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

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Kiokuffiib11
Posted on 09-15-12 07:21 AM Link | Quote | ID: 152391


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I've noticed the spin attack was in reverse on here. It's a small thing, and it's cool that it's there.

I think that you've really done an awesome job on this hack, and I can't wait for it's release.

I believe you should put the hack with just the new ASM and graphics, and one with all the graphics and ASM and new maps (If you did do new maps)

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infidelity
Posted on 09-19-12 04:04 PM Link | Quote | ID: 152408


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Just wanted everyone to know ive been constructing the Light World. Im about 50% complete in designing that. Im also looking at the realization that i may need to incorporate the Awakening sprite designs. The outdated sprites dont do the bg gfx justice.

eternaldragonx
Posted on 09-20-12 01:10 AM Link | Quote | ID: 152411


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Sounds even better to me now I love it. Keep it up mate.

snarfblam
Posted on 09-20-12 11:57 PM Link | Quote | ID: 152418


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I had been thinking all along that the Link graphics form LA might better suit the rest of the tileset, but it occurs to me now that there might be one possible issue: the uncanny valley.

Basically, you're adding all these features, like falling off ledges, charging the sword, and the Pegasus boots, to the original Zelda game. This is, of course, completely awesome. You're using graphics from LA too, which is pretty sweet. But if your game looks too much like Link's Awakening (especially the character), the player's mind might start to notice and pick out everything that isn't exactly like Link's Awakening. There's no flip animation when you jump off a ledge, and you can't walk around with a charged sword, and so on.

Don't get me wrong. I'm not complaining about these things, but when you look at a game that so closely resembles LA, it might be a little jarring at first when it doesn't feel just like LA. Your souped up Zelda 1 might feel more like a Link's Awakening knock off. Generally, the uncanny valley is a subconscious effect, so you may not even be able to put your finger on what that "off" feeling is.

I don't really know if that will actually be the case. I know I'm probably putting way too much thought into this, and the best way to find out is to try it anyways, but it's food for thought.

infidelity
Posted on 09-21-12 02:47 PM (rev. 3 of 09-21-12 08:31 PM) Link | Quote | ID: 152421


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I can see what you mean. What was a vast asm hack of Zelda1, is almost turning into a LA fan remake. Ill be sending you an updated .ips and ill explain where im going with this. I want to keep the original Zelda1 sprites, i might have to talk to Thanatos.

EDIT Sent you a pm snarfblam. :-)

EDIT 2 Oh man. Looking at the outworld map of Oracle of Seasons and admiring the tiles in that particular game.....

RetroRain
Posted on 09-22-12 12:30 AM Link | Quote | ID: 152423


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Posted by snarfblam
I had been thinking all along that the Link graphics form LA might better suit the rest of the tileset, but it occurs to me now that there might be one possible issue: the uncanny valley.

Basically, you're adding all these features, like falling off ledges, charging the sword, and the Pegasus boots, to the original Zelda game. This is, of course, completely awesome. You're using graphics from LA too, which is pretty sweet. But if your game looks too much like Link's Awakening (especially the character), the player's mind might start to notice and pick out everything that isn't exactly like Link's Awakening. There's no flip animation when you jump off a ledge, and you can't walk around with a charged sword, and so on.

Don't get me wrong. I'm not complaining about these things, but when you look at a game that so closely resembles LA, it might be a little jarring at first when it doesn't feel just like LA. Your souped up Zelda 1 might feel more like a Link's Awakening knock off. Generally, the uncanny valley is a subconscious effect, so you may not even be able to put your finger on what that "off" feeling is.

I don't really know if that will actually be the case. I know I'm probably putting way too much thought into this, and the best way to find out is to try it anyways, but it's food for thought.
That, and when you put all of those features in, one can simply ask - Why not simply hack Link's Awakening instead?

It's impressive everything you are doing, don't get me wrong. I encourage you to keep it up. It's just that if you keep adding more and more like Link's Awakening, you'd be better off simply hacking Link's Awakening, since everything is already there.

