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infidelity
Posted on 06-25-12 10:57 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151471


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No worries, ive learned from the past. With Ultra 2, it felt like a job, and i was unmotivated by the task and seeing vast asm skilled hacks of MM being released. Ive been in constant joy with Zelda, and i have set limits for myself, no worries my friend!

infidelity
Posted on 06-26-12 10:58 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 06-27-12 03:06 PM) Link | Quote | ID: 151479


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Thank you so much XTTX! Update: Facing gfx issues due to my 4 consecutive tile asm. Ive crammed in as much as i could into the ppu, (forest,mountains,sand, & water) Text is now 0-9 & A-B. CHR swapping was inevitable, but im looking at redrawing the hud.

6/27/12 Update

I'm showing you all another proof of concept photo. What you see, is my attempt of recreating one screen from Link's Awakening. Since the playing field on the GBC is much smaller, i had to move onto 3 additional screens, to get the proper design in my hack.

The palettes in my hack are still the original Zelda defaults, they will be changed down the road.

snarfblam was kind enough to design a level editor for my hack, since i've butchered how the original Zelda mechanics work when designing screens. Can't thank him enough for that, and with this editor, it will definitly speed up the level design process now!

Infedit - Created by snarfblam


Also, to show you what kind of work I have cut out for me pretty soon...

Here is my rom displayed in TLP. The left one is my default BG setup for Zelda. The one on the right, is my new BG setup in Zelda. *it's the tile layout that you see above displaying Link's Awakening*

This has to be done, in order for me to get the most BG tiles crammed into the rom, as best i can.

To those who really know the design layout of Zelda, you can see my hands will be pretty full in rewriting/redesigning some things.


infidelity
Posted on 06-29-12 02:55 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151486


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Hahaha! Thank you! :-)

I spent last night doing more cramming of gfx into the area. I'm at the point where I literaly can't insert anymore. I've done some hard coding to specific tiles, to make them repeat themselves to conserve space for additonal tiles.

I've done this to certain tiles that i consider universal, meaning, tiles that will be fixated in PPU position for all areas. I'll still be swapping CHR when it comes to designing different areas, but for all areas, i've designated specific areas where those tiles will always be located, and again in doing so, that helped free up some space.

So now I can have -LIFE- put back over the hearts. I now have X and R as tiles, so I can at least have "AREA-#" over the ingame map, and the "X" that separates the item and how much of the item you have.

I already changed how the inventory screen is accessed. I've already changed the layout in the past, so I'm not redrawing it. I already added a fadein/out routine & sfx *actualy it's just quick black to inventory, & quick black to in-game* I already added the asm for performing chr swapping, to load the proper bg tiles to design the item & triforce grids.

Next step is reassigning the hookshot sprite tiles. The vast majority of them are in the BG section. So I will have to move them in the first sprite bank 00-3F, and perform a chr swap when the hookshot is used. Already did a test run of it and it works, just need to make it final. :-D

infidelity
Posted on 07-04-12 06:13 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151520


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Thank you Zero One & YamI! Update: Spent all of yesterday overwriting how the cave entrances work. Grueling that was! Then i find out the tombs have a separate X/Y table in ram, and its $EB screen id dependant. Working on a custom X/Y table for tombs now.

infidelity
Posted on 07-05-12 06:27 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151545


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Ok so here's the update from my version document explaining the cave asm...

v116 '7/4/12' = Happy Birthday, America! :-D

Reworte the original asm when it deals with entering caves/stairs.

Tile 24/F3 Caves = I've now made it so 4 non consecutive tiles create a cave entrance you can walk in/out of. The top 2 tiles of the cave entrance are located within the *greater than* tile property setup, meaning those top 2 tiles are solid, they act like the 2 top F3 tiles for the cave entrance, so you cant walk higher over the area. The bottom 2 tiles of the cave entrance are within the *less than* tile property setup, meaning those bottom 2 tiles are not solid.

Originaly, i had the cave entrance tiles setup all as solid, and constructed it as so. Within Zelda, there is a separate section in the HW bank, that has a specific set of tiles that are deemed *non solid* even though they are in the solid *greater than* section. So I figured i would make the bottom two tiles of my cave, those exception tiles.

