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

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XTTX
Posted on 12-25-12 06:38 PM Link | Quote | ID: 153153


Flurry
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thank you so much!! I have been looking forward to this for a while. Any emulator you recommend for this one? Nestopia is my weapon of choice and im getting cpu jams when i try to load it.

THanks again man for sharing!! and hope you are having happy holidays as well.

MathUser2929
Posted on 12-25-12 11:49 PM Link | Quote | ID: 153155


Rat
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Since you are making these changes, if you have enough vram can you make a tile to show cracked walls for bombable sections? I think it's a weste of bombs having to bomb random places to find entrances. No modern Zelda game forces you to do that I think.

s_ryo
Posted on 12-26-12 02:04 AM Link | Quote | ID: 153157


Goomba
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Can't wait to try this.

Thank you very much.

Marry X-Mas and Happy New Year 2013

Xeruss
Posted on 12-26-12 05:54 AM Link | Quote | ID: 153158


Sledge Brother
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Quite the Christmas gift.

I'm having some trouble navigating though; I can't seem to find a weapon of any sort yet. :3 It looks absolutely amazing though, and I specifically like the fusion of the Zelda 1 and 2 title screen styles.

____________________
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RetroHelix.
Posted on 12-26-12 11:02 AM Link | Quote | ID: 153159


Micro-Goomba
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Could not find the sword but had some fun with bombs
It looks amazing. I had some slowdowns here and there but I guess its because I play this on a Wii. I could not jump down a screen from the bombshop (beach) and was not able to open the chest near the shop.

Keep it up.

infidelity
Posted on 12-26-12 12:34 PM (rev. 3 of 12-26-12 04:34 PM) Link | Quote | ID: 153160


Fuzz Ball
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The sword is very close by when you start from the castle. The chests are just tiles for now, in the future they will be functional. :-)

The sword is very close by when you start from the castle. The chests are just tiles for now, in the future they will be functional. :-)

As for the slowdowns, can you be specific, is it when there are lots of enemies on the screen?

The emulator I use is the latest build of FCEUX.

Bombable walls are glitched right now, something is up with the latest build of infedit, it cause issues with the bombable wall tiles and x/y location. Ill have to get in touch with snarfblam about it.

Right now the shovel isnt working properly, that will be fixed.

The hookshot can be purchased.

Close by the castle, there is a cave with info on dungeons.

:-)

snarfblam
Posted on 12-26-12 07:30 PM Link | Quote | ID: 153162


Tektite
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I tried this out last night. Couldn't find the sword either, but I'll look again. I did get the hookshot, and lots and lots of rupees. All in all, looking really good.

Slowdown happened with four or more enemies on the screen at the same time when I was playing on FCEUX.

As far as the bombable wall issue, let me take a look and see if I can figure that out. If I get stumped, I'll shoot you a PM. And sorry in advance if I don't get right back to you. I've been a little under the weather the past few days.

infidelity
Posted on 12-26-12 08:48 PM Link | Quote | ID: 153163


Fuzz Ball
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Thank you for taking a look snarfblam! I think the issue is that the work you did was based off a tsa block for the cave. I dont have the Tsa setup anymore in the outworld, only the shops/undergrpund places.

One screen, id be able to set the x/y for a bombable wall, but when I setup the next screen, and try to bomb that wall, norhing would happen.

Wooden Sword Hint
Starting at the castle. Go down one, walk left. You should see a brown entrance of somekind...

And snrafblam, would you mind directinh Zelda Construction members here, to obtain the alpha, or, paste link to the file thete?
Thank You!

Googie
Posted on 12-27-12 04:47 AM Link | Quote | ID: 153167


Giant Red Paratroopa
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Thanks for releasin' this, am I using the wrong ROM? Cause this is what I get...



I get garbled sprites, not sure if it's supposed to be like that.

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infidelity
Posted on 12-27-12 12:08 PM Link | Quote | ID: 153171


Fuzz Ball
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Hmm, im not sure why that happened. What emulator are you using? And, did you die and start atthe beach, or did you walk down from the castle?

Googie
Posted on 12-27-12 05:23 PM Link | Quote | ID: 153173


Giant Red Paratroopa
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I was using an old version of FCEUXD 1.1 to test it, so I downloaded FCEUX 2.2.0 and it works fine now. When the music in the title screen plays as it's going into the next track, it restarts itself. Not sure why it does that.

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infidelity
Posted on 12-27-12 05:49 PM (rev. 2 of 12-27-12 06:02 PM) Link | Quote | ID: 153174


Fuzz Ball
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)Ahh ok, so it was an outdated emu that caused the glitch. This rom was originaly MMC1, then MMC3, and then to its current state, MMC5. So to others that might run into issues, id suggest the latest version og FCEUX.

The title screen cut off was a delibrite move by me, cause I have no set story, and some things are glitched, and certin items are still a wip.

@snarfblam. Do you havppen to know the exact amount of free sram with Zelda? I havent fully maxed out all 3 players to see in hex. Id like to know as well the starting position and ending position for the free bytes. I ask because I see a problem coming when it comes to saving viewed and activated secreys on screen ids.

I need to save 80 bytes x 4, into sram. Each 80 byte table will represent the upper and lowrr hlves of the liht and dark worlds.

MiniCompute
Posted on 12-29-12 08:35 PM Link | Quote | ID: 153188


Bubble
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I played your hack when you released it, almost everything looks good.
1.5mb for a nes rom , thats about half the size of a normal snes .sfc or .smc image file.
It slowed up alot on me when you had too many enemies on the current screen.
Some are the beach side of hyrule near the westside of hyrule castle.
I tesed your hack on my 3ds, when I use the axis, everything goes to hell.
I blame that one on the ds emulator..

