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Please chime in on a proposed restructuring of the ROM hacking sections.
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d-ace
Posted on 06-04-14 09:48 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 156693


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infidelity - would it be possible to isolate the sword-swinging and spin-attack parts of your hack and apply them as a separate patch on the original zelda rom?

It does not matter (to me) if the entire rom ends up expanded - what would be really cool is if you could get those two features into the original (and gfx-hacks of the original).

Please consider this side-patch and check-out my hack 'Metroid mOTHER': http://www.romhacking.net/hacks/1988/

/dACE

d-ace
Posted on 06-05-14 09:01 AM, in Weapon Toggle in Mega Man 4 & 5, 6 NES Hack? Link | Quote | ID: 156704


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Can you make the weapon toggling patch for Megaman/Rockman 1 to also work on the original unexpanded/unconverted rom?

It does not matter (to me) if the original rom ends up expanded - only that you can edit the layout in Rock n' Roll and then add weapon toggling as a final touch.

/dACE


d-ace
Posted on 06-18-14 12:54 AM, in Mega Man Upgrade Patch Link | Quote | ID: 156846


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RetroRain - please consider making the weapon toggling feature compatible with the original, unexpanded/old mapper, megaman rom. That way you could apply such a patch to any rom editable in the 'Rock n' Roll' editor.

/d-ace

d-ace
Posted on 07-31-14 04:59 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157588


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Started a playthrough (on Nestopia) and this is what I can report so far:

Bugs:
- Invisible enemies in the cave in the forest - when entering and exiting through hollowed wooden stumps.
- When defeating a boss and then head back to explore the rest of the dungeon - the boss music keeps playing.
- Surplus keys obtained in dungeon disappearing when discovering new keys in the overworld.
- Various chests on the overworld displays wrong tile sometimes.
- It is possible to walk from one screen, via an opening, into next which does not have an opening.
- Level8 marker on the map is off with one square - being one square to the left of the real entrance.
- The warp zone/station starts off as black - you have to push start to be able to see. When you see it - it is messed up with various tiles.

Opinions:
- Holes pulling you in from to far away.
- Shovel requiring to be lined-up exactly makes it inpractical to try.
- Layout of dungeon 2 left me with +5keys when finished.
- Maximum of 255 Rupees is a bit limited.
- Better animation when using hammer/shovel - instead of just 'poking'.

Improvements:
- Possibility to toggle between your items using select in some way? It is tedious to use start because of the time delay.

Praise:
- Great idea of displaying the dungeon locations on the map when pressing A.
- Nice idea to only let the lantern shine while having button pressed.

Please remember that this is a bug-report - I really appreciate the hard work.
This hack have GREAT potential - it just need some final adjustments.

/d-ace

d-ace
Posted on 07-31-14 05:57 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157590


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Hi,

One chest that displays incorectly when opened is located on the 9th square on the map - counting from top-left. This is just to the rigth of the bridge you need the hook-shot to cross.

Another chest displayed the cave-opening tile while the chest was opened and link stayed on the same screen. When leaving and returning - the chest displayed the proper opened tile.

Sorry - no screen-shots taken.

/d-ace

d-ace
Posted on 07-31-14 06:55 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157592


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Sorry - I'll have to start over to locate that particular chest again to describe it properly. All I remember is that it is on the overworld and there was water nearby on the same screen.

A couple of concerns/questions:
- Are you supposed to find an item in every dungeon?
- Why are the old man in the pumpkin house offering the same three items (sword boomerand and rupees) as the old man in the beginning of the game?
- Are there separate key counters for the overworld vis-a-vis the dungeons?

I'll get back to you with the chest displaying a cave-opening tile as soon as I stumble upon it again.

/d-ace

d-ace
Posted on 07-31-14 07:11 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157595


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Was it the glove I got in dungeon2? What does it do? I can't seem to be able to lift rocks with it...

/d-ace

d-ace
Posted on 07-31-14 07:27 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157598


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So how do I use it to lift rocks? I tried every button...

Here are some more bugs/opinions:

Bugs:
- Messed up Gfx of old-man in dungeon 5 giving the advice 'DIGDOGGER HATES CERTAIN KIND OF SOUND.'
- When entering the beach from the west, by hammering two poles down, the poled down gfx appear in the wrong position - half a tile to the left of the pole.
- The air-meter when link is submerged starts from top of the screen rather than top in the B-box.

