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LeviathanMist
Posted on 10-09-13 10:46 PM, in Tetris Zero (Final Version) Released *UPDATED 4-17-13 To V2* (rev. 2 of 10-09-13 11:05 PM) Link | Quote | ID: 154909


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Hi there Infidelity, great hack! Few notes on it though:

The high score list doesn't push the old scores down anymore like it's supposed to. I have a tendency to beat my old scores by little bits at a time, so it'd nice to see the score I beat get pushed down to the next rank.

It says to push "A button" for original scores, yet I can only change that option with the select button. Edit: I figured this out, it's select and THEN the A button. A readme might make this a bit more clear.

When both players score enough points to get on the leaderboards, only the highest scorer gets to put in their score. I'm not sure if this is intended or not, or if it'd be too hard to code to allow both players to enter their names at the same time/back to back

In 2 player mode, if you get enough points for the rocket sequence, it ALWAYS shows the score of player 2, even if player 2 had 0 points.

Other than that, it's looking pretty solid. I could use this for my regular Tetris practice.

LeviathanMist
Posted on 02-28-14 04:50 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155868


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I played this a bit on cast yesterday, and have some bug reports.

http://www.twitch.tv/gamingwithmist/b/506892338

It begins at around the 5:30:00 mark.

At 5:43:42, the game freezes for a second and then the background music changes, pretty sure this is a bug.

At the 5:50:20 mark, the game freezes completely.

When I playtested the hack before my stream, I noticed that when you have no items in the menu, and you push the left button, it changes to the Zelda 3 dungeon music.

That's all I have to report from my short test of this hack, I would've played more if my game hadn't froze.

LeviathanMist
Posted on 03-23-14 04:32 AM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 156173


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A challenge, you say? I'll attempt this challenge live on my Twitch stream!

LeviathanMist
Posted on 03-24-14 02:05 PM, in SMB1 & SMB2J (2-in-1) (rev. 2 of 03-24-14 02:06 PM) Link | Quote | ID: 156195


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So I haven't completed the A-D challenge yet, but I did beat both SMB1.5 and SMB2 on stream with no warps (including world 9). I have a couple bugs to report. In SMB2j, the vine in 8-2 doesn't appear if the screen is scrolled too far right when you hit it. I tried hitting it when the vine block was basically at the very left of the screen, and the vine didn't show up. Another glitch I encountered is that the wind can actually push you through blocks, if you're pushing in the opposite direction of the wind and keep tapping the d-pad in that direction.

Anyway, I need to beat SMB2j 7 more times (most likely gonna warp and not stream that endeavor) and then I'll stream my try at worlds A-D.

LeviathanMist
Posted on 03-24-14 06:58 PM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 156199


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Posted by shanem

PS Did you record the live stream? I would enjoy watching.


I did! You can find it here: http://www.twitch.tv/gamingwithmist/b/513819994

Skip forward to about 3 hours 54 minutes, that's where it starts.

LeviathanMist
Posted on 08-02-14 12:29 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157625


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Hi there,

I've had my eye on this patch for awhile, and I just wanted to thank you for your hard work on this hack. I will be playing this tonight on my hitbox stream, and will report any bugs and oddities, if I find any.

LeviathanMist
Posted on 08-20-14 11:38 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157838


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I've played through 3 dungeons so far. Just a few minor glitches I encountered, only one of which I managed to nab a screen shot of.

1. Trapped!

There's an area in the mountains where if you don't have the hammer, you can get trapped for good, and have to reset your game, as seen here test

2. Random stair cases

While I was playing, I noticed a few staircases randomly pop up where they weren't supposed to. This happened along the bottom center of the map, along the shore.

3. Getting items again

I've noticed you can get secrets over again, especially after you die and continue, or have spent a long time exploring. This happens with the first sword and boomerang as well, meaning you can permanently lose the master sword.

I streamed this on hitbox but it didn't save my gameplay video for some reason, so I can't link to a video of it just yet.

LeviathanMist
Posted on 08-20-14 09:27 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-20-14 09:34 PM) Link | Quote | ID: 157848


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I was finally able to upload my gameplay video from last night.



Skip to about 2:31:26, and then 2:32:39 through 2:33:49 to see stair cases popping up where they aren't supposed to - this happens in 3 different screens.

Skip to about 2:55:50 to see the glitch where where you get the stuff from Link's house again. I had to soft-reset to get out of there There are also other instances throughout the video where I get "secret" rupee caves over again, and have to unlock dungeon entrances a second time by wasting another key, as well as bomb caves which magically close themselves.

Another side note, there was a part in the video where some of the treasure boxes I never actually got were "opened" - notably at 2:33:23, there is a chest behind a hammer block that is opened when I don't actually have the hammer. This might just be a side effect of the staircase glitch, as it happened around the same time.

