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Please chime in on a proposed restructuring of the ROM hacking sections.
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LeviathanMist
Posted on 09-09-14 03:05 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158214


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My first recording is done. I apologize for the sound, my broadcasting/recording software had an update, which apparently can't handle Nestopia without causing sound skippage at parts. I'm gonna have to figure out another solution for that.

This run was done in SMB1 Hard Mode, with warps (only warping to world 3 and 5).

Observations:

Bullet cannons seem to be very conservative. I only saw them shoot a few times in the entire game. I feel like they should be shooting more often, especially in hard mode. In the original SMB, they shot much more often.

I like the Lakitu physics. They've established a notoriety rivaled by their SMB3 counterparts.

Glitches/oddities:

At 7-3 (starting around 22:13) - I die a few times while the wind is blowing. The wind pushes Mario's dead body to the right. Not really a glitch, but it looks funny.

When you hit some mushroom blocks, instead of appearing to shift up, the block itself disappears for a fraction of a second. 22:38 is a good example. Seems to happen more often when wind is blowing.

34:13 I go down a pipe, and die. I'm near Bowser throwing hammers, so my guess is an invisible hammer caught me. Still, it appears there's nothing there, and the nearest hammer is a few full blocks away from me. Plus, I had already gone down the pipe, I should be immune to damage until the next screen.

35:53 I beat the game, but the ending theme doesn't play - nor does any music or sound effects.

A suggestion: Lower the amount of points you get per life at the end of the game. I had so many lives that my score rolled over to 0. I'd say 20000 per life is a good number. Assuming the maximum lives you can hold is 127, that would give you an extra 2540000 points max. I understand if you don't wanna do this for the sake of purity, but there's also the score rollover issue to deal with - anyone beating the game with over 99 lives is guaranteed a score rollover under the current system.

LeviathanMist
Posted on 09-09-14 05:26 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158218


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Posted by tankpig
Fantastic hack so far, but I'm stuck on one last thing. Where are the silver arrows? Can I at least get pointed in the right direction? Many thanks.


Well I had a silver arrow the other day, but then a huge skull demon showed up and I shot it in the eye.

LeviathanMist
Posted on 09-09-14 05:40 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158220


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Posted by shanem
Posted by LeviathanMist


First, thank you for playing this and testing it.

*Sits back and thinks for a minute*

I'm going to go in order, here.

1) I can work on the Bullet Bill thing.

2) Are you referring to blocks temporarily disappearing when wind is blowing on 7-3? That is normal and happens only for half of a second (also in SMB2J, too). If it's another occurrence from when the wind is not blowing then please clue me in on what stage and under what circumstances. (This happens because shrooms are stored as OAM as well as wind and sometimes the buffer overflows.)

3) The hammer thing is actually an original Nintendo glitch that I'm still trying to figure out how to fix. http://www.mariowiki.com/List_of_Super_Mario_Bros.:_The_Lost_Levels_glitches#Hammer_through_the_Pipe

4) The sound isn't working? Hmm. There is a glitch if you press start right before the screen pulls up the victory scene; did you do that? What emulator and what version of said emulator did you use? (SMB2J which is what this game is a hack of, uses 4 banks of data. The victory scene takes bank $03; when you see brief pauses like that in between and, for example, when going to World 5, it is actually loading the new file into PRG. If you are using Nestopia you can see what it's doing under Disk System options. ie. "Reading" "Writing" "Loading")

EDIT: At least getting more than 128 lives no longer crashes the game like the original did and rendered a Game Over. I'm a little concerned about the sound at victory thing. Please fill me in with what I requested so that I can try to mimic it. When I tried it on my Nestopia 1.40 it worked fine.




I'm using Nestopia 1.40. Did you test it with 99+ lives, or with warps (so no world 9 beyond it)? Only thing I can think of, unless it's also an effect of my capture program which caused the sound to skip. I'll record directly with the emulator on my next playthrough.

One question - what's different about this hack over your "SMB1 & SMB2J (2-in-1)" hack that I played months ago?

LeviathanMist
Posted on 09-09-14 05:48 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158222


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Posted by sjdswanlund
Posted by sjdswanlund
I just got the second piece of the Tri-Force. I think I need the gloves for the next one, going to look for them - hope I didn't miss them earlier.


if you beat Level's 1-2, and you don't have Titan's Mitt yet, then yup, you missed it. Gonna have to go back to which one of those Level's you think it might be in.