When I did that, nothing happened. The entrance wouldnt work. Turns out, $65 holds the current tile Link is standing on *depending on certain movements, weird*, and the cave/stair asm checks that register, to see if it matches either....
24 = Cave
70 = Stairs
88 = Waterfall
It was then that I found out, that using the 2 solid tiles as the non solid exception, was forcing them to be tile 24 *non solid* so my new cave tiles were not being properly checked and branched to new code.

So thats when i came up with the idea of splitting the cave tiles, upper half solid, lower half non solid, and sure enough, it worked!

Boulders & Tombs *Stairs* = This was a pain in the ass!

I forgot that when butchering the original asm for caves, that i removed where the actual stairs are placed, once you push open either a boulder or tomb. I figured out that those 2 semi co-exist. They both share an x/y table that is in ram, and they are loaded by what screen id you are on. So i constructed custom tables specificly for boulders & tombs, so no more would they share the same table. I also made it that every AREA has it's own x/y tables for boulders & tombs, meaning that now I don't have to have all AREAs in the game sharing one 80by80 byte table.


No video at this time, busy with work. So here are a couple of pics. I'm still working on the palettes so bare with me.














infidelity
Posted on 07-06-12 09:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151550


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Thank You, Googie! :!) @eternaldragonx, i ripped Link's Auwakening DX's gfx using VisualBoyAdvance. I dont like the look of Link in that game honestly, and i want to keep the curren Link gfx. I dont want to mess around with the 8x16 construction too much.

infidelity
Posted on 07-16-12 09:17 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 151643


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To Xeruss, gridattack, & Hamtaro126, Thank you so very much for your kind comments!!! :-D

It's been awhile since my last update, so I hope everyone will enjoy this video of my latest work.

Cutting Grass! Custom Sword ASM *BETA 2 7-15-12*

taken from video description...

I've begun messing with the sword mechanics in Zelda. I've made it so the sword can detect when it comes into contact with BG tiles, and made it so when it comes into contact with specific tiles *grass* to perform my custom asm of removing the grass! Alot of work went into this, more than my shovel asm. At some point I'm thinking of using the asm already in the game, that deals with dropping items from defeating enemies, only having it do the same with cutting the grass as well. Please enjoy! :-)



infidelity
Posted on 08-14-12 10:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152056


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8/14/12
infidelity

Major Overhaul Of Screen Construction For Zelda Hack
I have become increasingly dissatisfied with the asm I wrote, for constructing a TSA block with using just 1 tile id as the starting tile, then moving 3 tiles in sequence to create the TSA block.

I based my theory from what 'never-obsolete' did for his attempt in his Zelda hack. I never asked him how he achieved that task, so I went and did it on my own, and was able to do it.

With that being said, 2 MAJOR issues appeared, and with each passing day, I grew more dissatisfied with my work, and lacked the drive to continue working/enjoying the hack.

1. Lack Of GFX Space
In writing the new screen construction engine for Zelda, as mentioned above, 1 tile id would represent an entire TSA block, by loading the next 3 tile id's in sequential order, thus finalize the TSA block. If I wanted another TSA block that shared 1, 2, or even 3 specific tiles in the PPU, that tile/those tiles, would have to be used again within the PPU whereever the new TSA construction would take place. This is something similar to how Megaman 2 builds TSA blocks. *you'll see lots of repeating tiles for specific levels* So, I was running out of GFX space, by having alot of repeating tiles. This really bothered the shit outta me, cause it forced me to have to give up on certain graphical things that I wished to have in the PPU.

2. Sluggish Music During Scrolls
I am by far, not the best asm writer. Alot of times, my code is written long, and by doing that, it makes the 6502 look/work longer & harder than it really should be doing. Over the years i've gotten better, but i still have some old habits that rear its ugly head from time to time. Anyway, my screen construction asm was soooo long, and soooo messy with branches/jsr's/jmp's/cmp's all over the place, that when it came time to initiate a scroll & begin the next screen construction, a signifigant lag in music would happen. This was purely due to my lack of skill in writing short code, and keeping things orderly & neat.

With those 2 issues, I began pushing away my work, even doing random things within the rom that I really wasnt prepared for. I began witing my CHR Animation ASM, and that was written poorly, and at some point, I will have to re-edit that as well. I just wanted something different going on at the time, since I was so upset with all the work i did, and then the final result being so bad *imo*

So I finaly decided to go back to my rom, and completely reinvent/rewrite, how I wanted my screens to be constructed.

