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MathUser2929
Posted on 06-18-16 03:21 PM, in Cadence of Agony is canceled; get game and stuff here. Link | Quote | ID: 163357


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I never said I'd fight him IRL because he asked someone to unretire to work on his cartoon that probably wasn't even popular then.

MathUser2929
Posted on 06-19-16 03:09 AM, in Super Pitfall NES (improvements) Link | Quote | ID: 163364


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The graphics for that hack do look pretty nice tho.

MathUser2929
Posted on 06-19-16 08:33 PM, in Adventure Island 3 +Googie Edition+ Demo Link | Quote | ID: 163378


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I apoligize, but the hack was on the first page right? How was I to know threads on the first page can't be responded to.

MathUser2929
Posted on 06-20-16 05:49 PM, in Super Mario's Televenture (SMW hack idea discussion) Link | Quote | ID: 163383


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I would mind seeing Nabbit from Super Luigi U as a playable character.

MathUser2929
Posted on 07-06-16 12:39 AM, in Why I still love Board2 Link | Quote | ID: 163439


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Alot of really good hacks have come from these boards.

MathUser2929
Posted on 07-12-16 07:12 PM, in Congrats! Googie's hack on Cinemassacre Link | Quote | ID: 163473


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That was a good watch. The guy brings up a good question. Why Ruigi instead of WaLuigi?

MathUser2929
Posted on 07-17-16 07:30 PM, in Konami Wai Wai World English Translation UPDATE! Link | Quote | ID: 163502


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Yeah, but translating sprites can be good. Unless he's just trying to improve them or something.

MathUser2929
Posted on 07-17-16 07:34 PM, in Zelda3 IQ test Link | Quote | ID: 163503


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I kinda wish people would repro my hacks. I'd like to see my hacks get out there like that. I respect the guy not wanting people to profit off his hard work tho.

MathUser2929
Posted on 07-17-16 07:40 PM, in Zelda - The Legend of Link 2016 update released Link | Quote | ID: 163504


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I gotta tell you, the hack looks great. The new link sprite is nice and the new music is good too. It ain't a carbon copy of existing music, except Zelda 2's theme. Also 3 save files will be nice too. Looks like you can't name the file tho, which is kinda lame. Still tho. Great hack.

MathUser2929
Posted on 07-18-16 10:21 PM, in Zelda - The Legend of Link 2016 update released Link | Quote | ID: 163516


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http://www.romhacking.net/hacks/2136/

I noticed your hack page hasn't been updated since 2014. Maybe someone should update that.

MathUser2929
Posted on 07-21-16 01:40 AM, in Why I still love Board2 Link | Quote | ID: 163529


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That deal where you can make your posts surrounded by html code and pictures is pretty unique. I mean Jul forum does it too but they are a spinoff of this. Other than these two sites I don't know of any other forums that do that.

MathUser2929
Posted on 07-21-16 01:43 AM, in Robocop (Franchise Reboot) Link | Quote | ID: 163530


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And no Louis? They really blew it there.

MathUser2929
Posted on 07-21-16 11:26 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 07-21-16 11:28 PM) Link | Quote | ID: 163571


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Posted by infidelity
I'm going to put this update here.


YOU MUST DELETE ANY PREVIOUSLY CREATED IN-GAME SAVES FROM WHICH EVER EMULATOR. THIS NEW UPDATE NEEDS TO START FRESH, SINCE THE SRAM HAS BEEN ALTERED. YOU WILL GET A GREY SCREEN UPON BOOTUP IF YOU DONT.


Zelda - The Legend of Link (7-18-2016)
This patch contains a small edit from the 2016 version. When you defeat the game, the file that you used will now have a flashing star.
http://acmlm.kafuka.org/uploader/get.php?id=5092

I honestly never thought i'd go back to this game, once it was released. But there was a significant issue that had me upset a lot, and it was the slowdown issue with the sound engine. That sole reason, was why I went back with the limited time I had, and tried to decipher how to either fix completely, or make it considerably better. Then I started implementing things that I personally wished I did before, but didn't have the time, nor the rom space. So i'll list the following as to what I did.

1: Slowdown of Sound Engine Cut Down ALOT
Back when this was released in 2014, I was talking with members at NESDEV, on how to solve the slowdown issue with my sound engine. The majority of responses, was that I should've had my sound engine as one of the last routines to be loaded within the end of the NMI. So I rearranged my asm, and placed that sound engine at the end. But every time I would get significant crashes, and I couldn't figure out a solution, so I left it as it was.