Notes:
- Pressing lantern button when falling down a pit, in a dungeon, causes the wierdest strob-ligtht effect - try it!

Improvement:
- Possibility to see which rooms one visited on the dungeon map.

/d-ace

d-ace
Posted on 07-31-14 07:55 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157600


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Critical Bug encountered:

When using the 'tunnel-system' from the little island with two living statues on it (coordinates X:3 - Y:10) the entire game freezes when exiting.

/d-ace

d-ace
Posted on 07-31-14 08:57 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 07-31-14 11:27 PM) Link | Quote | ID: 157602


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Another game breaking bug:

- When entering the 'tunnel-system' from the cave at coordinates x:8 - y:2, you will end up stuck when exiting on the other end. You can't hit the peg (if you have the hammer at all) and you can't turn back into the cave - game over!

EDIT: Checked this again and if you have the hammer - you can proceed - without it: GAME OVER - you are stuck.


I found the chest I mentioned earlier - with the faulty gfx:
- Faulty open-chest gfx at coordinates X:6 - Y:14. Displays open cave instead of open-chest. Displays proper if leaving and reentering screen.

Bugs:
- Impossible to reach chests? Near desert and during 'links awakening rafting section'.
- Fairy cave in desert produces wrong gfx as spinning hearts - among them two fires.
- Invisible enemies in tunnel-sections.

Improvment:
- You should'nt be able to buy stuff you already have - you could loose money by mistake!

Well - since the game can not be beaten in its current state (at least not in Nestopia - which have awesome rewind and fast-forward features) I will continue my playthrough when the game breaking bugs have been corrected.

Also - it would be nice to hear from you what bugs/improvements you rectify with each new release of the game.

To sum up the experience so far:
Great things lies ahead! The game have great graphics and music. You will newer be entirely lost and you have some degree of freedom in completing the dungeons.
In short - when completly bug-free - this hack will be the MOTHER of all zelda hacks on the NES!

I'll will restart my playthrough as soon as the game-breakers are fixed.

/d-ace

d-ace
Posted on 07-31-14 11:24 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157606


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OK - final comments for today - it's getting late:

Critical Bug:
- Died in dungeon 8 and selected 'save & continue' - when exiting dungeon i ended up at a random place on the overworld map and game froze.

Bugs:
- Pushable Rock att coordinate X:11 - Y:8 behaves strange. When pushed North to South - the block slides away BUT you can not enter the cave. When pushed South to North - you immediately enter the cave - as it was right under the rock (which it's not).

Improvments:
- Instead of having to many shops/money making game/secret to everybody - how about having more NPC's dropping hints, like 'ONLY THOSE STRONG ENOUGH CAN DRAW THE MASTERSWORD'. They could even be used to make room for a little back-story...
- Should the tri-force really be green on the pause-menu? Why not yellow (gold)?
- Not every room in a dungeon needs to be completly dark - that was not case in the 'original'.

/d-ace

d-ace
Posted on 08-01-14 03:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157615


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Ahh - a new day for finding bugs...

Game breaking bug:
- You can not finish the 8th dungeon - it will take you to a random place on the overworld when you grab the triforce shard and the game will freeze.

Bugs:
- When using the hook-shot to avoid the three holes enter the cave at coordinates X:8 - Y:8, to the right of the castle - there is really no way back! You are stuck forever!

- Hint-lady informs me that I can jump long distances with pegasus-boots BUT since I can not allocate Rocks feather to A button - how can I run and jump?

- When entering the first house AGAIN the old man still offering sword, boomerang and rupees, and you can't leave until you collect them.

Better description of the air-meter bug:
- When you enter the water, the air-meter displays properly and will 'sink' from the top of the B-box properly. It is when you leave a screen and enter another the air-meter will start from top of the screen and sink.

Also - I can not for the life of me find the BOW and the OCARINA...
Can you provide a private spoiler of some sort?

/d-ace

d-ace
Posted on 08-01-14 05:42 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157619


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Sooo.... how about Dungeon8 - is it beatable or are you looking into that?

