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Vanya
Posted on 08-10-14 07:33 PM, in Mega Man Upgrade Patch Link | Quote | ID: 157753


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I'm curious about something.
Looking at the ROM in TileLayer, I notice that there is an ass ton of repeated graphics in the CHR banks.
I can only assume that the game is not set up to reload certain banks.
Correct me if I'm wrong, but this would be because the original didn't use bank swapping?
However, the MMC3 mapper does allow bank swapping of certain banks, therefore, I should be able to rewrite the graphics loading routines to take advantage of this, right?
Or am I grossly oversimplifying this?

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Vanya
Posted on 08-11-14 08:28 PM, in Mega Man Upgrade Patch Link | Quote | ID: 157766


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Posted by RetroRain
The best way to help you understand the CHR in my patch, is to open up the original ROM in FCEUXD, and play any stage with the PPU Viewer open. Observe the lower-left side of the PPU (the sprite side) as you progress through the level. In order to do the CHR-ROM conversion, I had to make 2K VROM pages (4 tiles high, 16 tiles wide) for each individual change in that lower-left slot. That's why there seems like there are a lot of duplicates. Because you have to have a page for every single thing that is being shown on screen. Where-as with CHR-RAM, you don't need the duplicates, you just read and write the data to the PPU. But I still think CHR-ROM is a lot easier to use. It requires very little code to swap a VROM page, as opposed to CHR-RAM, and when you load a VROM page, you instantaneously load all of the graphics that are in that page.

Both the original ROM and the converted ROM do bankswitching. The original ROM just does it slightly different. But I think the MMC3 method is just a lot better.

You are confusing me about the rewrite of the graphics loading routines though. What is it exactly that you want to do? Feel free to PM if you don't wish to discuss this in the thread.


I see. I just went through and played a couple of stages. Sending you a PM.

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Vanya
Posted on 08-15-14 11:13 PM, in Problems with ROM hacking utilities Link | Quote | ID: 157800


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When you hover over the tiles in the PPU viewer it will display their hex value.
Get the values for a short sequence of tiles, search for them in the built in hex editor, and as long as the tile map isn't compressed you should find it easily enough.

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Vanya
Posted on 08-16-14 09:34 PM, in [CONCEPT] Super Mario Bros Utility Revival + SMB1 Homebrew Enhancement Link | Quote | ID: 157813


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There have been some enhancements, but nothing quite to the extent you're proposing.

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Vanya
Posted on 08-27-14 01:34 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157921


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Posted by infidelity

This is what players can expect when v1.4b is released. I've redone the 3 boxes on the info bar. What I've done, is made it so Link can have 3 inventory items to select from off the bat with the select button. Kind of reminds of Ocarina of Time, minus all the extra buttons. Originally, I had the select button just cycle through whatever inventory items you currently possess, but then I felt, what if players get annoyed with cycling through the items, pass what they wanted, and have to go through the list cycle all over again? This is why I came up with this new method.

You are able to select any kind of combination you want, for shits, you could have the same item in all 3 boxes. I will upload a video to show you of this in action.

Now, the side quest items are still in the game, those are not gone, the only difference, is that I now have them only appear within the inventory menu (vertically) off to the left side of inventory box.

Select 3 Custom Inventory Items



Dude that just made this already awesome hack like 1000% better. :cheers:

I was wondering something. Now that you made it so that you can swap out the Sword for the Pegasus Boots, any chance of allowing the sword to be placed in the B button slot like in LA or is that totally out of the question?

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Vanya
Posted on 08-28-14 04:06 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-28-14 04:38 PM) Link | Quote | ID: 157938


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This is on v1.5b.
I have several minor bits and one glitch/bug.

First the minor stuff:
in several places there seem to be tiles that are the wrong color.

Brown Flower Tile:


Discolored Cave Tiles:




Yellow Grass Tile:


And here's the big one:
I was in the first dungeon trying to figure out how to get to that last room on the far left.



While I was wandering around this happened:


Somehow I got stuck behind the background layer.
Now since I only have the blue lantern I have a tendency to go into rooms, press B to light the room and then hold A to hold the sword out which makes the room stay lit.
I was futzing around with the bombs too. (I noticed once that I used the lamp, hit A, then quickly hit select to switch to the bombs, pressed B to use a bomb, and then the room stayed lit without having to hold A.)
Anyway I don't remember exactly what I was doing in this particular room with the lamp & bombs, but this time I ended up stuck behind the floor tiles and able to leave the room.

