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infidelity
Posted on 05-28-12 09:04 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151052


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Thanks XTTX! No timetable yet. Right now i'm working on a new item for Link. After that one is finished, i'm down to 2 items left to create. Then after that, it's most likely onto studying the enemy asm within the game.

Posted by Insectduel
Honestly, I NEVER even played The Legend of Zelda on the NES. My first Zelda game is Ocarina of Time on Nintendo 64 so I became a Zelda gaming fan. A link to the Past was my second, then Oracle of Seasons/Ages and Four Swords.

I really don't know the difference between the hacked version and the original such as having a Magic Meter, or a hookshot. The Zelda GB games I played is didn't have magic meters.

This project is quite interesting but keep up the good work.


I cant speak about the GB Zelda games, but Ocarina of Time & Link To The Past, both had magic meters in those games. The only non console Zelda game I've ever played was Minish Cap for GBA.

And thank you for your kind words also!

infidelity
Posted on 05-28-12 09:55 AM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* (rev. 21 of 12-03-13 03:04 PM) Link | Quote | ID: 151053


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UPDATED 12-3-13. VERSION 9.0 UPDATED TO 9.1 DUE TO POWERPAK ISSUES WITH 4 ROMS. ALL CONVERSIONS WORK ON ALL EMULATORS AND ON AN ACTUAL NES.

Newly added MMC3 conversions....

Adventure Island (CNROM to MMC3)
Adventures of Lolo (MMC1 to MMC3)
Donkey Kong (NROM to MMC3)
Excitebike (NROM to MMC3) ;fixed for powerpak v9.1
Kung-Fu Heroes (CNROM to MMC3) ;fixed for powerpak v.91
Mario Bros. (NROM to MMC3)
Mario & Yoshi (MMC1 to MMC3)
Paperboy (CNROM to MMC3) ;fixed for powerpak v9.1
Q-Bert (CNROM to MMC3) fxied for powerpak v9.1
Rad Racer (MMC1 to MMC3)
Spy Hunter (CNROM to MMC3)
Teenage Mutant Ninja Turtles (MMC1 to MMC3)
Zelda II - The Adventure of Link (MMC1 to MMC3)

Below I will include an up-to-date list of every conversion I've made.


UNROM to MMC3 (as of 9/17/13)
-----------------------------------------
Castlevania
Contra
Duck Tales
Duck Tales 2
Goonies II
Gun Smoke
Megaman
Metal Gear
Super Pitfall

NROM to MMC3 (as of 11/30/13)
-----------------------------------------
Donkey Kong
Excitebike
Ice Hockey
Mario Bros.
Super Mario Bros.

CNROM to MMC3 (as of 11/30/13)
------------------------------------------
Adventure Island
Arkanoid
Kung-Fu Heroes
Paperboy
Q-Bert
Spy Hunter

MMC1 to MMC3 (as of 12/1/13)
----------------------------------------
Addams Family
Adventures of Lolo
Blaster Master
Darkwing Duck
Double Dragon
Dr. Mario
Fester's Quest
Kid Icarus
*Knight Rider* (irq/sprite0 issues)
Mario & Yoshi
Megaman 2
Metroid
Ninja Gaiden
Rad Racer
The Legend of Zelda
Teenage Mutant Ninja Turtles
Zelda II - The Adventure of Link



v9.0 http://acmlm.kafuka.org/uploader/get.php?id=4498

ORIGINAL RELEASE THREAD


Included Within Each Game Folder, Are My Notes On What I Found, & What I Did, To Make The Roms Work As MMC3. The Ones That Have No IPS Patches, Have How-To Documents, Because I Did Not Want To Waste Time Playing Through Those Games, To Find Unused Code Within Them.

Hope this opens the doors for rom hackers, who really want to modify/enhance these games further, now that they have a good mapper. CHR-ROM, IRQ, Expanded PRG & CHR. :-)

-infidelity
5/28/12


infidelity
Posted on 05-30-12 10:27 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151110


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Thank you eponic! :-D

Posted by AnAxemRanger
So what exactly is the plan with the magic meter? Do you plan on creating some magic based items to find? Of course that brings up the issue of enemies dropping magic jars and such.


Yes, I've been in the process of creating items for Link, that are dependant on the magic meter.

Posted by KTurbo
Or just have the magic meter slowly replenish by itself .