First, the asm I wrote in creating an individual palette for an individual TSA block still remains intact. But the construction of a *tile* TSA block is gone.

In Zelda, at $6530 - $67EF *2C0 bytes* in ram, is where the current screen Link appears on is constructed. Starting at $6530, is the first tile that appears on screen, it is the top left tile under the hud. The next 21 tiles work down to the bottom, then, it starts again at the top, next to what was already written, works down, and this repeats until the last tile at $67EF.

What I did was extremely simple, and VASTLY short to perform. I have the rom load up 2C0 bytes worth of code, and store it into $6530. With doing that, there is no more lag in music, and there is sooooo much more gfx space for me to play with now!

The trade off, and this is where I had to do some reshifting/rethinking.

There can no longer be 9 individual worlds with all they're own screen id's ranging from 00-7F.

With my new screen construction asm, 1 individual 4000 byte bank, can only hold 16 screens *in other words, thats like screen id's 00-0F*

So with that, I came up with a new idea on how I want this game to be.

I will be creating a Light World & a Dark World.

In Link's Awakening, if you look at the map when pressing select, you can tell that the screen id's range from 00-FF. In Zelda, the screen id's range from 00-7F.

The Light World & Dark World, will work just like that. 00-FF screen id's

So my Light World has '16' 4000 byte banks & my Dark World has '16' 4000 byte banks.

Using The Light World as an example, the first '8' 4000 byte banks, will represent screen id's 00-7F, the top of the world. The last '8' 4000 byte banks will represent screen id's 80-FF, the bottom of the world.

NOTE - 80-FF will still technicaly be called 00-7F in the rom.

I've already tested the asm to make sure that all of these screen id's actualy load and construct properly, and they all do! No gfx space issues, and no sound issues!

I'm also going to be designing underground passages. I've discovered a method in making it so you can travel underground and reach different areas above ground! *kinda like in ALTTP when you obtain The Mirror, or even the Mirror Shield* My idea works, I just need to implement it. I already have my cave asm and banks set aside in the rom for when that time comes. Right now, all the shops and secrets still work in the game.

Im hoping to have an updated level editor, so I begin construction and show another proof of concept video/picture.

Thank You for reading, and for still having an interest in my work! :-)

-infidelity

infidelity
Posted on 08-15-12 04:16 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152064


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Yes at startup a huge chunk of code is loaded and stored into ram. I like to think of its purpose as a mini HW bank, since you can call that ram anywhere, like you can with $C000-$FFFF. The contents are vast and vital to a ton of aspects to the game.

infidelity
Posted on 08-16-12 12:40 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152069


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snarfblam is right. And the reverse enginering is infact a pain in the ass, since you cant see what is getting logged. Ive had to take code stored in ram, place it in rom, so i can watch how it woks with the code data logger running. :-p

infidelity
Posted on 08-16-12 03:56 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-17-12 12:07 AM) Link | Quote | ID: 152072


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The bankswap is at $FFAC. Calling $6000-$7FFF acts the same way as calling $C000-$FFFF from $8000-$BFFF. At startup, yes, the ram is written to once from the table, but certain contents of the ram are modified during gameplay. @snarfblam, did u get my pm?

infidelity
Posted on 08-17-12 09:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-17-12 09:40 PM) Link | Quote | ID: 152077


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Ok. Finally got a chance to steal some wifi.

I'd like to share a pic & some vids that i promised.

First, this is a pic that shows the before/after of what my ppu was/is. The left TLP pic is how i had to construct things due to my 1 tile=16x16 TSA. The right TLP pic is my new setup, due to my asm allowing to use the same tile over and over on the same screen. A vast difference, and all for the better imo!



Now, the following 2 videos demonstrate what I was talking about with my sound issues when initiating a scroll, all due to my custom TSA asm. The 1st video is obviously the one with the issues. The 2nd video is my new tile setup, where the sound issue is completly resolved!

Test 1


Test 2


Now, this video is geared towards 'mdtauk' who asked me...
Posted by mdtauk
I was wondering, have you explored changing the sword from a stab, to a swipe as it is in A Link to the Past, Link's Awakening, and the other 2D games?
You mean, like this???

