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Main - Posts by infidelity

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infidelity
Posted on 11-27-12 10:22 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152921


Fuzz Ball
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Currently updating the hookshot, due to all the chr swapping. I now have my asm for the tip of the hookshot, checking specific tile tables by checking the current chr that is loaded. It works! Still need to add the same concept to Link while being dragged

infidelity
Posted on 11-28-12 04:34 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152925


Fuzz Ball
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Is it my phone, or did you only quote me? :-p

infidelity
Posted on 11-29-12 12:27 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152936


Fuzz Ball
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Well snarfblam only designed the level editor. I have written all the asm and done all of the constructions in the game, visual and sound wise. Is Zelda 4 a rom hack? Or is it a Zelda game that came out after LTTP? Im workin hard to prep a demo soon.

infidelity
Posted on 11-29-12 02:33 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152938


Fuzz Ball
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Yeah im pretty familiar with LA. :-p Im still on the fence with the sprites from that game, particularly Link. At some point after the demo, im going to begin looking into sprite facelifts for my hack. Im no stranger with ripping, editing sprite gfx. :-)

infidelity
Posted on 11-30-12 12:13 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152945


Fuzz Ball
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WOW! :-D Thank You Zieldak for posting this! I literaly just woke up, and seeing this news just made my day, and i havent rolled out of bed yet! Cannot wait to obtain this! The logging of code stored in RAM is an awesome feature, Zelda heavily uses RAM!

infidelity
Posted on 12-03-12 06:33 PM, in Tetris Zero - A 2 Player Rom Hack Of The Original Tetris Link | Quote | ID: 152992


Fuzz Ball
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Thank you very much! :-)

infidelity
Posted on 12-06-12 06:23 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( (rev. 2 of 12-06-12 06:25 PM) Link | Quote | ID: 153022


Fuzz Ball
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I think 2.2.0 has a glitch. I noticed in my hack, that Link is visible when entering/exiting the top/bottom dungeon doors in the dungeons. I loaded an original Zelda rom, and it still happened. Can anyone confirm the same glitch?

infidelity
Posted on 12-06-12 09:33 PM, in FCEUX 2.2.0 released! Link | Quote | ID: 153024


Fuzz Ball
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I think 2.2.0 has a glitch. I noticed in my hack, that Link is visible when entering/exiting the top/bottom dungeon doors in the dungeons. I loaded an original Zelda rom, and it still happened. Can anyone confirm the same glitch?

infidelity
Posted on 12-07-12 12:01 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 153031


Fuzz Ball
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Oops. Sorry, i thought i had that posted in only one of the threads. :-p Thank you for explaining, all set now. :-)

infidelity
Posted on 12-07-12 10:59 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153037


Fuzz Ball
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Im doing tests with The Hookshot & The Pegasus Shoes within the Light World. Im making sure that they work properly with the new tilesets. Im "hoping" to have either an alpha or beta build before the end of 2012. What it will include, im not sure yet.

infidelity
Posted on 12-13-12 04:44 PM, in Is there a SMB Life cap and Life counter fix patch? Link | Quote | ID: 153066


Fuzz Ball
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I never knew about the 128 lives/game over thing! What your asking sounds like an easy fix. The different symbols for the lives, is due to the register(s) not having a set limit reading from the ppu, so it just keeps incrementing through the current ppu.

infidelity
Posted on 12-13-12 04:57 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153068


Fuzz Ball
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I sure hope so hahaha! Still tideing up some things. The Hookshot is fantastic right now, theres just 1 minor issue when latching up/down on the left side of a solid edge, easy fix. I then need to figure how much of the game i want exposed/what to obtain.

infidelity
Posted on 12-24-12 08:33 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 12-25-12 05:22 AM) Link | Quote | ID: 153145


Fuzz Ball
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11:15pm on 12-24-12

Here is the first public release (ALPHA) of my upcoming hack called, "Zelda - The Legend of Link"

http://acmlm.kafuka.org/uploader/get.php?id=4357

Now again, i cannot stress enough that this is an ALPHA build. There are some bugs, glitches, etc, but the game is playable.

Here are some of the glitches that I know of.

1. When you die on certain screen id's, the vram begins to spaz out badly, just before the GAME OVER text appears.

2. There may be a case on certain screen id's, where enemies appear from the sides of the screen and get stuck in solid spots, i havent had the time to go through every screen id.

3. The Hookshot. If you latch upward/downward on the left side of a solid object, Link will pass through that object, and if there isn't a solid object in front of him before you hit the edge of the screen, Links movement will be frozen, and you will have to reset the rom.


I hope that you all enjoy messing around with this. It's still incomplete. I'm still running into issues with my bombable walls, sometimes they don't work, and the ones that do, the proper TSA doesnt appear.

Also, some text from shops, caves, old man/woman, will probably come up garbage. This is because the PPU isnt the same as it was in the original Zelda, so i have to re-write the text. I did it for a few of them, but not all.