[quote="LeviathanMist" id="158209"


I probably did the requote wrong. Anyways, I found an item in the first dungeon, not the second. However, there is a part in the west of the first dungeon map I can't get to.


I think you quoted the wrong person

Anyway, Infidelity said there's one item to be found in each numbered dungeon. If you wanna know how to get into that seemingly inaccessible room, well, think Zelda 2nd quest

LeviathanMist
Posted on 09-09-14 07:06 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158225


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Posted by sjdswanlund
That mean's I'm missing an item in the second dungeon. Which is puzzling me, since I have been in every room. Does the compass just show the boss, or items too?

The compass just shows which room the triforce piece is in. Try pushing blocks around in the dungeon until you find one you can move

LeviathanMist
Posted on 09-09-14 07:56 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158232


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It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.

Anyway, I'll test it when you release an update as well, I'll try different versions and see.

LeviathanMist
Posted on 09-09-14 08:15 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158235


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Posted by shanem
Posted by LeviathanMist
It could also be possible the ROM I used has the wrong checksum, as I don't know how or where to look at the checksum of a ROM. It was a 65500 byte file though, as mentioned in the thread.

Anyway, I'll test it when you release an update as well, I'll try different versions and see.


I will be releasing the revision soon.

The tool I used to calculate my CRC16 was actually freeware. The tool is called chk http://download.cnet.com/CHK-Checksum-Utility/3000-2248_4-75909659.html

All you do is open chk.exe, go to Options, click on CRC16 and then drag and drop your ROM over the utility to get the checksum.

One advantage of using CRC16 is having a small, yet reliable checksum to verify the right file that a patch is to be made to. Which is why I will be doing so with all my releases. I hope this clears things up. --ShaneM


Thank you. My ROM didn't have the proper checksum. I got one that does. I'm gonna do another run through tonight to check which things I listed are actual bugs and which were side-effects of having the wrong ROM.

LeviathanMist
Posted on 09-09-14 10:03 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158239


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I was just about to edit my post. Here's my latest run through of the previous version, and my comments/suggestions for it:

I've done a no-warp run this time, this time using Nestopia's movie record feature. Much better quality, though I don't like the wait involved with encoding video. These were short, so it's okay. I split it into three parts.

Part 1 - worlds 1-3


Small oddity I noticed: Bowser sometimes takes only 4 fireballs to kill instead of 5. I imagine this is because fireballs sometimes double-hit. You can see this happen at 3:02 in video 1. This was also present in the original game.

Part 2 - worlds 4-6


1:41 in video 2, is that platform supposed to only be one? I always thought there were supposed to be 2 platforms going down.

Part 3 - worlds 7-9


I did hear the ending theme in this one, so I think last time was a fluke caused by using an improper rom, or my recording device.

At 6:49 in video 3 (8-1), bouncing koopas appear, and immediately commit suicide. Kind of defeats the purpose of having them if they're just gonna jump down the pit every time. This happened in my last playthrough as well.

In stage 9-1, from about 17:00 to a little past 18:00, you can see me cheese my way through the stage by allowing the wind to push me through obstacles. This glitch was present in the original SMB2j, even on land. It's especially cheap underwater, since bloopers never swim low enough to hit you if you're on the ground. If you can't fix it, adding a hole immediately after each obstacle might discourage abuse of that glitch.

One last suggestion - isn't there a way you can make use of the whole "times beaten" byte? I know plenty of people who have beaten SMB hundreds of times. It took me 40 minutes to beat this without warping and get a star. Someone like me can rack up 24 stars in a few days of playing. Might I suggest expanding it to a numeric counter after you beat it 24 times? Even a max of 99 or 127 would offer greater incentive to keep beating it, and take longer. I just hate to see a whole 90% of a byte's potential going to waste

LeviathanMist
Posted on 09-09-14 11:41 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158241


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I have a suggestion for this hack - it might be too much work, but I at least want to throw it out there.

While playing, I've noticed there are only 3 or 4 things I ever spend my rupees on - and 90% of my rupees end up being spent on keys, since I have nothing else to spend them on. That's why I have 30+ keys by the end of the game that I don't need. Well here are a couple suggestions for better ways for players to spend unwanted rupees.

