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Main - Posts by infidelity |
infidelity |
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Fuzz Ball Level: 66 Posts: 203/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Both games use 8x16 sprites. And you were right, i had the 8x16 enable bit off. So, i was able to swap where BG & Sprites are loaded from, but, if i want to keep this, id have to alter the tiles to EVERY sprite, for them to appear correctly. Blah, haha! |
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Fuzz Ball Level: 66 Posts: 204/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Ill try to get some videos up at some point. :-) I added a tiny piece of code with an ADC of 01, to all of the sprite tile registers within $200-$2FF after they're written to, and it fixed about 90% of all the sprites in the game. |
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Fuzz Ball Level: 66 Posts: 205/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Zelda - The Legend of Link (v3-12-2020)
http://acmlm.kafuka.org/uploader/get.php?id=5372 PATCHES MUST BE APPLIED TO THE "PRG 0" ROM of The Legend of Zelda NOTE ON REQUIRED SIZES FOR MMC5 CARTRIDGE CONSTRUCTION
NOTE ON FLASH CARTRIDGES
NOTE ON EMULATORS VIA PC
NOTE ON EMULATORS VIA GAMING CONSOLES
New Info Bar As you can see, the outworld map has been removed. what you see, are 3 boxes that can store any type of useable inventory item. This is to eliminate the constant entering/exiting of the inventory menu to swap out 1 item. Now you can have 3 items at once to choose from during in-game play! Link The hero of legend! Blue Shield Deflects small attacks, such as arrows & rocks Red Shield Deflects some larger attacks, such as enemy fireballs & wizard blasts Carefull For Holes In The Ground Ahhh....... Roc's Feather This item allows Link to jump. Try it over holes! Zelda The princess of Hyrule! Old Man You will encounter him throughout the game. Sometimes giving you either items, advice, etc. Old Woman You will encounter her throughout the game. Mostly as a seller of healing. Shopkeep You will find him running various shops throughout the game. Sword A typical sword, gets the job done to a degree Master Sword The infamous Master Sword! Has increased damage towards enemies, and even emits a magical zap when you're at full health! Tempered Sword The Master Sword in it's tempered form! It provides the maximum damage towards enemies. It's The most powerful blade to ever be wielded by the hero of legend! Boomerang This item can stun specific enemies, and can also attach to certain items, and return back to Link. Magical Boomerang Performs just the same as the boomerang, only now it can travel the entire length of the screen. Bomb Your typical bomb. Great for blowing up enemies, and blocked caves, and even cracked dungeon walls! BOOM! Bow Allows Link to shoot arrows at enemies Arrow These are your standard arrows. Silver Arrow The ONLY weapon to destroy the evil wizard Ganon! Hookshot This item allows you to reach certain areas you normally cant reach. It can also stun enemies like the boomerang, and it can also obtain specific items and return back to Link. BOING! Longshot Just like the hookshot, but can launch much further. Ocarina This item allows Link to travel back & forth at will, from the Light & Dark Worlds of Hyrule! Bottle In order to purchase potions, you need to have an empty bottle. Find this bottle, and you can drink up! Blue Potion When you drink this, it will fill your health and your magic meter. Red Potion Same function as the blue potion, only when you drink the red potion, you will be left over with the blue potion. Pegasus Boots With these boots, you are able to run very fast! You can open a blocked cave entrance, by ramming into it. And, when you have Roc's Feather, you can jump even further than you ever could before! Hover Boots An enhancement to The Pegasus Boots. With The Hover Boots, they give Link the ability to walk on air over any pits/holes he comes into contact with! But be warned, they must be equipped within the B button box, or else Link will plummet to his demise as before. Hammer The only item that can slam down any wooden pegs, that Link will come into contact with. Lantern This is the only item, that will allow you to see within dungeons. When you obtain the lantern, you will then obtain the magic meter. While you continue to illuminate the dungeon, your magic meter will slowly deplete. Once your magic is depleted, you will no longer be able to illuminate the dungeon, unless, you refill the magic meter with a potion. Red Lantern With this lantern, you will only need to use it once to illuminate a dungeon. However, when you exit out of a secret stairway from within a dungeon, you will need to