EDIT: I was watching the video and noticed when you buy the lantern, that's when your magic meter shows up. But then it's possible to get the red lantern after the first dungeon. So, what if someone manages to complete the first dungeon without the lantern, and then grabs the red lantern without ever getting the blue lantern? Do you still get a magic meter? I know the red lantern doesn't take any magic. Also, whatever else in the game uses magic, does that give you a magic meter if you don't have one?

LeviathanMist
Posted on 08-20-14 11:39 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157852


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Thanks for the quick feedback. I'm not sure if these have been mentioned, but I have a few minor suggestions as well.

First, there should be items that replenish the magic meter. I know this has been mentioned already, but it just makes sense. If nothing else, can you make an existing drop also function to replenish magic a little bit, such as the heart? Walking around a dungeon with no magic and no way to refill it sucks, especially since you can't get the bottle until you get the item in dungeon 2.

Another thing I had a problem with is the pegasus shoes/roc's feather combination. It's not straightforward at all that you can use these items together, and only through trial and error did I figure out you could press "up" on the pegasus shoes to change to the feather for the other slot. There should be some sort of in-game hint, or at least put in the readme file directions for it.

Another minor problem I had is with the immense difficulty spike from dungeon 3 to the castle/skull dungeon. It's basically the equivalent of beating the original Zelda with 6 heart pieces, the second sword, and the green tunic. I'll probably have to savestate my way through it if I want to get to the dark world. Am I missing something? E.g. the blue tunic in the light world?

LeviathanMist
Posted on 08-21-14 12:03 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157854


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Posted by infidelity
1. Magic Meter Replenish: I don't have the free space within the ppu, nor the prg-rom for additional asm, to have magic meter bottles. This is the reason why I made it so the potions replenish it, and why I created the Red Lantern, so you wouldn't have to he burdened with using the blue lantern all the time.

2. Roc's/Pegasus Combo: I'll have to figure out a way to access free prg-rom, and maybe have a small vram write appear, when you highlight the shoes when you have the feather.

3. Difficulty: The blue ring is within the skull castle of the light world. It is the only item within that castle. There are less enemies on screen than before, so the difficulty should be slight.


Alright, cool. Thanks again for quick feedback, and awesome work on the hack so far. Can't wait to try 1.4!

Here's a somewhat-related humorous video from Dorkly

Compass in the boss room, best practical joke ever

LeviathanMist
Posted on 08-27-14 05:36 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157920


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Major glitch report!

The flippers' dive function is messed up, i.e. it doesn't work. This probably has something to do with the new item-swapping mechanism. Also, if you try to go into the menu while swimming in the water, the whole game glitches out.

A minor glitch I encountered, I died in dungeon 1 with 50 arrows, and when I respawned in the dungeon, it said I had 0 arrows. But when I finished the dungeon and left, I had 50 again.

LeviathanMist
Posted on 08-27-14 11:52 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157927


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Infidelity: I hope you saw my message about the flippers glitch.

Here it is in action - skip to 1:26:35 - you can't dive, and when you go into the menu, the game bugs out.

LeviathanMist
Posted on 08-29-14 03:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157968


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Posted by Da_GPer
This isnt right.... Someone should put a stop to this and quick!

http://www.shopflashback.com/index.php?main_page=page&id=1



I don't know what's more offensive - the fact they stole the hack for their own profit, or the fact they promoted it using Comic Sans. Way to completely take a dump on Infidelity's hard work.

LeviathanMist
Posted on 09-01-14 01:51 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-01-14 02:08 PM) Link | Quote | ID: 158060


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I've made it through about half the game on 1.6.1.

Couple key things:
1. at 1:09:56 - I transition screens while running. I get teleported to the other side of the next screen, and get stuck, having to Up+A out of it.
2. At 2:24:58, I encounter the guy in the dark world who is looking for a book, something listed as removed/fixed on the update list.

All in all, the game looks pretty solid. However, I'd like to make some suggestions as well.

1. Shop prices. They should be consistent. There's no excuse for being able to buy a big shield for 60 rupees, when rupees are so easy to come by. The big shield should cost 160 rupees in every shop. Or even better, you should start the game without a shield, and have to buy the little shield at the shop. Then find the big shield later, or buy it from a secret shop.

This goes for keys as well - they should cost 100 rupees in every shop.

2. Bombs and arrows should also be available via the shop, at a rate of 4 per 20 rupees.

3. I know you added the hover boots, but holes in the game are still an extreme headache. It seems to suck me in at times when it really shouldn't. They should be there, but they shouldn't be so "hungry"

4. I still say the skull dungeon in the light world is too much of a difficulty spike. I had to leave and come back multiple times, and I was 1 hit away from death even going in with a full red potion. Also, I think it may be possible to get stuck in the dungeon if you don't have enough keys with you. Luckily for me, I had used as few keys as possible from the previous dungeons up until that point. The fourth and fifth dungeons were a breeze in comparison, and I even expect the final dungeon to be a cakewalk with so many heart pieces by then.