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Vanya
Posted on 08-28-14 04:38 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 7 of 08-28-14 06:37 PM) Link | Quote | ID: 157940


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I'm glad to be of help.

I just figured this whole mess out.
OK. So equip the Lamp, hold B to use it, then while still holding B hold A to brandish the sword.
This keeps the lights on.
Then while still holding A, press Select to switch to the Bombs.
Let go of A and the lights stay on and you can freely use the Sword and the bombs.
If you press Select to switch back to the Lamp the lights will go out and there are no issues.
However, if you try to leave the room while the lights are on and you can freely use the Bombs and Sword it will put you below the background for the room transition but it won't let you leave causing you to get stuck.
But I just noticed that if you then switch back to the Lamp you will then be able to leave the room so at least this isn't game breaking.
I'm guessing the issue is that the code for the Lamp isn't checking for the B button being released specifically or whether the lamp is even currently equipped?

I have a couple of suggestions that I think would make the game a bit better.

First, I think it would be more aesthetically pleasing and more consistent with the rest of the Zelda games if the 1 rupee gem was green and the 5 rupee gem was blue. It should be a simple change to make to each of the two objects.

The other thing that kinda bugs me is the swamp area outside Dungeon 2.

Is there any chance to change this...:



...into this?:



Also, going back to the issue of there only being a maximum of 255 rupees.
Perhaps it might be a good idea to reduce the frequency of item drops in general.
I find that I very quickly max out my rupees as well as my supply of bombs and arrows.

So a good balance for the game might be to make it so that the item drop rate from bushes should be cut by 50%.
And that hearts and rupees be the most common dropped item with arrows and bombs being much more rare.
Along with this having bunches of 10 arrows and 10 bombs be available to buy in the game's rather plentiful shops.
(That is assuming that they aren't already available as I don't remember if I saw them or not.)

EDIT:
I just noticed that the bombs give me 4 for each pick up. That seems like a lot and is contributing to the feeling of over abundance.

And just having beaten Manhandla in two hits, I'm thinking it might be a good idea to make the bosses more durable.


EDIT2:

Found some more issues.

Not sure if anyone already brought up the fact that the diving function while swimming seems to not be working, but I also noticed that when I'm swimming and I open the menu the cursor get's smooshed:


Also I found this cave entrance:


Which leads into this cave:


Obviously that entrance isn't supposed to be there.
But when I leave it takes me here:


And leaving that buggy house deposits me here:

At which point all seems normal.

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Vanya
Posted on 08-28-14 06:43 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-28-14 06:47 PM) Link | Quote | ID: 157944


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Posted by Malachi Constant

Have to disagree with Vanya about the swamp though! I really like the way those red tiles contrast against the green swamp water. There's way too much green on that mockup screen.


True, the contrast is nice but the blockiness of it is unappealing and clashes with the much smoother look of most everything else.
Also, living in South Florida, I can tell you from experience that the endless expanse of green is much more realistic to an actual swamp and I feel it makes it slightly more difficult to navigate which is also more true to a swamp.
And if anything I'd even suggest reworking the layout to make more of a maze.

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Vanya
Posted on 08-29-14 03:30 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 08-29-14 03:48 PM) Link | Quote | ID: 157973


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Posted by MikeTechno
Posted by Malachi Constant
Stop telling him to greenify the game!

I love the autumn colored woods.
The use of that reddish/brown/red currant nuance is one of the most aesthetically appeasing things about the hack in my opinion. I love the looks of the caves, the woods and the swamp. It brings so much color and atmosphere to environments that are usually a little boring and washed out in Zelda games.


Sorry but I agree with thanatos also.
Autum colored forest doesn't seem right at all and its near the swamp are looking like this ?
Have you ever played zelda links awakening dx, go look at the forest area..
Even though its paler-gloom green feel I prefer it over the current palette right now.

Also this has been on my mind for far too long but does link skin color have to stay that way ?
Even a light brown color would look nice on him this would do well: #E4D553




I'm in the other camp on this one. The 'autum' forest colors are just fine and because of the proximity to the swamp actually makes sense.
Swamps are created when a body of shallow water forms in a forest.
During the process of change from Forest to Swamp the over abundance of water tends to kill the existing trees as new vegetation gradually takes it's place.
Besides, there are plenty of green forested areas in the game.

As for the idea of adding a skin tone to Link's palette, just take into consideration that it would affect any other object that shares that palette.
So the sword, the map, and the arrows would also be affected.



Posted by infidelity
@Vanya: That random staircase you uploaded, can you recreate that? If so, do it, then do this.