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RetroHelix.
Posted on 09-22-12 09:08 AM Link | Quote | ID: 152425


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Posted by RetroRain


It's impressive everything you are doing, don't get me wrong. I encourage you to keep it up. It's just that if you keep adding more and more like Link's Awakening, you'd be better off simply hacking Link's Awakening, since everything is already there.


This is so wrong... Why don't you hack Skyward Sword then? It has 3D and many new game elements are already there...
If you don't want this hack looking like a LA clone just use other sprites.

Keep it up!

infidelity
Posted on 09-22-12 10:12 AM Link | Quote | ID: 152426


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This is exactly what i didnt want happening. In the beginning i wanted to stay true to the original design. Im going to take a step back for a few days and re-think. I dont want this game to be a clone of LA, but i do want to improve the gfx of Zelda1.

Thanatos-Zero
Posted on 09-22-12 11:52 AM Link | Quote | ID: 152427


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Posted by infidelity
Just wanted everyone to know ive been constructing the Light World. Im about 50% complete in designing that. Im also looking at the realization that i may need to incorporate the Awakening sprite designs. The outdated sprites dont do the bg gfx justice.

Indeed they do look outdated and with MMC5 mapper more things are possible, like to colour 8x8 tiles with their own palette and have more sound channels available.

Posted by infidelity
I can see what you mean. What was a vast asm hack of Zelda1, is almost turning into a LA fan remake. Ill be sending you an updated .ips and ill explain where im going with this. I want to keep the original Zelda1 sprites, i might have to talk to Thanatos.

Here I come into play. CUSTOM made sprites and tiles for the game? No problem, I am currently free for you to use.
You have, but to tell me exactly what I have to draw and what it should look like.

Posted by infidelity
This is exactly what i didnt want happening. In the beginning i wanted to stay true to the original design. Im going to take a step back for a few days and re-think. I dont want this game to be a clone of LA, but i do want to improve the gfx of Zelda1.

That can be avoided by adding foreign elements into the game. By doing this it will become a child, but not a clone of LA. Of course, the question is what we are going to add.

____________________
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?!".

koala_knight
Posted on 09-22-12 05:58 PM Link | Quote | ID: 152430


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Posted by Thanatos-Zero
Posted by infidelity
This is exactly what i didnt want happening. In the beginning i wanted to stay true to the original design. Im going to take a step back for a few days and re-think. I dont want this game to be a clone of LA, but i do want to improve the gfx of Zelda1.

That can be avoided by adding foreign elements into the game. By doing this it will become a child, but not a clone of LA. Of course, the question is what we are going to add.


I agree with this. It would be like a further evolution of those graphics. Similar to the difference between LA and the Oracle games.

infidelity
Posted on 09-22-12 06:16 PM Link | Quote | ID: 152431


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Im thinking of going back to the original Zelda 1 gfx, and come up with enhancement ideas for them. The sprites will be staying the same. Im feeling confident about this idea/concept. I have more freedom designing since i rewrote the entire engine.

snarfblam
Posted on 09-22-12 08:18 PM Link | Quote | ID: 152433


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Honestly, to me it doesn't matter whether this game borrows from Link's Awakening. What matters is that it's fun to play. I don't agree with the "why not just hack Link's Awakening" sentiment. Your hack stands on its own, whether or not it borrows from Link's Awakening or other Zelda games. The only reason I drew a comparison with Link's Awakening is to point out the potential possibility of falling into the uncanny valley.

Whatever direction you choose to go with the hack, I'm sure it will be awesome.

Thanatos-Zero
Posted on 09-22-12 08:24 PM Link | Quote | ID: 152434


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Posted by infidelity
Im thinking of going back to the original Zelda 1 gfx, and come up with enhancement ideas for them. The sprites will be staying the same. Im feeling confident about this idea/concept. I have more freedom designing since i rewrote the entire engine.

