Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,557,136
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-07-24 08:08 PM
Guest: Register | Login

Main - Posts by infidelity

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49

infidelity
Posted on 01-03-13 12:05 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-03-13 01:46 PM) Link | Quote | ID: 153212


Fuzz Ball
Level: 66

Posts: 323/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
Great, thank you! Im also running into issues with pushing boulders. I have to check and see if my custom asm got overwritten somehow, but the stairs do not appear where they are supposed tp, when using infedit.

I also experienced an issue where if I save my cave designs, the rom will no longer load in an emulator. I tried saving my work while in the outworld editing portion of infedit, and it seemed to work.

And I also see some weird things when highlighting some of the uupper screens. The boulder yellow placement block will appear outside the grids?

@snarfblam. I sent you a pm of v166. :-)

infidelity
Posted on 01-03-13 03:55 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153214


Fuzz Ball
Level: 66

Posts: 324/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
Could you please be specific on how this is being triggered? If you could take an .avi within fceux, thay would help too.

infidelity
Posted on 01-03-13 07:43 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153217


Fuzz Ball
Level: 66

Posts: 325/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
I watched your video, and I didn't see any garbage sprites of any kind? Are you sure you have glitched sprites? If you are refering to just the backgrounds and text, yes thays all screwed up, cause texy and caves need to be fixed.

If its EXACTLY sprite related like Googie posted, then I need to knoe, cause that means my CHR routine is not refreshing properly.

infidelity
Posted on 01-05-13 12:30 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153224


Fuzz Ball
Level: 66

Posts: 326/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
The enemy arrangement is default from how the original roms screen ids are setup. This is going to be changed obviously. This release is not meant to be a full on experience, this is to just let players see the outworld, and tinker with whatever they may find. This is FAR from a finished product.Theres still many things left to do. Thank you for trying it out and commenting. :-)

infidelity
Posted on 01-05-13 03:02 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153228


Fuzz Ball
Level: 66

Posts: 327/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
Im not sure yet on what im going to about the map. I would like yo trmove the pause feature, and create an entire new routine thay loads the entire outworld/darkworld map. But thry may prove impossible, since im running out of ex/ram. Im already facing an issue rehatding all of the upper and lower screen ids for both ligjt/dark worlds, sharing just 1 set of 80 byte registers, that determine if you found a secret on that scteem id.

infidelity
Posted on 01-06-13 09:03 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153236


Fuzz Ball
Level: 66

Posts: 328/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
@snarfblam. I sent you a pm regarding v167 & The Armos.

infidelity
Posted on 01-09-13 10:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153248


Fuzz Ball
Level: 66

Posts: 329/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
I went back and rearranged my text gfx so that all the original dilogs are back to normal.

I also fixed my major pain in the ass with the hookshot, when it deals with latching onto a solid objects left corners when coming either down or up.

So far things are just about as normal as they were in the last mmc3 version before converted to mmc5.

The shovel is the only current glitched weapon.

I still need to add additional features, such as link walking slow through blades of grass, link swimming through deep water, etc.

Ill have another update soon, so people can read the dialog.

infidelity
Posted on 01-10-13 12:55 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-10-13 09:54 PM) Link | Quote | ID: 153250


Fuzz Ball
Level: 66

Posts: 330/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
Oh no worries at all! Whenever you are able to get to things when you can is totally fine! :-)

EDIT

1-10-13 ALPHA v0.3 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4364

From readme.

1/10/13 Alpha 0.3

This version has all the caves looking like they're original ways.

99% of all original dialog and markings are restored.

Changed all enemy counts throughout the light world from 5 or 6, to 4, so i can limit the slowdown that occurs.


Oh, and Link runs in place on the registration screen. :-p

infidelity
Posted on 01-14-13 07:13 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153280


Fuzz Ball
Level: 66

Posts: 331/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
I dont want this thread to get off topic regarding other past projects, I will simply say that the project took a toll on my personal life, and stopped me from hacking for some time. It took some time for me to get back into doing what I enjoy. Im not saying ill never revisit Ultra 2, but when the time comes for me to go back to it, thats when that will be. People can get mad at me all they want, ive received from nasty comments regarding Ultra 2, and it just pushes me further feom releasing to anyone a finished product. Things happen in our lives that are just out of our control, and Ultra 2 haf a big part in what happened to me. If no one wants to respect my feelings and wishes on that, idk ehat ekse to tell you. Thats all I have to say about Ultr2.

infidelity
Posted on 01-15-13 01:00 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153286


Fuzz Ball
Level: 66

Posts: 332/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
I apologize to all of those who are trying to obtain the items within the game. I shouldve done a better job with item placements throughot the game.

For anyone that does venture to plces and you experience a game crash, I would appreciate it if you uploaf a screenshot of the screen that crashes the rom.

Im working on yet another public update, v0.4.

infidelity
Posted on 01-17-13 05:26 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-17-13 09:55 PM) Link | Quote | ID: 153297


Fuzz Ball
Level: 66

Posts: 333/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
The issue with Links palette going back to green, s due to my code forcing hid green color within the vram engine. I did this long ago when I created the concept fo the lantern. But I frgot to take into consideration when link has either the blue or red tunic. I may have to make ir so the tunics go back to rings, and that they dont change Links palette.

The freezing issues are because certain enemies and certain groups of enemies, do specific region checks for rhe blank tile id 26 and values that are below the set value that determines what tiles are solid/not solid. When it doesnt find iy, the code loops itself and freezes the rom. So I need to find all the screens that crash the rom, so I can have proper enemy placements.

Thank you for showing me what screen crashes.