Option 1: A fairy fountain like that in A Link to the Past. Spend 100 rupees and you will be able to add 4 to your arrow or bomb count. You could lower the default maximums to 30 arrows and 10 bombs for this (like in ALttP), and raise the maximum to something like 99. If all those rupees I spent on keys went to expanding my arrow/bomb reserve, I'd feel more like I was doing something useful with my rupees.

Option 2: A slot randomizer. Spend 10, 50, or 250 rupees, and have a chance to get a rare item, some rupees back, or an empty chest. Here's a sample list of what could be the chance to win each prize:
--10 rupees-- (available in the first town)
8/16: Empty chest
3/16: 4 arrows
3/16: Outworld map
1/16: Red lantern
1/16: Big Shield

--50 rupees-- (hidden in the light world)
8/16: Empty chest
3/16: Big Shield
3/16: 50 rupees
1/16: Blue ring
1/16: Magical Boomerang

--250 rupees-- (hidden in the dark world)
8/16: Heart Piece (becomes empty chest after you win this)
3/16: 50 rupees
3/16: A key
1/16: Red ring
1/16: Hover boots

LeviathanMist
Posted on 09-09-14 12:54 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158243


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Don't get me wrong, it's still an excellent hack. probably the best Legend of Zelda hack, and easily one of the best NES hacks I've ever played. I always have high aspirations for stuff like this

LeviathanMist
Posted on 09-10-14 10:38 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158256


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I haven't gotten the chance to play 1.5, but I'll be working on that now.

Posted by kuja killer
http://tasvideos.org/forum/viewtopic.php?p=386313#386313
huh, what's this about ?? skipping castle level apparently ? wow.


I'm not sure what he means by "jumping into the water" - there's no place to jump into the water. Unless he means dash-jumping off the ledge/cliff near the bottom, to jump over the land below and into the water. Even still, this won't help, not even in a TAS, because you need to have the ocarina to get into dungeons 4 and 7. You can't just skip the ocarina.

LeviathanMist
Posted on 09-10-14 01:59 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158260


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Posted by infidelity
Heh, sneaky move! But you will trap yourself big time. Thats a good trick, you ARE able to step into the dark world from the light world, but you need to force links y tile id he is standing on in $49E, so he can walk through shit.

I'll fix this.


I sent you a message showing how to do this, and what you can do with the glitch. The key is to Up+A once you scroll off the bottom, and the game will warp you to the starting point of the dark world. I was able to grab a few heart pieces, and even get the hookshot, without having the Ocarina. That's about the extent of it though, you simply can't beat the game without the Ocarina.

LeviathanMist
Posted on 09-10-14 04:50 PM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-10-14 06:07 PM) Link | Quote | ID: 158262


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I did a Luigi game run of hard mode, but I didn't record it this time. I encountered only one major oddity that may be caused by the patch itself.

When I beat the game, it showed the ending text as normal, but as the background turned blue, I saw a flash of "THANK YOU LUIGI!" for a split second above all the text. It looks like text that would be there if beating a regular castle. I'm not sure if this was a subtle addition by the patch, something that was there in the original, or a mistake.

Here's some glitches I encountered while playing the patch, which are present in the original game too:

http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Moonwalking_Through_Walls
I was able to use the above glitch to get to the ceiling in 1-4, where it's impossible to complete the level and you have to let time run out.

http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Jumping_Damage_Glitch
I encountered this glitch while simply running across the ceiling midway through 5-4. I got caught by a fire stick from the bottom of the screen, without even jumping.

http://www.mariowiki.com/List_of_Super_Mario_Bros._glitches#Wall_Jump
This one actually saved my life in 7-3, as I was about to fall into the hole, but managed to jump off the wall with the proper timing of the A button.

And lastly, the cheesy way to beat 9-1 is still an issue, mainly because bloopers still won't hit you if you're small Mario. The background in 9-1 also looks kind of awkward, with randomly placed trees cut in half within holes.

LeviathanMist
Posted on 09-10-14 08:53 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158266


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I did another playthrough, but I didn't record it this time. I did record a quick play of the Game Clear file, to show what happens in the light world to some of the chests. Ready for this round of bugs and glitches? There aren't many left to squash; you've done a fine job.