illuminate the dungeon again just one time. This item has infinite magic power. Pendant of Quake This item consumes your entire Magic Meter. Lightning strikes Link's sword, then he performs a jump flip, and stabs his sword into the ground, causing a massive earthquake, stunning & killing all enemies that are currently on the screen. This item can even unearth a certain entrance. Outworld Map A very important item to have in your inventory! Once you obtain this item, you will be able to keep track of everywhere you have walked within the outworld. Again, this item will only display where you have walked, once you obtain it. You can also view where the 9 dungeons are within both the Light & Dark worlds of Hyrule. Flippers With the flippers, you will be able to swim through very deep waters! Press the A button to give Link a brief burst of speed. Press & hold the B button, to swim under water to evade projectile attacks, and to even swim underneath any Zora's blocking your path. BUT, watch your air gauge, don't stay under water too long, or your heatlh will deplete quickly, and you will evidently drown the hero of legend! Blue Ring When you have the blue ring, you will take less damage from enemies. Your tunic color, will remain the same lovely shade of green. Red Ring With the red ring, you will take even less damage from enemies! The toughest you can ever get in the game! And again, your tunic will remain green. Heart Container There are only 8 of these in the entire game. The only way to obtain these, are to slay the 8 dungeon bosses guarding the triforce pieces. Heart Piece There are only 20 of these in the entire game. 10 are located in the Light World, & 10 are located in the Dark World. Collect 4 at a time, and you will increase your heart container count by 1. Heart Fills one empty heart container Rupee A blinking rupee, is worth 1 rupee 5 Rupees Pretty self explanatory, it's worth 5 rupees. Key The traditional key. But, they are not just solely for dungeon use... Fairy Located throughout all of Hyrule, they can fill your heart containers partially, or even fully. Here are some of the various enemies, Link will encounter. Tektike Octorock Moblin Armos Lynel OLD INTRODUCTION NOTES Well, since October 2011, I've been messin around with The Legend of Zelda for nes. I honestly have had no plan, and no idea on what im doing with this game. I've been basicly using this experience as another teaching tool for myself, in writing/modifying asm. I never intended to make a hack out of this rom, but it's kind of taken a hold of me, and I've been haing great success in doing asm on my own. I'm not saying yes, but i'm not saying no as well, to the thought of making a full fledge hack of this game. I'd like to share 2 videos, just a small portion of what i've done to the game. The things that have been done to this are strictly on an ASM level, not a graphic level. I only have Windows 7, and therefore, cannot use any of the current Zelda level editors, so I have to do everything by hex. If I wanted to, I could literaly design the game any way I want by hex, but I will not do such a thing until i come up with a rough draft on how I want the game to be. I hope you like the videos/asm that i've done. There's other things that I've created and have ideas that are in the process of being created, but I'd like to keep those to myself. :-p The Pegasus Shoes The Boomerang The Hookshot Enjoy. :-) -infidelity |
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Fuzz Ball Level: 66 Posts: 206/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
I think its scanline. Kuja showed me an irq trick years back, that enables you to load up any pattern table for whatever irq is going on.
EDIT - Stealing wifi with my laptop. Here's an example from my Ultra 2 storyline about X. The white text is whats not in the actual PPU, but is being loaded somewhere else by an irq. It is being stored into 80-FF in my BG PPU. Code LDA $2002 LDA #$00 LDY #$03 STY $2006 STA $2006 LDA $FF ORA #$01 STA $2000 LDA #$00 STA $2005 STA $2005 LDA #$xx ;which pattern table to load from (00,01=$0000-$0FFF)(02-05=$1000-$1FFF) STA $8000 LDA #$xx ;address to load gfx from 'for my game' (00=$80010, 02=$80810, 04=$81010) STA $8001 JMP $xxxx ;this jumps to the following code... STA $E000 PLA TAY PLA TAX PLA PLP RTI |