Raising an eyebrow of interest to that one. :-p




infidelity
Posted on 06-04-12 03:39 PM, in How do you assign graphics to numbers? Link | Quote | ID: 151227


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Is this about what chr bank you want to be displayed in your ppu?

infidelity
Posted on 06-04-12 04:57 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151230


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Thank you eternaldragonx! I extremely appreciate that comment! :-)

infidelity
Posted on 06-05-12 01:30 AM, in How do you assign graphics to numbers? Link | Quote | ID: 151233


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Example. A921 8D062O A900 8D0620 after that, either A5xx or ADxxxx 8D0720 60. I know another method, but you need to know where in ram the vram engine is.

infidelity
Posted on 06-06-12 04:01 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151257


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Update. Getting side tracked from my items for the time being. Ive written some asm yesterday, to replace the combo system, and create individual TSA blocks for all screen ids! *what never-obsolete accomplised :-)* Im excited i pulled it off! :-)

infidelity
Posted on 06-07-12 07:23 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151269


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Thank You MetroidCloud16! Over the weekend im going to begin coding in the asm i wrote, to allow ALL 9 worlds that have 00-7F screens, they're own individual tilesets. Screen designs wont be until my asm for the game is complete.

infidelity
Posted on 06-13-12 10:58 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151359


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Thanks Googie! :-) Update: I've upgraded the rom yet again. First, the rom was capable of containing all individual tsas. But i ran into size problems when working on my tsa individual palettes. Over the weekend, i successfully upgraed from MMC3 to MMC5!!

infidelity
Posted on 06-14-12 10:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151371


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Thank you for looking forward to my work! No samples at this time. Right now i just fixed 99% of the glitches, due to my removal of the combos, and the asm i wrote to give me complete freedom of individual screen designs. I plan to make a video soon.

infidelity
Posted on 06-15-12 06:10 PM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151372


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Long ago Matrixz tried showing me how to do it, but i forgot and lost all notes back in '09. Im just looking to have 3 gui's that can display the current screen id, tsas, and what the ppu contains, while using a mouse to alter the current screen ids tsa's

infidelity
Posted on 06-16-12 12:44 AM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151376


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I have a program called Dev-C++ 4.9.9.2 I dont have experience with c. I was shown vb, because you could have pre-made windows. Due to what i did to the outworld, your editor no longer works. I know all of locations for what id like to edit.

infidelity
Posted on 06-16-12 02:49 PM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151384


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Ive been in such a "code it yourself" mode, that id hate to ask anyone to perform such a task. But i only know 6502. I would love to share my info with you on how my rom is now. I left the scrn ram properties the same, so i can use your editor for those.

infidelity
Posted on 06-17-12 04:32 PM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151397


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Ill begin writing up a master document of where everything is. Ill also include an .ips of my latest work, which is at this point, a 1.5mb mmc5 version. I still need to write up asm for my tsa's to have individual palettes on every screen id. :-)

infidelity
Posted on 06-18-12 10:23 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151415


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Update. Spent 7 hours this morning writing/fine tuning my palette asm. Im now able to assign an individual palette, to an individual tsa block, for EVERY screen id. No more of the outer/inner palette boarders!

infidelity
Posted on 06-20-12 01:36 AM, in Seeking Advice On How To Write A Level Editor In VB6 (rev. 2 of 06-20-12 02:48 PM) Link | Quote | ID: 151420


Fuzz Ball
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@snarfblam. My rom is entirely set with 9 working worlds, with all screen id's having unique tsa's, and all those unique tsa's, have they're own individual palette. Im writing up the doc now, and should have everything for you by tomorrow. :-) video soon.

EDIT: @snarfblam. Sent a pm. :-)

infidelity
Posted on 06-21-12 03:00 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151422


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Description From Video

It may not look like much, but what this video demonstrates, is a quick view of how my hack can load all of the 9 worlds. I randomly inserted TSA'S\s, to show my ability to create any design I want, no longer stuck with using the pre-made original combos. I also randomly gave all the individual TSA's, they're own palette, to show that my ability to assign tsa any palette, no longer stuck with the inner/outter palette boarders the original game uses. :-)

Custom TSA & Palette Demonstration

infidelity
Posted on 06-22-12 02:16 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151427


Fuzz Ball
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Testing ripping gfx....




infidelity
Posted on 06-23-12 11:01 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151434


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Thank You Kiokuffiib11 & Googie! :-D

infidelity
Posted on 06-25-12 05:15 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151467


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Thank You XTTX & eternaldragonx! :-D

I'm looking forward to seeing what gfx I can throw in this game! I'm seriously considering Link's Awakening after what I did in the test screen.

I may also consider into looking in using the ExRAM that MMC5 uses. I was messing around with making 1 8x8 tile have it's own attribute, instead of 16x16. Getting tooooo fancy with that, plus idk how i would make that work for all areas in the game.

But i did sure like how the trees looked when i tested the ExRAM! :-p
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Main - Posts by infidelity

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