Sword Swipe Alpha Test 3 (8-17-12)

TAKEN FROM VIDEO DESCRIPTION...This is my attempt of creating custom asm for Link's sword, to make Link perform a swipe instead of the original stab motion he does. For right now it's only when he faces right, I just need to finish the code, which is nothing. Hope you enjoy! :-D

-infidelity



P.S. I drew the arm/hand formations when it comes to the swinging. I also did it for when he faces up and down too, but that will be shown later, that's because the asm isn't setup yet for the other positions, this is just to show that it works. :-)

And no, MikeFuryXP, i have not yet decided on a time frame for a demo. :-/

infidelity
Posted on 08-20-12 02:43 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-20-12 02:44 PM) Link | Quote | ID: 152108


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Thank you so much, Gogie & XTTX! :-)

Here is another update to my sword swipe asm. I think this is it! :-D

TAKEN FROM MY VIDEO DESCRIPTION...
This is my update from my Alpha 3 test, ofattempt of creating custom asm for Link's sword, to make Link perform a swipe instead of the original stab motion he does. This time, I display the 3 other positions of Link swinging his sword. In this demonstrations, I froze Links hit detection, making him invincibile, just incase people are wondering why LInk can pass through enemies. Also in this video, you will see 3 savestates kick in, each one is for each sword Link possesses, so you can get a peek at how each sword acts. I made sure that my grass cutting asm still worked after modifying the swords mechanics. Had to tweak it slightly. Cutting the grass is not as fancy as it is in LTTP, but for me, this works just as fine. That isn't included in the video, due to my tiles being all screwed up by my new tile construction. When I obtain an updated level editor, i'll release a video of the grass cutting in action. Please enjoy! -infidelity :-)

Sword Swipe Alpha Test 4 (8-18-12)

infidelity
Posted on 08-20-12 10:39 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152116


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Thats been troublesome for me to code over the past 2 months. I abandoned the concept, but am finding new motivation after i wrote the sword swipe asm. I came close last month, but i got bad results from my pegasus shoes & grass cutting asm. Im tryin! :-)

infidelity
Posted on 08-21-12 08:23 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152130


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Thank you very much, i appreciate that! :-) I spent all this morning on it, and i think i got it! I made a vid of its infancy, and will upload it when i can. For now its when your facing down that it begins. Still need sfx, and have the sword swap pallet.

infidelity
Posted on 08-21-12 11:07 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-22-12 02:49 PM) Link | Quote | ID: 152132


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No worries Thanatos! I cant wait to show the spin attack, im floored that i finally pulled it off! Thats going to be the last major thing i do to the sword.

UPDATE 8/22/12

FINALLY!!!! I PULLED IT OFF!!!! :-D

TAKEN FROM VIDEO DESCRIPTION
This is my final version, of my custom asm for the sword spin attack. I based the sword motions off of Link's Awakening DX. In this video, I show the Wooden/White & Master Swords all in action. ALOT of work went into this. About 2 to 3 quarters of my 4000 byte bank $F4010-$F8000 is dedicated to the sword mechanics. The swords hit detection is completely intact, meaning that during the spin attack, all 8 directions that the sword faces, can do damage to enemies, and obtain dropped items. Please enjoy, and thanks for watching! :-D -infidelity

Sword Spin Attack *FINAL - 8/21/12*

infidelity
Posted on 08-23-12 02:52 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152151


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Thank you very much, mdtauk & snarfblam! :-D

My all time favorite Zelda will always be the original. I'm 31, and have always been obsessed with nintendo as a kid, so anything nintendo related, i hold dear to my heart. I'm a very nostalgic person, and nintendo played a huge role in my childhood.

Anyways, I've always had a thing for Zelda, then when LTTP came out, i absolutly loved it! I would dedicate each sunday to playing & beating it in the same day, i can't even remember how many weeks in a row i did that for, hahaha!

So for me, I have a top 3 list, then everything else is below that. I will say, that i have never played Windwaker, or any of the GB/GBC games.