It looks very good and I see why you were caustious to release this.

Keep us updated.

infidelity
Posted on 12-30-12 12:53 AM Link | Quote | ID: 153189


Fuzz Ball
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The slowdown issues I may not be able to eliminate. I have alot of things going on, particulary the CHR engine. Im going to see if the slowdown with multiple enemies happens in the original Zelda, like in death mountain with the 5 or 6 blue dogs.

Im currently fixing up some glitches, and garnishing up the hud.


MiniCompute
Posted on 12-30-12 02:25 AM Link | Quote | ID: 153190


Bubble
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Posted by infidelity
The slowdown issues I may not be able to eliminate. I have alot of things going on, particulary the CHR engine. Im going to see if the slowdown with multiple enemies happens in the original Zelda, like in death mountain with the 5 or 6 blue dogs.

Im currently fixing up some glitches, and garnishing up the hud.




Hmmm, I noticed with this hack you were trying to make south hyrule feel like koholint island, am I right ?

If so, you know richards area from zelda 4, you could implement that feeling and design into zelda 1 if you wanted to..
To me when I see your hack, its like after ganon was banned right back to the dark world, here we see link 10 years later in a new generation of hyrule..

The mobs are loose robbing shops of new inventions, the octoroks are clogging up the beach working their way up to the river bank..
Trouble has begun to stir up once more in hyrule, but is link up to the challenge once more ?

koala_knight
Posted on 12-31-12 05:50 AM Link | Quote | ID: 153203


Buzzy Beetle
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Finally got around to playing a bit more of this once I got the sword. This is going to be awesome. And if you release your tools and notes, it'll make a kick-ass engine for some bad-ass NES Zelda hacks.

The size of Hyrule is impressive. I explored much of the first grid of screens and ventured a bit north too. Still haven't found the hook shot, but I got to play around a bit with the bombs and the new ALttP sword mechanics. That alone really changes the feel of the game.

One suggestion I have is to make the hit detection on the bushes a lot more lenient. It feels a bit unnatural not to be able to cut down two bushes at once if I'm standing right between them. Also, I think you should limit the number of on screen enemies to 4 at most. The slowdown can get pretty bad.

I can't wait to see the next iteration of this.

infidelity
Posted on 12-31-12 03:21 PM Link | Quote | ID: 153204


Fuzz Ball
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The way the bush/sword mechanics are right now, is the way its going to be. I had a difficult time getting everything to jell together. I tried doing what you just suggested, but I kept running into incorrect vram issues. Sometimes the vram would only overwrite half the bush that was meant to be cut. I tried coming up with different methods, but I had no luck. The end result that everyone is playing with, is the best that I could do from scratch, simce this type of feature was never in the original.

I am very happy that everyone is enjoying this. Im still working hard on tightining up all the glitches/bugs.

I still have 3 more items to develope, and then its off to design the dark world, which will be just as vast as the light world is.

I plan on releasing another alpha build sometime in the future.

koala_knight
Posted on 01-01-13 10:21 AM Link | Quote | ID: 153206


Buzzy Beetle
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Posted by infidelity
The way the bush/sword mechanics are right now, is the way its going to be. I had a difficult time getting everything to jell together. I tried doing what you just suggested, but I kept running into incorrect vram issues. Sometimes the vram would only overwrite half the bush that was meant to be cut. I tried coming up with different methods, but I had no luck. The end result that everyone is playing with, is the best that I could do from scratch, simce this type of feature was never in the original.


I'm curious about your code. It would be interesting to see how you got it to work.

infidelity
Posted on 01-02-13 12:10 AM (rev. 8 of 01-02-13 10:19 PM) Link | Quote | ID: 153208


Fuzz Ball
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The sword/bush code is all throughout $F4010-$F8000

@snarfblam

Can you confirm the free SRAM space is located at $7F00-$7FFE? Is that where you used the free code for your auto map generator?

I don't have the time to play all the way through the original, logging every possible action, to determine if this area gets touched. If you happen to have any info on that, i'd appreciate it.

Annnnnd

1-2-13 ALPHA v0.2 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4362

Taken from Change Log included in .zip

1/2/13 Alpha 0.2

Couple of fixes.
*1* When obtaining the Blue Tunic, the entire rom would crash, that's fixed.
*2* If you only obtain the Empty Bottle first, then obtain any inventory item(s) that appear above or below the Empty Bottle, the cursor would not move from the Empty Bottle, that's fixed.
*3* Made it so you are only able to obtain a heart piece container, when you find the hidden caves. That was meant to be from the get-go. If i tried altering where the position of the heart piece container is originaly, Link is unable to obtain it, so for now, it will remain in it's current spot.
*4* Walls that appear to be bombable, are now all able to be bombed.
*5* Garnished the LIFE logo on the hud, and added an outline of where the heart pieces go in the inventory screen.

snarfblam
Posted on 01-02-13 11:45 PM Link | Quote | ID: 153211


Tektite
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Posted by infidelity
Can you confirm the free SRAM space is located at $7F00-$7FFE?


I did a quick play-through (only on the first file, though), and that memory was untouched. I did an additional play-through with the auto-map, which uses $7F00-$7F1B for variables and $7F50-$7F8F for save data. Everything went without a hitch. Or, in not so many words, yes.
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Main - ROM Hacking - Zelda - The Legend of Link (v3-12-20) Released New thread | New reply

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