Also - I really need hints about Bow and Ocarina - I've looked everywhere....

/d-ace

d-ace
Posted on 08-02-14 01:47 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157626


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H O L Y - C R A P!

Just go the BOW and finally got to revisit that guy that keeps nagging me to come back when I got one...

I'm not spoiling anything - you have to see for yourselves....but its good....

/d-ace

d-ace
Posted on 08-02-14 06:16 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-02-14 06:17 PM) Link | Quote | ID: 157642


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I don't know what you have planned...but couldn't you treat the Shovel the same way as the Hammer? Special 'soft soil tiles' that can be digged - just like the pegs can be hammered?

/d-ace

d-ace
Posted on 08-04-14 02:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157667


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Hi,

So I have been looking into why 'Zelda - The Legend of Link' does NOT run properly on the DS emulator nesDS. It seems as if it fit the profile of what is described in page one:

'...the emulator you are using, is not utilizing the MMC5 register $5130 correctly.'

Since the emulator FCEUX does handle the register in question correctly, I did a comparison of the source-code between the two.


Here is a screen-shot of the file mmc5.cpp from the source of FCEUX (http://sourceforge.net/p/fceultra/code/HEAD/tree/fceu/trunk/src/boards/mmc5.cpp):



And here is the corresponding code of map5.s from the source of nesDS (http://sourceforge.net/p/nesds/code/ci/master/tree/arm9/source/mappers/map5.s):




So, if I understand it correctly, it is a matter of translating the C-code below into Assembler, in a way that fit the rest of the Assembler code for nesDS:

'CHRBanksA[A & 7] = V | ((MMC50x5130 & 0x3) << 8);'


Is anybody skilled enough in Assembler to 'fix' nesDS?


/d-ace

d-ace
Posted on 08-05-14 11:58 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157678


Red Goomba
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Bug found in the Dark World:

- When you complete the 4th Dungeon, Link reappears on the overworld map in a wall/cliffside.
You can wriggle your way out of it and continue BUT Link should probably reappear somewhere else.

Also - I find it strange to run around all Dungeons and recollecting the same items I already have since the Light World. The second time around should be all about maxing out - getting powerups and improved versions of the items Link already have.

Here are some 'easy' power-ups to fill out the ranks:
- Big wallet (500 rupees)
- Giant wallet (999 rupees)
- Big Quiver (50 arrows)
- Bomb Bag (50 bombs)

Here are some more demanding powerups:
- Ice Rod (ASM to freeze enemy and turn him blue)
- Fire Rod (ASM to imitate a flame-thrower)
- Reflective Big Shield (ASM to reflect spells and arrows fired at Link)

Also - the World-map and the Hammer could be used as Dungeon rewards (Light World) - instead of just being bought. That would give you the possibility to move the Magic Boomerang and the Long-shot to the Dark World - as upgrades to the Boomerang and Hook-shot.

/d-ace

d-ace
Posted on 08-05-14 07:31 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-05-14 07:46 PM) Link | Quote | ID: 157685


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I understand - I was just brain-storming ideas that might be interessting/possible to implement. If it can't be done - I'm happy as it is.

How about a scenario were all items are disabled in the Dark World (faded) as soon as link arrives in the Dark World - so that he must find all items again to activate them.

This could maybe be explained in a text-only screen just before starting in the Dark World.

Maybe not so inventive - but at least an explanation for the re-collecting...

/d-ace

d-ace
Posted on 08-05-14 10:30 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-05-14 10:35 PM) Link | Quote | ID: 157688


Red Goomba
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As I reported - the cave of the messed up fairies are in the desert - Sout East on the owerworld map. There is only one cave there (if I remember correctly) - it is to the left of the outside-fairy.

Coordinates x:1 - y13.

/d-ace

d-ace
Posted on 08-06-14 10:48 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157697


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I completly agree with you RetroRain - thats why I pitched the IceRod and FireRod as FILLERS. Items that would be NEW to pick-up when you are revisiting the dungeons all over again.

You have a better idea how to make revisiting the same 9 Dungeons interesting?

Mind you - that you can not suggest new items nor upgrades like to carry more rupees, bombs, arrows, whatnots...

/d-ace
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