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

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Matrixz
Posted on 10-02-12 03:19 PM Link | Quote | ID: 152573


Ninji
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That looks like a challenging task. This reminds me Link's Awakening was my top played GameBoy game. I had the monochrome version of it though.

Its great to see the original Zelda getting ASM upgrades for easier hacking, i know about its limitations from making a basic hack long ago.

I wish you good luck with the project.

infidelity
Posted on 10-02-12 03:50 PM Link | Quote | ID: 152574


Fuzz Ball
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Thank you so much Matrixz! Honestly the only thing that would be somewhat challanging, is the way i want to connect the screens. Other than that i should do fine. Once i can get the light world designed completely, ill be working to a 1st public demo.

Googie
Posted on 10-04-12 12:48 AM Link | Quote | ID: 152583


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Posted by infidelity
https://anonfiles.com/file/f07cc815930a73a50ef85c0c6d2204b9


Oh wow now this is real cool, me likey! This is coming along pretty smooth...

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infidelity
Posted on 11-16-12 09:30 PM Link | Quote | ID: 152867


Fuzz Ball
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Been a long time since i've given an update on this, i apologize for such a long delay.

I have finished constructing the Light World. Right now im in the process of checking each individual screen id to make sure there are no crashes.

There have been a few, and i believe it is primarily due to specific tiles not being present for specific enemies, and it will cause the rom to go in what i believe is a constant loop, or sometimes just crashing all together.

At this time i have made it so each screen id works when you walk onto it.

I now have the grueling task of setting up massive tables to determine when to switch out certain CHR for certain areas Link visits. Creating the table is a cinch, no worries on that, it's just the thought process will begin on where to initiate those CHR changes. I was smart in designing the layout of the outworld, and wrote markers on each screen id, that reminds me which value to insert to show the proper CHR.

I will also need to create another vast table to determine which of the swapped CHR tiles are solid/non solid.

AND, i've noticed something that may be an issue. I have been using non solid color tiles, to construct vast amounts of solid grass or solid plush throughout the entire world, and i'm seeing enemies forming in those areas that are supposed to be solid, and they get stuck and spazzing out. I have 4 slots left in the solid area for tiles, where i can place 4 color tiles, and then redo those specific areas, but i hope it's not a pain in the ass to redo.

I promise to continue to update at a better pace, and at some point i will release a demo for people to tinker around with. :-)

-infidelity

optomon
Posted on 11-19-12 09:59 PM Link | Quote | ID: 152878


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This is exceptional work.

Looks so well polished... and I haven't checked out everything in the thread yet. I'm sure you've planned this project very delicately. But it looks like you are ... after all you made a custom "Infedit". Awesome. Will keep up on this one for sure.

infidelity
Posted on 11-20-12 02:28 AM Link | Quote | ID: 152880


Fuzz Ball
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Thank you for those kind words, optomon! As for "Infedit" that was created for me by snarfblam. I completely rewrote how Zelda constructs it screens, and by doing that, i made all current level design editors for my copy of Zelda, useless.

Kiokuffiib11
Posted on 11-20-12 06:17 AM Link | Quote | ID: 152881


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I think you've defintely made MAJOR progress on this. I think that the amount of work you've put on this is really showing. Even if you have to make your own level editor, or just editing it by hex, I think you're more than capable to do it. Keep up the good work!!!

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infidelity
Posted on 11-20-12 12:11 PM Link | Quote | ID: 152882


Fuzz Ball
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So ive managed to pull off having all of the light world's screen id's, (00-FF aka 256 individual screens) to look at a vast table to decide what chr bank to load for the proper gfx to display.

infidelity
Posted on 11-27-12 10:22 PM Link | Quote | ID: 152921


Fuzz Ball
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Currently updating the hookshot, due to all the chr swapping. I now have my asm for the tip of the hookshot, checking specific tile tables by checking the current chr that is loaded. It works! Still need to add the same concept to Link while being dragged

MiniCompute
Posted on 11-28-12 05:02 AM Link | Quote | ID: 152922


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Posted by infidelity
So ive managed to pull off having all of the light world's screen id's, (00-FF aka 256 individual screens) to look at a vast table to decide what chr bank to load for the proper gfx to display.

infidelity
Posted on 11-28-12 04:34 PM Link | Quote | ID: 152925


Fuzz Ball
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Is it my phone, or did you only quote me? :-p

MiniCompute
Posted on 11-29-12 03:54 AM Link | Quote | ID: 152933


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Posted by infidelity
Is it my phone, or did you only quote me? :-p


No, I typed in my message lastnight, I hit replie with my username and thing erased my message.
That and I was studying at the time and fell asleep at my computer only to be woken up by frank sonetra blasting on my sub woofers at 3am.