1.remove all inventory items from the boxes.
2.walk off of the screen with that unveiled staircase.
3 return to that screen and see if its there.


I'll give it a try and report back in a little bit.


EDIT:

1) I noticed that Link crashes against the brown fallen leaves in the "Autumn" forest area.

2) Followed your instructions about the mystery stairs and it didn't seem to have any effect.

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Vanya
Posted on 08-29-14 04:14 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-29-14 04:18 PM) Link | Quote | ID: 157976


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Posted by infidelity
Your first response, are you saying the game is crashing? If so can you submit a screenshot of the screen id in question?


Nope. I mean the game is treating those tiles as if they were solid when Link is running.

Also...


And I noticed that the upper right screen of the castle has some funky graphics when the screen scrolls up to the next screen to the north.
I'll get a screen shot as soon as I finish this gods-forsaken dungeon.
Speaking of which you might want to reduce the number of blue Wizzrobes in this place they are rapin' my butt.

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Vanya
Posted on 08-31-14 05:32 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158019


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4 is too many leave them at 1.

Also, I noticed that when I restart in the castle dungeon in the light world, none of my progress in that dungeon is saved.

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Vanya
Posted on 08-31-14 03:59 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-31-14 04:04 PM) Link | Quote | ID: 158034


Red Koopa
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Never mind about the Level 9 Dungeon.

2 units per item is better, but I still feel that even with 1 per unit wouldn't make farming a chore.
Right now I max bombs and arrows without even noticing as I make my way around.
2 units could be a fair compromise, but only if the drop rate is also cut in half.
And more importantly, if arrows and bombs are added to shops then there is more of a reason to care about rupees and the plethora of shops in the world.

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Vanya
Posted on 09-06-14 08:07 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158151


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I dig the new font. As for the numbers I say use whatever ALttP or LA use.

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Vanya
Posted on 09-10-14 01:03 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 6 of 09-10-14 10:08 AM) Link | Quote | ID: 158249


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Heya.
I just noticed something.
After I beat the 3rd dungeon I went exploring, died once and continued.
I got to every screen I could and found the Pegasus Boots and bought a red potion before moving on to the castle.
I died a couple of times at the castle and decided to reset instead of saving so that I wouldn't loose the potion.
When I started again the map was still as it should be, but the potion and Pegasus Boots are gone.
I know that saving in dungeon 9 is basically disabled for technical reasons, but having to go back to get the boots again is a pain in the ass.
Any way of maybe having it save right as you enter Dungeon 9?

Also was wondering if there was any room left in SRAM to save the items in the B button list?
It's a minor annoyance, but it would be nice not to have to reset them every time I go back to play.

EDIT:
I went to go get the Pegasus Boots back and the chest is open, so they are permanently gone.

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Vanya
Posted on 09-10-14 06:03 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158263


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That is a very important part of play testing.

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Vanya
Posted on 09-12-14 12:14 AM, in Mega Man 5 Protoman hack Link | Quote | ID: 158296


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There was one thing that I didn't like about Protoman in MM9/10.
He only uses his shield while jumping.
It might be worth it to try to make it more like the Shield in CV2.

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Vanya
Posted on 09-12-14 12:49 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158297


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That is a really good thing to know.

One question, though. Is my bomb counter supposed to not be working?

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Vanya
Posted on 09-13-14 12:18 AM, in Torn between ROM Hacking and Homebrew Development (rev. 2 of 09-13-14 12:19 AM) Link | Quote | ID: 158339


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I'd say the line for wanting to do a homebrew vs a ROM hack is the point at which you want to do things that the original hardware can't.

For example my full blown Megaman: Power Up!! project would have to be a homebrew (which it is) in order to support the plethora of playable characters and stage building features that I want to include.

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Vanya
Posted on 09-13-14 12:28 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-13-14 12:29 AM) Link | Quote | ID: 158340


Red Koopa
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I concur.
Take a few days to relax. It'll do you good.
As a programmer I can't list the number of times I've gotten frustrated with something, left it alone for a day or two, and gone back only to solve it in a matter of minutes.

PS- ASM is the Devil's programming language and I firmly believe it was created to break people.

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Vanya
Posted on 09-13-14 08:09 AM, in Mega Man 5 Protoman hack Link | Quote | ID: 158355


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I suggest going to the Mega Man Knowledge Base for info on Blues.
The excerpt from TV tropes is not entirely accurate and the grammar is atrocious.

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Main - Posts by Vanya

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