

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I just wanted to share the pictures from when I made an MMC5 cartridge for infidelity for this, out of Just Breed. I put the latest version of the game onto this cartridge and it appears to run properly on a real NES and a real Famicom.

Infidelity still needs a Game Genie. He also needs a ROM burner that can burn AT49F040 in PLCC-32, if anyone would be willing to provide these things for him. And lastly, infidelity has only an NES, if anyone would be willing to provide a true Famicom.



Just Breed with ROMs and RAM removed


PLCC-32 sockets mounted on back of Just Breed cartridge


32k RAM chip installed
74HC00 and 74HC04 logic gates installed for splitting ROMs among multiple chips


Logic schematic


Connecting to the ROM sockets with 32-awg magnet wire


Finished product in Famicom (front)


Finished product in Famicom (rear)


Adapter + Game Genie for use in USA NES (front)


Adapter + Game Genie for use in USA NES (rear)


Inserted in USA NES, battery clearance shown


Inserted in USA NES, top view

This cartridge should be arriving in our dear friend's mailbox today!

Dimentio666
Posted on 06-21-17 09:21 AM Link | Quote | ID: 165725

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Holy crap this is amazing.

Is there anywhere I can download the music? The final boss theme in particular is really cool!

infidelity
Posted on 06-21-17 11:25 AM (rev. 2 of 06-21-17 12:04 PM) Link | Quote | ID: 165726


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Thanks! :-)

Yes I made a compilation of the entire soundtrack.

http://acmlm.kafuka.org/uploader/get.php?id=4696

Dimentio666
Posted on 06-22-17 02:55 AM Link | Quote | ID: 165727

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Thank you!

infidelity
Posted on 10-16-17 03:09 AM (rev. 3 of 10-16-17 03:11 AM) Link | Quote | ID: 165950


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updated 10-15-17. fixed inventory menu exploit. minor adjustment to timer from when ganon explodes, to when link get back the triforce. readjusted my original pitch values to their original ones, on specific songs within the game.

Ice Man
Posted on 10-17-17 09:02 PM Link | Quote | ID: 165955


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Glad to see things are stilll being updated if there's need to. Appreciated!

infidelity
Posted on 10-18-17 02:20 PM Link | Quote | ID: 165957


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Your welcome!

If it's something debilitating, or a glitch/exploit, I'll try to take care of it. But that inventory exploit was an interesting find from users. There's only so much 1 person coding a game can cover, heh. But it's taken care of. :-)

infidelity
Posted on 10-24-17 12:21 AM Link | Quote | ID: 165961


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updated again, realized there was pitch errors in my registration screen song.

rodneylives
Posted on 11-03-17 06:29 PM (rev. 2 of 11-03-17 11:17 PM) Link | Quote | ID: 165968

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Just started playing it. Overall it seems nice, but there are a few weird design decisions--
1. Dungeons are pitch black unless the lantern is in use. The lantern must be equipped to keep things lit, and the B button must be held down. Not only does this make sword use awkward, it means you can't use other subitems except in total blackness. (Until you get the Red Lantern, but who knows when that will be.)
2. The lakes in dungeons have been turned into damaging pits, which means you have to walk very very carefully in some places to avoid falling off repeatedly. That's especially a problem in a certain room in Dungeon 1, in conjunction with...
3. All dungeon Stalfos I've seen so far have been of the sword-throwing type, ordinarily not seen until the Second Quest. Getting hit by a sword with 2 or fewer hearts in dungeon 1 is an instant death.
4. In dungeon 2, the decision to greatly reduce the number of bombs pickups give you, plus locking the door during the Dodongo boss fight, makes it very easy to get into an inescapable situation without dying on purpose by running into the boss. Also, if you use bombs to kill enemies or break walls or test mountains for hidden passages, you'll often not have enough for Dodongo, especially its unpredictable movement makes it likely you'll waste a bomb or two.

(EDIT: I realize this looks like I dropped by to just dump. The hack is such a *gigantic* technical feat, it seems odd that these things would be overlooked. I assume you're just focusing on technical issues for now? Or maybe I'm overlooking something?)

saegiru
Posted on 11-25-17 02:35 PM Link | Quote | ID: 165980

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Hi, I noticed that it says this doesn't work on the Everdrive N8 and Powerpak, but it doesn't mention that it doesn't work on the Analogue Nt Mini jailbroken NES Core. I tried it, and there don't appear to be any graphical glitches (the scroll graphics show perfectly during the intro), but I don't seem to be able to keep save games. Unfortunately I had gone all through a chunk of the map and all of Level 2 before I found this out. Afterwards I tested it again and saved right after I picked up the initial items, and it failed again.

I looked in the folder on the SD Card, and it is generating a .SAV file, but apparently it isn't correct or something.

Any ideas if this is a fixable problem, or am I just going to have to use software emulation?