But I wanted to mention something if your going for a zelda 3 based game.
I recommend you look inside legend of zelda 4 rom and use some of the enemies.
Mainly the goblin and a few rare ones found inside the rom.
I think it would really make the hack stand out alot.
Its almost like a dahk daiz version hack that your doing.

I hope both of you release a small demo before christmas.
Speaking of which, I'll need to finish up some issues with my current hack I released.

Time flies so quickly when your busy doing multiple things and **** happens.

infidelity
Posted on 11-29-12 12:27 PM Link | Quote | ID: 152936


Fuzz Ball
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Well snarfblam only designed the level editor. I have written all the asm and done all of the constructions in the game, visual and sound wise. Is Zelda 4 a rom hack? Or is it a Zelda game that came out after LTTP? Im workin hard to prep a demo soon.

MiniCompute
Posted on 11-29-12 01:22 PM Link | Quote | ID: 152937


Bubble
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Posted by infidelity
Well snarfblam only designed the level editor. I have written all the asm and done all of the constructions in the game, visual and sound wise. Is Zelda 4 a rom hack? Or is it a Zelda game that came out after LTTP? Im workin hard to prep a demo soon.


Legend of zela:links awakening for the gameboy.
I am sure your handy with a tile editor I used yychr to look inside of the gameboy rom.
Some stuff is already visible with in it, the others you would need to use a debugger and know which rom addresses are tracking the current gfx.

But I don't need to tell you that last tidbit, if googie appears again ask him for his assistance with the gfx ripping.


infidelity
Posted on 11-29-12 02:33 PM Link | Quote | ID: 152938


Fuzz Ball
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Yeah im pretty familiar with LA. :-p Im still on the fence with the sprites from that game, particularly Link. At some point after the demo, im going to begin looking into sprite facelifts for my hack. Im no stranger with ripping, editing sprite gfx. :-)

infidelity
Posted on 12-07-12 10:59 PM Link | Quote | ID: 153037


Fuzz Ball
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Im doing tests with The Hookshot & The Pegasus Shoes within the Light World. Im making sure that they work properly with the new tilesets. Im "hoping" to have either an alpha or beta build before the end of 2012. What it will include, im not sure yet.

koala_knight
Posted on 12-08-12 08:51 AM Link | Quote | ID: 153041


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I'm sure whatever it includes will knock our collective socks off.

infidelity
Posted on 12-13-12 04:57 PM Link | Quote | ID: 153068


Fuzz Ball
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I sure hope so hahaha! Still tideing up some things. The Hookshot is fantastic right now, theres just 1 minor issue when latching up/down on the left side of a solid edge, easy fix. I then need to figure how much of the game i want exposed/what to obtain.

MathUser2929
Posted on 12-24-12 03:38 AM Link | Quote | ID: 153140


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This hack looks really amazing.

infidelity
Posted on 12-24-12 08:33 AM (rev. 2 of 12-25-12 05:22 AM) Link | Quote | ID: 153145


Fuzz Ball
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11:15pm on 12-24-12

Here is the first public release (ALPHA) of my upcoming hack called, "Zelda - The Legend of Link"

http://acmlm.kafuka.org/uploader/get.php?id=4357

Now again, i cannot stress enough that this is an ALPHA build. There are some bugs, glitches, etc, but the game is playable.

Here are some of the glitches that I know of.

1. When you die on certain screen id's, the vram begins to spaz out badly, just before the GAME OVER text appears.

2. There may be a case on certain screen id's, where enemies appear from the sides of the screen and get stuck in solid spots, i havent had the time to go through every screen id.

3. The Hookshot. If you latch upward/downward on the left side of a solid object, Link will pass through that object, and if there isn't a solid object in front of him before you hit the edge of the screen, Links movement will be frozen, and you will have to reset the rom.


I hope that you all enjoy messing around with this. It's still incomplete. I'm still running into issues with my bombable walls, sometimes they don't work, and the ones that do, the proper TSA doesnt appear.

Also, some text from shops, caves, old man/woman, will probably come up garbage. This is because the PPU isnt the same as it was in the original Zelda, so i have to re-write the text. I did it for a few of them, but not all.

I also encourage anyone that plays this, and experiences oddities, to let me know. Either via snapshot, video, comment *specifcs a must* etc.

Again, please enjoy, and Merry Christmas. :-D

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

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