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Fuzz Ball Level: 66 Posts: 207/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by Xeruss Thank you for those kind comments! With enemies (as of right now) the hook is the part that deals damage to the enemies. It hits, while passing through the enemy, and if the enemy is still within the area of where the hook will return to link, the enemy will get hit again by the hook. @blackhole89. Thank you for saying nice work! snarfblam brought it to my attention that his editors should work on my os. The dungeon editor does, but when I try to use his outworld editor, it will give errors when opening up an unmodded/modded zelda rom, talks about combos? As for your comment about the Pegasus Shoes. I could make it more LoZ3-esk, I just thought for now it would be cool to be really really cheap with these shoes hahaha! The thing that I love the most about this, is that Link's shield is still protecting him, as he runs with his sword drawn. Makes me think of the movie 300, hahaha! @AnAxemRanger. You should! 6502 ASM is fantastic! :-D @snarfblam. Zelda Tech gives me an error every time i try to load a zelda rom. I'll post the error report. I'm using 3.3b from romhacking.net. An exception has occured and been handled: [System.TypeInitializationException]: "The type initializer for 'ZTech.Combo' threw an exception." Command: "C:\Users\infidelity\Desktop\zelda editors\zeldatech3.3\ZeldaTech.exe" Path: C:\Users\infidelity\Desktop\zelda editors\zeldatech3.3 OS Version: 6.1.7601.65536 Framework Version: 2.0.50727.5448 Culture: en-US Software Version: 3.3.0.0 Date/Time: 3/15/2012 3:18:46 PM DateTime Format: M/d/yyyy h:mm tt Stack Trace: at ZTech.Combo.ReadCombosFromFile(FileStream Stream) at ZTech.ZTechForm.OpenRom(Boolean AskFilename) Exception Trace: I tried grabbing .NET Framework 2.0, but when i try to run it, it says it's only for x64bit i believe it said. I think my system is x32? I went to the link you sent about you and others working on Zelda. Jigglysaint seems to have found the same kind of stuff that I found, particulary when it deals with revealing the secret caves. I made it so a sword swipe could uncover it. I also changed it so a bomb could blow up a bush. I have a major idea in my head for my next asm challange with this game, and it deals with the outworld, and it pertains with all of $14010-$18000. I don't want to say anything until I can pull this off. My theory and tests are coming along great, there's just one thing I have to get my head around. I have vacation next week, so I'm hoping during that time, I can get what I want done, and I would like to share my results with you, if or when the time comes. |
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Fuzz Ball Level: 66 Posts: 208/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Oh the reason for the bg color change, was just to show off the design of the chain itself. Believe me, if i were to make a change for bg colors, i wouldnt use what is shown in the video, hahaha! :-p |
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Fuzz Ball Level: 66 Posts: 209/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Dungeon master worked right off the bat. I figured out Zelda Tech, i ran it as administrator, and it loaded my rom. :-) And @blackhole89, i took your request, and made it happen last night. :-) Ill post a video at some point of it in action. :-)
EDIT Here's the video of my updated asm on the Pegasus Shoes. This I believe will be the final version for the shoes. This is as close as I could get, to paying tribute the original Pegasus Shoes in ALTTP. Hope you like it! :-) Pegasus Shoes ASM Updated I apologoze if it looks as if the wall shaking is terrible. YouTube is not doing my work any justice. The more i watch this here, the more im upset at the quality of the video. :-( I'll see if i can upload the video in the Uploader... :-/ K, uploader doesn't like my 6mb size, and tells me i lack power. Mediafire it is then. http://www.mediafire.com/?3at97pcllvm8tc1 |
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Fuzz Ball Level: 66 Posts: 210/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Posted by RetroRain Thank you very much for those kind words! And yes & thank you, I love Starburst! :-p Posted by never-obsolete Took your "improvement" suggestion. Below is the absolute final version of the Pegasus Shoes. I hope now, it is perfect. I also made it so the sword is only sticking out when your running. Before I could just rapidly tap the B button, and the sword would come out every time. Pegasus Shoes (FINAL VERSION 3-22-12) And, just incase, i'll have a .zip file of the actual video, like i did before. http://www.mediafire.com/?docrqrfg91a615y Posted by snarfblam Glad it looked awesome! Now I hope the new video looks awesome! :-) |
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Fuzz Ball Level: 66 Posts: 211/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Ok. This next update is a big one imo. I came up with an idea awhile back, on seeing if it could be possible to create a whole other world within the rom. Last week during my vacation, i began laying down the foundation of what i'm about to show you.
