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Please chime in on a proposed restructuring of the ROM hacking sections.
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snarfblam
Posted on 07-23-12 11:48 PM, in Do you think you can give me a hand with some coding? Link | Quote | ID: 151714


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Not just that, but secret or not, you should give some kind of explanation as to the nature of the project. You don't need to name the game or the exact modifications you are making, but if the only info you offer is 6502 ASM, I know I would pass.

snarfblam
Posted on 08-16-12 12:00 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152068


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Placing code in RAM is an alternative to bank switching. You have your fixed bank ($C000-$FFFF), your swappable bank ($8000-$BFFF) and your PRG RAM ($6000-$7FFF). Unlike ROM, RAM allows a program more freedom in managing program data (which in turn happens to make it more difficult to reverse-engineer).

Once you copy some code to RAM, you're free to swap to another bank and still have that code accessible. It basically increases your capacity for "fixed" code and data from 16kb to 24kb. As an added bonus you can have a separate set of code to load into PRG RAM for overworld vs. dungeons (for example).

The practice is more common than you would think in NES games.

snarfblam
Posted on 08-22-12 11:29 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152144


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Posted by mdtauk
with Link's Awakening as my favourite 2D Zelda game

Same here. Some people seem to think I'm crazy to prefer LA over LttP. At any rate, I still love the original. The game is so simple and yet so vast and fascinating compared to most games of the era. Same exact reason I loved Metroid so much, even though it is mind numbingly repetitive.

Anyways, I was so proud of myself when I made my automap hack for Zelda, but it seems like with every update you have a shiny new feature that blows my automap out of the water. Keep up the awesome work.

snarfblam
Posted on 09-20-12 11:57 PM, in Zelda - The Legend of Link (v3-12-20) Released 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.

snarfblam
Posted on 09-22-12 08:18 PM, in Zelda - The Legend of Link (v3-12-20) Released 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.

snarfblam
Posted on 09-28-12 12:10 AM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( (rev. 3 of 09-28-12 12:10 AM) Link | Quote | ID: 152503


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Everything from $4018 to $5FFF is a little wacky. Ideally, FCEUX should be able to edit this RAM, but supporting this rarely-used feature was presumably a very low priority. In fact, here is your culprit straight from the FCEUX source code:


uint8 GetMem(uint16 A) {
if ((A >= 0x2000) && (A < 0x4000)) {
switch (A&7) {
case 0: return PPU[0];
case 1: return PPU[1];
case 2: return PPU[2]|(PPUGenLatch&0x1F);
case 3: return PPU[3];
case 4: return SPRAM[PPU[3]];
case 5: return XOffset;
case 6: return RefreshAddr&0xFF;
case 7: return VRAMBuffer;
}
}
else if ((A >= 0x4000) && (A < 0x6000)) return 0xFF; //fix me
if (GameInfo) return ARead[A](A);
//adelikat: 11/17/09: Prevent crash if this is called with no game loaded.
else return 0;
}

Note the line that says "fix me". It should be easy to hack in a simple MMC5-specific solution. You just need a proficient C++ programmer...

snarfblam
Posted on 09-30-12 03:47 PM, in Can you help me out? Link | Quote | ID: 152552


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http://www.google.com/#q=lazy+shell+tutorial

Typing your very basic questions directly into google is far more efficient than routing your search terms through a discussion forum and irritated users.

snarfblam
Posted on 12-06-12 12:27 AM, in FCEUX 2.2.0 released! Link | Quote | ID: 153018


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The website operates like a wiki. It would be prudent to update the utilities section of the site when you submit the news instead of assuming somebody else would. At any rate, it is up to date.

snarfblam
Posted on 12-06-12 11:35 PM, in FCEUX 2.2.0 released! Link | Quote | ID: 153025


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This is because of how the game makes the doors appear "above" link. The NES has a limit of 8 sprites per scanline. Zelda places eight blank sprites where the doorway is. These sprites have higher priority than link, so they cause him to disappear on those scanlines. But since the sprites are blank, you can't see those either. In other words, those scanlines are masked. You get the illusion that link is walking under the doorway on the scanlines he disappears.