Are you sure about this? You really want to use the outdated tiles from the original Zelda game, even though I offered you my help in this matter?
Make a poll in this very forum and ask, if your game should have vanilla or new grafics.
You can decide afterward with a pure conscience about this whole matter.


____________________
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?!".

Hamtaro126
Posted on 09-23-12 01:44 AM (rev. 3 of 09-23-12 01:50 AM) Link | Quote | ID: 152435


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Maybe make it like the Reuben-like project (Sort of Open Source), and let the user decide on other content besides these already found in GB Zeldas...

I hate Z80 as much as the next person(s) because it's HARD... But a better source code of Zelda is better for me in 6502!

Look into Balloon Kid, Compare it to Hello Kitty world, but this type of port is hand made, while HKW was converted with a converter THEN optimized and modded for NES

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I wonder what's for dinner?

RetroRain
Posted on 09-23-12 06:00 AM Link | Quote | ID: 152437


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Posted by infidelity
Im thinking of going back to the original Zelda 1 gfx, and come up with enhancement ideas for them. The sprites will be staying the same. Im feeling confident about this idea/concept. I have more freedom designing since i rewrote the entire engine.
You don't have to go backwards in your hack. The graphics are great. Simply add some new things that set this game apart from Link's Awakening, that's all!

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eternaldragonx
Posted on 09-23-12 05:34 PM Link | Quote | ID: 152448


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Posted by infidelity
Im thinking of going back to the original Zelda 1 gfx, and come up with enhancement ideas for them. The sprites will be staying the same. Im feeling confident about this idea/concept. I have more freedom designing since i rewrote the entire engine.

Thanatos is offering his help. Please don't keep the original gfx heed the calls of you fans and take the help that is offered to you. This hack has so much asm hacking that it completly seperates itself from the original game. So I suggest doing the same with the sprites and graphics considering the amount of work you pt into it. Just my 2 cents and keep it up.

infidelity
Posted on 09-23-12 09:28 PM Link | Quote | ID: 152455


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Thank you everyone for your input. I will just continue doing what ive been doing, which is constructing the light world with the LA tiles. @Thanatos, ill contact you when im ready regarding bg/sprite tiles.

Thanatos-Zero
Posted on 09-23-12 09:47 PM Link | Quote | ID: 152456


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Posted by infidelity
Thank you everyone for your input. I will just continue doing what ive been doing, which is constructing the light world with the LA tiles. @Thanatos, ill contact you when im ready regarding bg/sprite tiles.


Alright pal, I will do my best.

____________________
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 09-29-12 02:10 AM Link | Quote | ID: 152522


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Light World construction is now at 90% completion. Once construction is complete, it is then that i have to sort out what each screen id contains, regarding dungeons/shops/enemies.

infidelity
Posted on 10-01-12 09:16 PM Link | Quote | ID: 152564


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Well got a minor speed bump to hurdle over.

It appears the level editor did someting to the rom, where when i access the inventory screen, my in-game screen gets garbage written over it.

Luckily *and even snarfblam made a metion that i should do this :-p) i have a backup of my work before i used the latest editor, my rom is currently at version 140.

So i loaded up v140 and it's ok.

So what i plan on doing, is copying all of the data *blue when you look at it in code data logger/hex viewer* and pasting it into the proper sections in v140 *a copy of it obviously*

I'm thinking the editor must've trailed off somewhere, and edited asm it wasnt supposed to? Either way, it's an easy fix. :-)

Once that is done, I need to continue designing the outworld. Here is an example...

https://anonfiles.com/file/f07cc815930a73a50ef85c0c6d2204b9

Using specific screen constructions from LA as a template, i need to come up with my own designs in the gray areas, to seemlessly connect all of the screen id's.

Once that is done, that is when i need to figure out all the shops/enemies/etc.

It is also when i need to come up with some sort of 'swap gfx check locations' and the same goes for the palettes.

That's all for right now. :-)

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

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