I also encourage anyone that plays this, and experiences oddities, to let me know. Either via snapshot, video, comment *specifcs a must* etc.

Again, please enjoy, and Merry Christmas. :-D

-infidelity

infidelity
Posted on 12-26-12 12:34 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 12-26-12 04:34 PM) Link | Quote | ID: 153160


Fuzz Ball
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The sword is very close by when you start from the castle. The chests are just tiles for now, in the future they will be functional. :-)

The sword is very close by when you start from the castle. The chests are just tiles for now, in the future they will be functional. :-)

As for the slowdowns, can you be specific, is it when there are lots of enemies on the screen?

The emulator I use is the latest build of FCEUX.

Bombable walls are glitched right now, something is up with the latest build of infedit, it cause issues with the bombable wall tiles and x/y location. Ill have to get in touch with snarfblam about it.

Right now the shovel isnt working properly, that will be fixed.

The hookshot can be purchased.

Close by the castle, there is a cave with info on dungeons.

:-)

infidelity
Posted on 12-26-12 08:48 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153163


Fuzz Ball
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Thank you for taking a look snarfblam! I think the issue is that the work you did was based off a tsa block for the cave. I dont have the Tsa setup anymore in the outworld, only the shops/undergrpund places.

One screen, id be able to set the x/y for a bombable wall, but when I setup the next screen, and try to bomb that wall, norhing would happen.

Wooden Sword Hint
Starting at the castle. Go down one, walk left. You should see a brown entrance of somekind...

And snrafblam, would you mind directinh Zelda Construction members here, to obtain the alpha, or, paste link to the file thete?
Thank You!

infidelity
Posted on 12-27-12 12:08 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153171


Fuzz Ball
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Hmm, im not sure why that happened. What emulator are you using? And, did you die and start atthe beach, or did you walk down from the castle?

infidelity
Posted on 12-27-12 05:49 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 12-27-12 06:02 PM) Link | Quote | ID: 153174


Fuzz Ball
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)Ahh ok, so it was an outdated emu that caused the glitch. This rom was originaly MMC1, then MMC3, and then to its current state, MMC5. So to others that might run into issues, id suggest the latest version og FCEUX.

The title screen cut off was a delibrite move by me, cause I have no set story, and some things are glitched, and certin items are still a wip.

@snarfblam. Do you havppen to know the exact amount of free sram with Zelda? I havent fully maxed out all 3 players to see in hex. Id like to know as well the starting position and ending position for the free bytes. I ask because I see a problem coming when it comes to saving viewed and activated secreys on screen ids.

I need to save 80 bytes x 4, into sram. Each 80 byte table will represent the upper and lowrr hlves of the liht and dark worlds.

infidelity
Posted on 12-30-12 12:53 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153189


Fuzz Ball
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The slowdown issues I may not be able to eliminate. I have alot of things going on, particulary the CHR engine. Im going to see if the slowdown with multiple enemies happens in the original Zelda, like in death mountain with the 5 or 6 blue dogs.

Im currently fixing up some glitches, and garnishing up the hud.


infidelity
Posted on 12-31-12 03:21 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153204


Fuzz Ball
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The way the bush/sword mechanics are right now, is the way its going to be. I had a difficult time getting everything to jell together. I tried doing what you just suggested, but I kept running into incorrect vram issues. Sometimes the vram would only overwrite half the bush that was meant to be cut. I tried coming up with different methods, but I had no luck. The end result that everyone is playing with, is the best that I could do from scratch, simce this type of feature was never in the original.

I am very happy that everyone is enjoying this. Im still working hard on tightining up all the glitches/bugs.

I still have 3 more items to develope, and then its off to design the dark world, which will be just as vast as the light world is.

I plan on releasing another alpha build sometime in the future.

infidelity
Posted on 01-02-13 12:10 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 8 of 01-02-13 10:19 PM) Link | Quote | ID: 153208


Fuzz Ball
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The sword/bush code is all throughout $F4010-$F8000

@snarfblam

Can you confirm the free SRAM space is located at $7F00-$7FFE? Is that where you used the free code for your auto map generator?

I don't have the time to play all the way through the original, logging every possible action, to determine if this area gets touched. If you happen to have any info on that, i'd appreciate it.

Annnnnd

1-2-13 ALPHA v0.2 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4362

Taken from Change Log included in .zip

1/2/13 Alpha 0.2

Couple of fixes.
*1* When obtaining the Blue Tunic, the entire rom would crash, that's fixed.
*2* If you only obtain the Empty Bottle first, then obtain any inventory item(s) that appear above or below the Empty Bottle, the cursor would not move from the Empty Bottle, that's fixed.
*3* Made it so you are only able to obtain a heart piece container, when you find the hidden caves. That was meant to be from the get-go. If i tried altering where the position of the heart piece container is originaly, Link is unable to obtain it, so for now, it will remain in it's current spot.
*4* Walls that appear to be bombable, are now all able to be bombed.
*5* Garnished the LIFE logo on the hud, and added an outline of where the heart pieces go in the inventory screen.
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