Fast forward almost two years, I was going to literally step into every bit of code within the sound engine, to figure why it was crashing at the end of the NMI. While I was stepping, an interrupt would occur and then finish and then go back into the sound engine. I kept getting frustrated saying, why wont you stop interrupting! I'm trying to rea...... wait a minute...... So it was then, that I located an unused register, and I performed the following. When the sound engine is about to be initiated, I set the free register to not equal (01) Now here's the part of success, After the beginning of my NMI when the A,X,Y are pushed to the stack, I do a check of the register that was set at the beginning of the sound engine, if it's not equal, I jump to the pull stack at the very end of the NMI. I couldn't believe it when I restarted the game, it didn't crash, and there was no slowdown at Link's house with the octorocks, and links sprite shield!

That's not to say that it is totally fixed, there is still slowdown here and there, but it is NOTHING like my last version. I also placed Link's sprite shield asm at the end of the NMI, because that uses a lot of cpu since I do lots of checks and repositionings of it. I went to various places that I know horrific slowdown takes place, and it was either normal, or a slight slowdown! This is something that stopped me from enjoying my own work, and has been the subject of displeasure ive read throughout the internet. So I'm very happy with just this one fix, which is why I feel this worthy of a re-release. But then after that, I wanted to add things for me personally.
END

2: 3 Save Game File System
I destroyed the original $6000-$7FFF sram when designing my game, because I tried using more space for things, the sound engine ram registers are located within there. The original Zelda HEAVILY uses the sram for PRG, because 3 quarters of the HW bank are occupied with DPCM data. When I converted my rom to MMC5, I wasn't that fully experienced with register $5113, which allows you to swap out 4 pages (2000 bytes each) of sram. It wasn't until my Super Mario All-Stars NES project, that I fully understood how to take advantage of that.

So just a few days ago, I went back to see if I could pull it off within Legend of Link. I'll spare getting into details, but I was able to make it so just before the registration screen kicks on, I simply copy a byte at a time from the 1st sram page, then i'll swap the page, and paste that byte into the new sram page, and I do that for the rest of the pages. And I added a safety check, so that my routine doesn't overwrite saved data once it's created. Then it was just a cosmetic issue for me to come up with, in order to use the File system on the registration screen. So glad I got that working! It always upset me when players would defeat the game, and were faced with having to delete all that they did to start over fresh. I'm sorry it took almost two years, but this has finally been resolved.
END

3: Inventory Items In The 3 Boxes & Current B Button Item Now Saved & Restored
This one was just for kicks. I could've cared less about having this. But I discovered I had just a slither of free sram that I could utilize for this idea. It was an incredibly easy thing to perform, so I'm glad I added it in.
END

So that's everything. I will no longer be updating or adding anything new to this. The only time is if there is a significant game crashing issue. I have no time to debug or test this out. I have tested on all 3 major PC emualtors. FCEUX, Nestopia, Nintendulator. The game boots, plays, saves, loads, etc. The only thing I'm waiting on, is to test this on my actual front loader Nintendo. I hope you all enjoy the upgrades and fixes. Idk when i'll be back, but I really wanted to get this out to everyone, I just hope it's not buggy as hell with this 3 file save system.

Also if anyone here knows how to contact moderators at romhacking.net, would you please do so, so they can be directed here to the .ips file, and obtain it themselves so they can update their thread they made for Legend of Link, to include the 2016 patch. Thank you!

-infidelity

p.s. I'm pretty amazed no one has discovered my hidden features in almost two years, heh heh heh. :-D

MathUser2929
Posted on 07-23-16 04:16 PM, in Hack Ideas Thread Link | Quote | ID: 163592


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Long ago there was a hack that turned cherries in SMB2 into coins. Seems like a simple enough hack. It should be revisited.

MathUser2929
Posted on 07-28-16 12:51 PM, in Super Luigi: The Forgotten Adventure... Link | Quote | ID: 163620


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LOL, I was about to say that big dinosaur sprite looks pretty awesome but then I scrolled some and saw they were part of the site. Well, good hack anyway.

MathUser2929
Posted on 08-04-16 07:51 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 163691


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Yup, must be cause it has a old save on it. That's why infedelity tells you to erase your save when you use the patch.

MathUser2929
Posted on 08-07-16 10:44 AM, in AM2R: Return of Samus Link | Quote | ID: 163710


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I don't get why nobody can post pics or a video.

MathUser2929
Posted on 08-10-16 05:44 PM, in Super Pitfall NES (improvements) Link | Quote | ID: 163724


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This is kinda what I wanted to do in my Super Mario land hack. Someone wound up doing it much better than me tho. So many people tried to do this for SMB1 but I never seen anything on this level.

MathUser2929
Posted on 08-11-16 03:06 PM, in Super Pitfall NES (improvements) Link | Quote | ID: 163745


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I never composed a new song for a game before. But I see that he is already getting 2 new songs anyway.

MathUser2929
Posted on 08-15-16 08:30 PM, in Super Luigi: The Forgotten Adventure... Link | Quote | ID: 163796


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The graphics are good. Just the backgrounds are sparse. Not your fault tho, I know SMB1 has very few background objects you can use.
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