1. The glitch we discussed earlier on how to get to the dark world without the ocarina. I'm just listing this for the sake of having it in the list.

2. Using the ocarina on ice. It can still be done if you mash the B button enough times, especially if you're standing still. I also discovered that the issue I had with Link getting stuck and unable to move, seems to occur when you hit the B button with the ocarina equipped, but fail to get it to play. This happens a lot on ice, where it's possible, but harder to get it to play. You'll also notice when this happens, all the enemies on the screen will appear to be stuck as well. This happened once to me while I wasn't on ice as well, though it's difficult to explain exactly what's going on.

The following glitches are present in the video I sent to Infidelity in PM:

3. When you have over 50 keys, and you find a key in a chest, your key count drops back down to 50. You can see this happen at 2:21 in the video. Buying keys and finding them in dungeons allow you to get over 50. The maximum number you could get in the original game is 254 (FE in hex, with byte FF reserved for the master key) so I assume that's also the maximum in this hack. Note: This chest is one that I picked up in the game already, but Game Clear data made the contents of this chest reappear.

These next glitches are due to oddities with a game clear file in the light world.

4. At 3:05, I grab a heart piece in a chest. I have every heart piece in the game already, and I already got this chest before I beat the game, so it shouldn't be available.

5. At 4:50, you can see the entrance to the light world skull dungeon open.

6. At 8:22, I find another heart piece chest I got already, the open chest seems to have been pushed off by a new, closed chest. When you grab this closed chest and get the heart piece, it disappears and reveals a cave, where you can go down and pick up yet another heart piece.

This was a short video, but it shows some of the stuff that occurs in the light world with Game Clear data. None of this stuff happens in the dark world, it seems. There are more chests that "close themselves" that I didn't go find in the video.

One thing that's not an issue that I thought was an issue was with that heart piece you can obtain in the light world. Your heart piece count doesn't reset to 0 anymore when you get the ocarina - that was probably a fluke caused by code that you fixed.

LeviathanMist
Posted on 09-11-14 04:31 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158279


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So are you not doing anything with the Game Clear glitches?

LeviathanMist
Posted on 09-11-14 06:21 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158281


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Posted by infidelity
I haven't experienced any with my playthrough from versions ago. Idk what else to do if they are present. I don't have time to do a personal playthrough with no crash's glitches happening. Idk, I'm getting pretty burnt out with the SRAM, I'm working right now, idk when I can check to make absolute certain that the SRAM is fine.


I've experienced the exact same issues in two playthroughs, one in 1.4 and one in 1.5. That 10-minute video I PM'd to you of the 1.5 game shows some of the most glaring issues, mostly involving heart pieces respawning. At the end of the video, I have gotten 24 heart pieces out of 20, and the save file has a glitched-out number.

LeviathanMist
Posted on 09-12-14 02:42 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-12-14 02:45 AM) Link | Quote | ID: 158303


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Posted by infidelity
I'll look into it.

edit

Found the issue. When saving & quitting, I back up my upper/lower world id in preparation for restarting the lower light/dark world.

The special forced save and quit after defeating ganon lacks that routine, and I watched a specific portion of the SRAM change when it shouldn't have. So now that is all set. There are no more resetting treasures or other things.


So was this fix added to 2.0 with a reupload, or will it be available upon the next release?

Also confirmed that the bomb counter is no longer working - I imagine this has something to do with the key counter fix.

LeviathanMist
Posted on 09-12-14 05:09 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158309


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Hey thanks! I'm expecting very few bugs in this release.

Also, thanks for making a .nsf file of the music!

I noticed on the first post of this thread, that the Pendant of Quake isn't listed.

LeviathanMist
Posted on 09-12-14 08:21 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158318


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Finally got a chance to test 2.1, and I only got a minute in before I realized the bomb counter still isn't fixed. I'm still not gaining the bombs I pick up, which makes it futile to keep playing this version.

Also, I second RetroRain's SRAM idea, if that's possible.

LeviathanMist
Posted on 09-12-14 08:41 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158323


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Posted by infidelity
ugh wtf, im done...

ive had it with this shit. idk why that's happened, just noticing that now...


Come on though, it's so close to being bug-free! That's why we test things
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