1. The Legend of Zelda. 2. A Link To The Past. 3. Ocarina of Time

Now with all of that said, i'm probably going to go back to work on the Lens of Truth, or figure out what my final inventory item for Link will be. I've also considered on figuring a method to allow Link to fall from higher platforms to whatever is below. My mind has been cleared ever since I finished the spin attack, that was bugging for a long time, and i'm so psyched i pulled it off, and now i can move on with implementing other features. I've also thought of removing the pause button *select* and instead making it access an outworld map of where you've been. @snarfblam, i've never actualy seen the automap in action, and would ove to see what it was that you did to accomplish it. I'm also assuming that you used the free BG gfx between the characters and bg tiles in the ppu. I'm also assuming you relied on when the player accesses a new screen, and watch the $6##-$7## in ram, to determine where to draw on the map? Either way, what you did was very impressive, and would've made my life so much easier playing that game back in the day, especially with Metroid, hahaha! :-)

infidelity
Posted on 09-10-12 09:07 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-10-12 09:09 PM) Link | Quote | ID: 152359


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Well it's been awhile since i've posted anything new here, or written anything for that matter. I've got some updates to share & a new element to the gameplay for Link that I created just yesterday.

The first thing I'd like to share, is an update that I did to my asm for The Hookshot. Now back on page 1 of this thread, i'm sure you have all seen by now my 1st video, of my attempt of creating The Hookshot. What you saw in that video, is exactly how The Hookshot has been since then.

When it came time to begin designing level structures, I was severly limited in how The Hookshot could be used. This was all by my own doing, so I could avoid as much sprite flickering as possible.

I wanted The Hookshot to look fluid/smooth, while the player could see the chain links come out of the handle, etc. In doing that, I had to make it come out slowly, and also made Link get pulled slowly. This i was never a fan of, and felt I cheated myself out of some great potential for the usage of this item in my hack.

Another issue, was the distance it traveled. Again, that was on my part so I could avoid the sprite flickering, because in order to make it look longer, I would have to make chain after chain after chain, and that would just slow down the rom itself, make things jittery, etc. When using The Hookshot as it was, you would only be able to be pulled across an area the size of a 16x16 block, *like mario's ? block.* That severly limited me in coming up with ideas on designing concepts for reaching different areas on whatever current screen id with The Hookshot. This realllllllllly upset me, but no longer.

So I went back to my asm, which i was procrastinating on, because i know how much of a horror show the code i wrote for that was, and I began reworking the mechanics of The Hookshot. I kept all the same amount of sprites, but tweaked them a bit.

I ripped ALTTP spikey ball gfx that are where the chains would be, and I ripped the tip of The Hookshot gfx from the same game. Right now they are using the 3rd set of sprite palettes (red). I increased the speed of The Hookshot itself, plus the speed Link is dragged/pulled. I wanted to get as close as the speed seen in LTTP for both The Hookshot & Link.

Now i'd like to share with you a video of my new version of The Hookshot. Visualy it may not look as appealing as my 1st version, but for me, this makes me very happy because now this opens up more freedom in designing ideas, for reaching different areas with The Hookshot.

The Hookshot Revisited (9-6-12)


Now onto the new element I added for Link. I've now made it so Link can fall from ledges! This is for only for falling downward, not from side to side, or upwards. I really hope all of you like it, this has been something i've wanted to accomplish ever since i began editing the rom almost a year ago!

Falling From Ledges Attempt (ALPHA2_9_9_12)


This next video, shows how The Pegasus Shoes work with the ledges. When I finished the falling ledge asm, I began testing various items of Link's, to see how they work with the ledge asm. The Pegasus Shoes gave MAJOR glitches to Link, so I had to go through my Pegasus Shoe asm, and set various checks to disable the shoes, when coming in contact with the specific tile id that initiates the falling ledge asm.

Pegasus Shoes Coexisting With Falling Off Ledge ASM (9_9_12)


That's all for now, i hope this was a worthy update, and that everyone still has an interest in this game. Have a great day. :-)

-infidelity

infidelity
Posted on 09-19-12 03:55 PM, in Zelda 1 Question - Hold More Rupee's? Link | Quote | ID: 152407


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Yes its possible. You just have to rewrite the asm routine to include an additional register, which will allow you to hold more rupees. FF in hex gives you 255 rupees, so another 255 on top of that will get you there. :-)

infidelity
Posted on 09-19-12 04:04 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152408


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Just wanted everyone to know ive been constructing the Light World. Im about 50% complete in designing that. Im also looking at the realization that i may need to incorporate the Awakening sprite designs. The outdated sprites dont do the bg gfx justice.
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