The reason this doesn't work right in FCEUX is because by default the option to display more than eight sprites per scanline is enabled (check under video options), which means that this kind of sprite masking won't work. There is no limit to the number of sprites per scanline, so the 8 invisible sprites do nothing.

This is good for playing games because there is less flicker. This is bad for hacking/developing games because you'll see different behavior in FCEUX than with other emulators or on an actual NES.

snarfblam
Posted on 12-06-12 11:37 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 153026


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Umm... http://acmlm.kafuka.org/board/thread.php?pid=153025#153025

snarfblam
Posted on 12-26-12 07:30 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153162


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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.

snarfblam
Posted on 01-02-13 11:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153211


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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.

snarfblam
Posted on 01-09-13 11:38 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153249


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Posted by infidelity
@snarfblam. I sent you a pm regarding v167 & The Armos.


Yep. Sorry to be slow to get back to you. I'm gonna get on that tonight.

snarfblam
Posted on 01-19-13 12:04 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153308


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Posted by infidelity
Also, would someone be able to point me in the right direction on creating a custom palette file?

How do you mean? A custom palette for the emulator to use or a custom palette for the game to use?

Even though the NES color palette is very lacking, I'm personally not fond of custom emulator palettes. For me it detracts from the NES "authenticity" of the whole thing. There's also the issue that not all emus support custom palettes. If you do use a custom palette, please at least try to match the colors by index as closely as possible to the original so that it looks alright without a custom palette. As for the "how", I think Nesten lets you edit the palette and then save to a palette file.

snarfblam
Posted on 01-29-13 12:09 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153366


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I've gotta say, I'm very impressed with the latest updates.

snarfblam
Posted on 02-09-13 03:15 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153418


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Posted by Hamtaro126
I think the CHR-RAM hacks need to be redone, so that everything can work better!


The hack uses CHR ROM now. If there's a problem with garbled or incorrect graphics, it's simply a matter of the wrong banks or wrong banking mode being selected. So, yes, it may need to be fixed, but I doubt anything needs an extensive re-write.

Also, infidelity, I personally recommend you regularly test on multiple emulators. Granted, it might be hard to figure out why your hack isn't working on a particular emulator if it doesn't have debugging features, but I'd recommend at least checking FCEUX and Nintendulator (the latter being more accurate afaik). As for working on real hardware, unless you're actually coding with that in mind and regularly testing, it's probably not going to happen, but I know that's probably not a priority.

snarfblam
Posted on 02-10-13 05:10 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153420


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I don't know if these are two separate issues (or two separate aspects of one issue). Kuja's screen shots show half sprites (8x8 instead of 8x16) but CKY-9K has half-sprites in one screen shot and garbled sprites in both.

https://dl.dropbox.com/u/12027218/Shared%20Images/AutoDrop/autodrop84.png

snarfblam
Posted on 02-23-13 08:40 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153470


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Very nice Matrixz! After I lost the Bionic Commando editor I was working on to a HD failure, I was happy to see somebody else pull it off. Now we just need somebody to make a full hack.


I posted these on RHDN. I figured I might as well post them here too.



Just need to tidy the code up a bit and do a little more testing before I release it. I know a save feature seems pretty pointless when 99.99% of people use an emulator, but I'm also gonna use this on my Metroid hack. I figure it will be a nice touch, especially for those who don't like to use savestates. It'll also come in handy for anyone who plays on a flash cart.

snarfblam
Posted on 02-25-13 02:01 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153473


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Also, this:


snarfblam
Posted on 02-26-13 02:40 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153476


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Look and see:

www.youtube.com/watch?v=Vn2SjbSfsRI
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Main - Posts by snarfblam

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