To those who already know the inner working of The Legend of Zelda, you'll know what i'm talking about. In the $15### area, bank 05, it contains all the 10 byte string combos that construct a screen. In the $18### and $19### area, it contains the screen id properties for the outworld, and stores them into RAM. Now again, to those who know the rom, there are registers set aside in ram specificly for the outworld, 80 bytes worth in the $6## area. My original concept was to make it so the other world could share those registers, but thats impossible, due to keeping track of how many enemies are left on that screen, what secrets have been uncovered, and if you obtained the secret on that screen. I converted my rom to MMC3 when i started back in October, and i have the PRG and CHR at max capacity. So, I wanted to see if i could fanagle a way, to bankswap to another bank, pointing to specific asm, and have it load separate "combos" from the original table within $15### I was able to do so, plus some. ;-) My rom is now setup with a total of 9 worlds. 9 individual worlds, having they're own unique 00-7F screen id's & properties. You name it, palettes, enemies, secrets, sfx, etc, etc. The only thing that cannot be done, and this is due to the lack of free space in RAM, is having unique secrets sharing the same screen id. Example. If you have a secret on screen 70 in world 1, uncover it, and you goto say screen 70 on world 6, whatever you uncovered back in world 1, will be unveiled when you enter on screen 70 of world 6. This imo, is no real big issue. I just have to spread out the secrets and stuff. I also modified the save function, and in-game play, to display what current world you're on in text. The -S E L E C T - screen i constructed and shifted some things, so that my concecpt could fit. For in-game play, i modified some asm where it writes text right above the map that shows your current position. In order for me to be able to save what world your in when you save, I took out the Arrows in $659. I modified the Bow, so that when you obtain the Bow, that Arrows come equipped with it. In the inventory, the cursor skips over the number 03. 02 represents the Arrow. So again, i did some asm shifting, made it so the cursor goes to number 03, which is the Bow, and made it so the asm for the Bow, isn't looking for the number 02, which means you have arrows. Snarfblam informed me that his editor works on windows 7, and i'm able to use it. So, when I want to construct a new world, i do the construction, copy all of the $15### combos, and all the $18### $19### stuff for RAM, and paste them into the specific bank that has the asm to load the new level. First, here is a diagram i made *the grids are from snarfblam's editor, and i just altered it using Paint* that shows my moving from one world to another concept. And below, is a video that demonstrates how it works. *I froze a specific register in the hex editor, to have Link pass through soild objects, to speed up the process of what i want to show. Also, the numbers you see, are just there until I come up with names for the worlds* The Legend of Zelda (Multiple Worlds Concept) I made up some asm, that does checks for screen id's and Link's position. If your on say screen 0F of world 1, and you want to goto screen 00 of world 2, i have it do a check of the current screen id you're on, what direction you're facing, what current world you're on, and have it do the proper loading sequences for whatever world is to come up, then, instead of the byte going from 0F to 10, i do some math to have it revert back to 00, how i do that, is tell the current screen *0F* that it's really *FF* and when it adds to that byte, it turns it into *00* :-) My rom is also setup for CHR swapping/animation, and at some point i may insert a palette animation table. Oh, and this is just for the outworld. I have no intention of messing with the dungeons. That is all. Enjoy the info. :-) |
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Fuzz Ball Level: 66 Posts: 212/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Well for now, im holding off on level designs, just focusing on asm. Ive spent the last week working on a new item and am very happy with the results. Ill post a video hopefuly tomorrow or saturday. :-)
EDIT And here's the video. :-) The Shovel I'm not the best drawer in the world, but i didn't want to rip the shovel gfx from alttp due to it being 16x16. I want to keep the item 8x16, like i did for The Hookshot. :-/ The asm i did for this, i'm really proud of. I ripped the dug up gfx from alttp using tile molester alternative. The first version of The Shovel, I had it where I can dig everything, walls, you name it! I may incorporate an enhancement to the shovel, where you're able to do what i just mentioned. This verison of The Shovel, you are able to dig the ground, bushes, and sand. The dungeons for right now, i have it where you can dig the sand at the entrances. (tile 68) |
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Fuzz Ball Level: 66 Posts: 213/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Check your PM RetroRain. :-P
Posted by RetroRain I intentionaly created a table that checks Link's positions, to make sure that he cannot dig the outer bushes. This is so if the player does this, and forces a scroll, the player doesn't end up getting stuck. Also on the subject dealing with The Shovel, I wanted to make it so I have an item that can uncover the secret caves hidden under the bushes. When I figured out how the rom changes the physical attributes to a 16x16 area, once you uncover a secret staircase, I implemented it into my shovel. The Candle is no longer in my hack, and I didn't want to make the bombs blow up the bushes to uncover the stairs. I basicly work on a "what if..." basis, and so far up to this point, everything I've thought of has worked. I will not have the shovel dig up walls and stuff. I was just so excited that I could manipulate the attributes to stuff already written to the nametable, that I started thinking crazy. I do however like the fact that you can dig up the bushes, i'm keeping that. I was very excited that I could pull that off, and I'm going to keep it in the game. As for your comments on my multiple world concept... I honestly feel that it's not that big of an issue. I dont however, know any of the other Zelda hacks that are out there, and how long it took to make them, etc. I am aware of Outlands, and have played just a few minutes of it in my lifetime. I wanted to create 9 worlds, because I just feel that I cannot create a vast world, with only 7F screens. Could I create a Dark World? Absolutly i could, and the thought has crossed my mind many many times. But I just like the concept of having a vast world, with different colors, animation, music. My knowledge and writing of asm has vastly improved since i began in '05, so time on writing isn't a problem. Imo, it wouldn't take years. At this stage, I'm still in the ASM aspect of hacking the rom. Any kind of level design, enemy placements, will come after I've done everything i wanted ASM wise to the rom. As of right now, I've been in the process of adding/creating 4 additional items to the inventory, giving Link a total of 12 useable items instead of 8. Thank you, and others, that have had such an interest in this project. It's huge motivation. :-) Thanks again to everyone! More news to come. :-) |
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Fuzz Ball Level: 66 Posts: 214/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Yeah what never-obsolete is doing, is amazing! I originaly wanted to get rid of the column based settings as well, cause you're limited to creating your own columns, you have to pick from what is there, (i believe, don't quote me) I've never messed with something that extreme in my hacking. I wanted to make it almost like Megaman 3-6, where you have sets of $100 byte tables, for tiles/tsa's/structures/palettes, but I started getting in way over my head with that.