The main issue that makes the skull dungeon too hard is the fact that Ganon and Patra do too much damage. You have to go in and fight a Patra before you can get the blue ring, and then even when you get to Ganon, it only takes a maximum of 3 hits to kill you, and you can't see where he is. At the very least, Ganon's body should only take one full heart away with the blue ring. You could probably get away with leaving the Patra's damage the same if you took away that one Patra from the room close to where you get the blue ring, or moved it to another room.

EDIT: One other thing I noticed, the music changes to the music from dungeon 3 when Ganon is defeated, instead of the music from the skull dungeon. Not sure if this was intentional.

LeviathanMist
Posted on 09-01-14 02:42 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158063


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I just encountered a major bug.

Start a new game, then Up+A to save it before you do anything. Now load your game, get the sword, rupee, and boomerang, then leave the house. Go find a treasure chest anywhere (such as one with a key in it), and get it. Now close the ROM without saving, open the ROM again and reload your game. The sword and everything is not there, and you're permanently stuck in your yard.

If you happen to get your sword and stuff, and THEN save it, then go grab a treasure chest and close the ROM without saving it, then whatever was in that treasure chest will be gone. I found this out by accident when I got a heart piece from a treasure chest, then closed my game without saving. I lost that heart piece for good.

I feel like the game is saving events to the .sav file when you open chests, but not actually saving the items you receive from those chests.

LeviathanMist
Posted on 09-01-14 06:29 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158065


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Well the reason I did it was because I was playing a bit without recording it, but wanted to go back and do it again while recording, so I shut off the game and reloaded my file. Then when I went to start recording, those chests I had gotten while not recording were already opened, including the heart piece. I didn't do it just to annoy you with bug reports. Would keeping regular .sav backups help, or would reloading an old .sav just confuse the game even more?

LeviathanMist
Posted on 09-02-14 03:03 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158081


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Good stuff! I'll try to stream a full playthrough of it when it's ready.

LeviathanMist
Posted on 09-03-14 05:19 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158096


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My latest playthrough, where I ALMOST finished the game. (This is with version 1.0)


Bug reports!

1:21:20 - after inserting the key to open the fourth dungeon, the game glitches out and repeats the same screen when I go left, with glitchy graphics. I'm able to get out of this loop by going right, then down.

1:42:05 - A treasure chest opens by itself, and I get nothing from it. I assume it's one of the chests with a heart piece in it. It's in an area with falling rocks.

3:16:22 - The big glitch. I'm looking for how to get into the final dungeon, so I'm trying multiple things. I first try the Quake spell, then I try using the map to see if I'm on the right square. Then I use the ocarina to switch to the light world, and the whole game crashes. I think this has something to do with using quake and the ocarina on the same screen - or possibly some variables got messed up during earlier glitches.

I thought for sure there was another moment where the game glitched out, but I can't find it. Anyway, my save file is now corrupted after the crash, and I'm unable to beat the game. I'll start a new file when these glitches are addressed.

I have one suggestion as well. Could you make it so blowing the ocarina in a dungeon (in a room that's not a Digdogger room) warps you back to the beginning of a dungeon? If that would be too much work, then don't worry about it

All in all, it's looking a lot better, but still feels volatile.

LeviathanMist
Posted on 09-03-14 03:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158102


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UPDATE: I found the other bug I couldn't find in the video! it's at 1:43:26 - it seems the wrong graphics are drawn on the screen, but the screen acts as it normally would in terms of movability. This happens on just one screen, and shortly after the the randomly-opened treasure chest event.

Posted by infidelity
Crud. :-(

Well thank you yet again for such a thorough video! It really did help!

I fixed all 3 issues reported.

Unfortunately the ocarina warping back is removed from the game. It was giving very bad results in regards to the palettes with the lantern asm. I spend along time years ago trying to have them coexist, but it just wasn't working, so I scraped that asm.

I hope to have v1.1 out some time this week, before Saturday.

Thank you again!


No problem! As much as I point out the bugs, it's still a marvel in NES programming - it truly feels like a game rivaling that of A Link to the Past. I look forward to another playthrough once 1.1 is out.

LeviathanMist
Posted on 09-03-14 09:22 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-03-14 09:22 PM) Link | Quote | ID: 158107


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Awesome work!

I just remembered one more (very minor) glitch that I mentioned before, but is still present in 1.0.

Sometimes when you enter a dungeon, the game will appear to "reset" your arrows to 00. I believe this happens in my video in dungeon 8, and probably in more dungeons. (Check at 3:02:13 in the 1.0 video) It doesn't actually reset the value to 0, since when you use an arrow, the value shows correctly. But the value shown before you use an arrow appears to be 00, until you either find an arrow, or use an arrow.

Very minor glitch, I know - but probably an easy one to squash
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