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Main - Posts by DannyPlaysSomeGames |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 21/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
Nevermind, found it on Data Crystal
https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:Tutorials And the addresses are 1A82B to 1A86D (for headered roms) ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 22/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
Posted by Zynk Part of me says Ride Boarski and the other part says Ganon. And I can't tell which part of me is crazier. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 23/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
NOTE: THIS POST IS NOW OUTDATED! View the most current version at RHDN via the download link.
This was just a little side project I was working on for fun. This is the first complete ROM hack I've ever posted, so please critique if anything is wrong. The Legend of Zelda Font Mod is a ROM hack of the PRG0 version of Zelda 1 that not only redraws the entire font to a more archaic style, but also re-translates and rewrites most of the script. Not only are most lines based on the original Japanese version, but also has a few additions from the English version and even a few made by me, in order to make a perfectly fine Zelda 1 experience, without grammatical errors, or cryptic/useless hints. The folder includes a Readme and 4 patches: -FontModStandalone, which is the Font and Translation, alongside a few other additions, like Snarf's automap and a few aesthetic changes, to enhance the experience a bit (other changes are in Readme) -FontModAddendum, which is the Font and Translation, nothing else (for usage on other ROM hacks). -FontModUntranslated, which is just the Font (in case you want to use this on a text-edited ROM hack). -FontModTranslationOnly, which is just the Translation (in case you find the font unappealing). Hope you enjoy it! Download Link (RHDN Page): http://www.romhacking.net/hacks/4311/ Screenshots (OUTDATED! The new font is more legible): Credit to Snarfblam for the automap patch. Any questions? Critiques? Suggestions? Leave a reply below! ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 24/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
Posted by DannyPlaysSomeGames Bump. (I'm not working on it that much rn but I still need to know) Actually, is it okay for me to repost? I'm not overly familiar with the rules of the thread. I can delete the message just in case. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 25/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
Whoops double post lol ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 26/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
So I was messing around with MM3 a bit to see if implementing my character was possible there with Matrixz's CSA. However, I ran into a problem with mirroring.
When he's facing left it looks perfectly fine but when he faces right it looks unaffected. I have no idea what causes this, although I assume direction facing has to do with it. Anyone has the answer? ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 27/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
Posted by kuja killer You think you can give me the addresses that deal with those X/Y values? I haven't used CSA that much so I'm unsure about most of the features. If not, I could check any tutorials/readmes for the Assembler to see if it says anything about mirroring. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 28/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
So is there any way to modify the slide's speed in MM3? I checked kuja killer's documents a few times but they don't seem to mention anything about it. I was thinking of making the slide more like a dash, and I wanted it to compensate the fact that "Mega Man" (except not really) is faster now. ____________________ Hey there |
DannyPlaysSomeGames |
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Octorok Level: 12 Posts: 29/29 EXP: 7075 Next: 846 Since: 09-16-18 From: Somewhere Last post: 1708 days Last view: 194 days |
While I would be interested, I don't think 4 has enough love or dedication in the ROM hacking community to really warrant much dedication, outside of 4MI and Voyage. Like maybe time could be invested into something more popular, like MM2 or MM5, but I think it'd be alright for MM4. ____________________ Hey there |
Main - Posts by DannyPlaysSomeGames |
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