I've never been a diehard fan of Zelda II, and it's not something that I have a desire to work on, once I finish this project i'm on now. Most likely i'll be going back to a pesky hack that never got finished due to personal constraints. :-/ As for the concept of having arrows dependant from rupies, I agree. I just need to make sure I can find a free register in the $6## area, where all your items/inventory is saved, so I can have an individual counter for arrows. Down the road i'll look more into it. Right now i'm still working on 1 of the 4 new items Link can use. I'll most likely look into the arrow concept after that. The HUD is no issue for me. I've been messing with that for awhile, and that free spot between the rupies and key is perfect. The gfx that never-obsolete used are fantastic. I'm assuming thats from one of those GB Zelda games. My intent was to stay true to the original design of the game, but again, i'm not in that level design phase, so that could easily change, and my opinion could be persuaded. |
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Fuzz Ball Level: 66 Posts: 215/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Shooting your rupies away? No more!
All I've got left to do, is to create an additional droppable item from enemies, and set a limit to how many arrows Link can carry. The latter is simple. I did this all this morning. Hope you like the video. The random increase of numbers you'll see happen in the video, is me messing with the actual registers using the built in hex editor of FCEUXD. Arrows Not Sharing Rupies Register |
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Fuzz Ball Level: 66 Posts: 216/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Thank you very much Googie! :-D
And now here is the latest update. This item is now obtainable as a shop item, and as a droppable item from enemies. I have 2 settings for the arrows. It still costs 80 rupies in shops, and i made it so they're in a bundle of 4 when purchased. When you defeat an enemy, and it drops an arrow, i made it so that it only counts as 1 on pickup. All that is left, is to set a limit to what Link can carry. Arrows In Shops & As A Droppable Item |
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Fuzz Ball Level: 66 Posts: 217/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Is there a way for mmc3, to have chr-ram coexist with chr-rom? In Zelda, at $302 is where you can write to $0-$3F1F in ppu memory. But since i added chr-rom i can no longer manualy write to $0-$1FFF. Is there specific asm i need to write to pull it off? |
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Fuzz Ball Level: 66 Posts: 218/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
I tried mapper 119 yesterday, but my rom crashes after either i press start at the title screen, or during the story when it shows the items in the game. I didnt know if maybe there was a way to disable the header during a jsr, to quickly load chr-ram. |
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Fuzz Ball Level: 66 Posts: 219/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Thank you for those kind comments RetroRain & Googie! :-) As for cost of arrows, even Hyrule cant escape the recession. :-p Im not worried about the cost at this time, just want it to work the way i want it to. Im sure later ill be changing it. :-) |
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Fuzz Ball Level: 66 Posts: 220/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Yeah i had a feelin on the header. I just figured there was a quick workaround. My chr-rom works fine, just sucks making copies of a ton of gfx, for when i just want to change 2 sprite tiles. Thats why i was trying to use $302 to write to $0-$1FFF. |
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Fuzz Ball Level: 66 Posts: 221/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Thank you never-obsolete & NovaYoshi for the info. :-) |
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Fuzz Ball Level: 66 Posts: 222/968 EXP: 2370162 Next: 91689 Since: 05-24-07 Last post: 969 days Last view: 825 days |
Been awhile since I've been on here, so I figured i'd upload yet another goodie I just worked on yesterday/today! Please enjoy! :-D
The Magic Meter The random disappearing acts in the B Button box, are by me editing the register with the hex viewer open, (sorry, don't want to show too much of my stuff by opening the inventory) :-p Hope you all like it! :-) |
Main - Posts by infidelity |
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