Thanks!

infidelity
Posted on 11-25-17 11:37 PM Link | Quote | ID: 165981


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I don't know what that device is, this is the first time I've ever heard of it. You'll have to take this up with the developers of that device. The .sav needs to be outputted at 32kb's.

saegiru
Posted on 11-26-17 01:45 AM Link | Quote | ID: 165983

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It's a FPGA based NES/Famicom Clone console. The official firmware for it only can load games via cartridge, but the engineer for the FPGA that works with the company also has released an official/unofficial 'jailbroken' firmware that allows you to load games directly to the FPGA cores via SD Card, without having to use a cartridge (or a device like the Everdrive/Powerpack). The coolest part is that it allows you to play a whole slew of other 8 bit systems, with extremely accurate hardware emulation via the FPGA. The manufacturer even allows you to keep the warranty when using the jailbroken firmware since it was created by the engineer, hence why it is considered official/unofficial. Here's some info if you're interested:

http://retrorgb.com/analoguentmini.html

Regardless of all that though, I will see if I can get any more information about the issue. For now, at least I can play this on my retropie setup. I have to say, I really like it - found out about this via ProJared on youtube - and while he has some complaints and seems to be having a bit of trouble with it, I am finding it to be extremely enjoyable and well done. Thanks for all the hard work!

wolpak
Posted on 02-19-18 09:45 PM Link | Quote | ID: 166234

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Amazing work. Wish I was around to watch it get implemented 5 years ago. I am sure this project is dead by now, but is there any glimmer of hope that some of this functionality can be implemented with the base game?

The 3 active items, sword attack, arrows implementation and other small game improvements in the standard zelda game would make it the most definite way to play.

krzy
Posted on 02-22-18 04:24 PM Link | Quote | ID: 166237

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Hello,
I succesfully make hardware version of Zelda Legend of the Link & Super Mario All Stars.
Fortunatelly, they use only very small subset of MMC5 so can be made on cheap FPGA, without need of canibalizing any existing carts.



However, there is some pain in the ass with both of the games - while it is no problem to have 1MB, 2MB, 4MB or even 8MB PRG-ROM, having more that 512 kB of CHR-ROM (which is in fact CHR-RAM) is annoying.

1. SMB All Stars - SMB3 & SMB2 USA uses MMC5 extended attribute table (different banks for sprites & background). I found that accidently after long time of trying to make graphics display correctly.
I also found a small bug in this game - it was not present in the version from`5-4-17` but is in the newest one `10-15-17` -> the game uses one of the bit from EXRAM to determine if the intro with curtain should be displayed or not. Unfrotunatelly, if EXRAM is battery backed (and it is), intro will be displayed only first time the cartridge is put into console or if battery i removed.

2. Zelda Legend Of The Link - this game writes to CHR-ROM at $0000-$1fff, so if it is CHR-RAM without write protection, title screen and most of the tiles will be garbaged.

infidelity
Posted on 02-26-18 09:28 PM (rev. 2 of 02-26-18 11:19 PM) Link | Quote | ID: 166243


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Very impressive work! :-)

You are correct regarding the exram check in SMAS-NES, but I believe my crt patch is correct? I'll try to take a look when I can on my debug MMC5 cart & famicom. (courtesy of Ben Boldt)

Again great job on using FPGA. My games use CHR-ROM, there is no usage of CHR-RAM in any of my code. I use the MMC5 address $5130, to swap out 4 pages worth of CHR graphics.

If you have the MMC5 CHR maxed out (like both my games do), then you can swap out 4 pages worth of "00-FF" CHR graphics.

00 = 1st set of CHR 00-FF (A900 8D3051)
01 = 2nd set of CHR 00-FF (A901 8D3051)
02 = 3rd set of CHR 00-FF (A902 8D3051)
03 =:4th set of CHR 00-FF (A903 8D3051)

From wiki MMC5...

"Upper CHR Bank bits ($5130)7 bit 0 ---- ---- xxxx xxBB || ++- Upper bits for subsequent CHR bank writes

When the MMC5 is using 2KB/1KB CHR banks, only 512KB/256KB of CHR ROM can be selected using the previous registers. To access all 1024KB in those modes, first write the upper bit(s) to register $5130 and then write the lower bits to $5120-$512B. When the Extended RAM mode is set to 1, this selects which 256KB of CHR ROM is to be used for all background tiles on the screen.

The only ExROM game with CHR ROM larger than 256KB is Metal Slader Glory, which uses 4KB CHR banks and does not use extended attributes. In other words, no official game relies on this register, and most don't even initialize it."

Edit: video showing curtain asm working on my famicom mmc5 cart

https://youtu.be/55dWPWSKsv0

krzy
Posted on 02-27-18 10:09 PM Link | Quote | ID: 166244

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Well, so then MMC5 must not battery backup EXRAM if the curtain is shown every power up, because the game uses value at $5EFB to determine if curtain should be shown or nor.

My FPGA uses external RAM (battery backed) to simulate EXRAM so I had to patch the game to ignore value at 5EFB to shown the curtain.

Also the iNES header of SMB All Stars claims that this game uses 64 kB of RAM but as I detected, only 32 kB is used.

---

Well, I prefer to use CHR-RAM in place of CHR-ROM because I made an universal cartridge which can simulate almost any mapper (some of them can use CHR-ROM, some CHR-RAM or even both at once). The > 512 kB CHR is only hardware problem because there are no 1 MB RAM memories (or at least not in reasonable availabiliy/price).
I succesfully patched SMB All Stars to only use 512 kB of CHR (after selecting game, it fills the CHR-RAM with the portion of RAM that is used by the game). It worked because every of the games in this pack does not use more than 512 kB.

However, with Zelda it won't work as it needs access to the whole 1 MB at all time. So I ended in soldering two 512 KB memories one on top of the other ;D

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

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