Also, would someone be able to point me in the right direction on creating a custom palette file?

infidelity
Posted on 01-18-13 02:42 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-18-13 04:19 PM) Link | Quote | ID: 153306


Fuzz Ball
Level: 66

Posts: 334/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
Yeah I have specific region checks for the tip of the hookshot, for when to cancel out. This happens sometimes, and will require some alterations to the screen id.

To areas that appear you get either trapped or cant return, that will et fixed.

Last night I began studying the recorder asm, because im now working on "the mirror" but will be in the form of the ocarina. Ive already performed code to make Link transport from the Light/Dark worlds. I just need to implement palette changes and when to initiate a new soundtrack for the Dark World.

Posted by infidelity
Also, would someone be able to point me in the right direction on creating a custom palette file?

infidelity
Posted on 01-22-13 06:23 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153338


Fuzz Ball
Level: 66

Posts: 335/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
@snarfblam

I was looking to see if I could alter the gray, make a more chalky cilor, but im ditching the idea.

@Atari1128

Its been 8 years since ive meased with mm2. I think the glitxh is due to improperly screwing with the scrolling values for the screen setups, I ran into that issue. If you pause during the halfway poi.t to the boss door, youll see the s reen id shidt.

Regarding Zelda

Im making great progress on The Ocarina. I now have a palette fade out/in routi.e, and initiate a different song. I have to make sure the boss you weaken with the recorder still works. So at some point im going to Design the Dark World. Ill tru to get a video up at some point. I have 3 features id like to demonstrate.

infidelity
Posted on 01-23-13 09:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 01-23-13 10:25 PM) Link | Quote | ID: 153344


Fuzz Ball
Level: 66

Posts: 336/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
@snarfblam: I sent you a pm. :-p


Well, YouTube is being a pain in the ass with my original videos uploading. So i've had to downgrade the quality so that they can upload to there, and i can post them. I don't have all day to sit at Home Depot for these things to upload. I will include a link where you download and watch the original quality videos.

Here is the link that has the original videos
https://anonfiles.com/file/8dde98257f0a39cd6abed4e86a364e74

And here are 2 YouTube videos.

The Flippers
In this video, i demonstrate my custom asm to allow Link to move through water. I included the A button, to give Link a burst of speed while moving through the water. I included a sfx place holder, for when it comes time to properly insert a swim sfx.


The Ocarina
In this video, i demonstrate my custom asm that allows Link to transport back and forth between the Light/Dark Worlds at will. My version of The Ocarina, pretty much acts like The Mirror from, A Link To The Past. I already have the complete Dark World inserted, but I only have a portion of the new CHR tiles inserted. They're not designated yet, and I still need to do more ripping, and deciding what I want cetain aspects of The Dark World to visualy look like. The original Recorder's action against the Level-5 boss to weaken it, is still intact. I did alot of modifications to this particular item, including the custom palette fade in/out routines.


I'm still working to have a v0.4 alpha out at some point, but I gotta fix up a few things. Right now i somehow glitched up my sprite chr's for the dungeons. Gotta get to the bottom of that one. :-p

Hope you enjoy the videos.

-infidelity

infidelity
Posted on 01-27-13 03:10 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153363


Fuzz Ball
Level: 66

Posts: 337/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
@MathUser2929: I still have alot of work left infront of me, at some point id like to spruce up the caves, but thats at the nottom of my to-do list.

@Googie: Thank you very much! :-) Right now im working on the HUD again. Im redesigning it so I can take advantage of the first set of bg palettes, the one with bkue in ut, so I can use that set for my outworld. It currently is in use for watet, waterfalls, the graveyard, buti want ti
O try to exploit it a little more. Plus, with my reshifting going on with the HUD, I can have a dedicatwd area for when it cones time to write asm for when Link reafs signs thrroughout the game.

infidelity
Posted on 01-28-13 12:05 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153365


Fuzz Ball
Level: 66

Posts: 338/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
No ive never used it, but I know what it is. Ive tried messing with ut, but ciuld never get it working on my windiws 7 laptop. But its very impressive what you can do, to create your own original classic version of Zelda, its almost like my work is the NES based version if the PC application.

infidelity
Posted on 01-29-13 11:40 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153369


Fuzz Ball
Level: 66

Posts: 339/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
@snarfblam: Thank you very much!

@CKY-9K: Thank you very much, and I appreciate the exposure for my work! :-)

Ive tried signing up for both Zelda Construction & DataCrystal, but its been a week and I havent gotten approved to be a membet by either site. Idk why, idk if its because my email is a hotmail account. :-/

infidelity
Posted on 02-06-13 01:33 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153398


Fuzz Ball
Level: 66

Posts: 340/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
@CKY-9K

I dont know how well other nes emulators handle MMC5 emulation. Ive alwaysed used FCEUX. If possible, could you upload a screenshot?

The freezing issue, I discovered lil over a week ago. I had a bad BNE. I forgot to adjust its location, and has been fixed. Im hoping for another alpha release this week, ive jyst been very busy.

@Vanya:

Thank you for the link, ill take a look when I can. MetroPCS service I have, so it takes forever with videos. :-p

infidelity
Posted on 02-07-13 06:19 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 02-07-13 09:41 PM) Link | Quote | ID: 153406


Fuzz Ball
Level: 66

Posts: 341/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
I dont think itll work in pocketnes unfortunatly. This is the downfall to using MMC5, lack of compatability with certain emulators. :-(

I think once im done with Zelda, im just sticking with MMC3, if I decide to do, or, redo, another prohect of mine.

Im hoping to finish work early enough today, so I can upload the latest alpha.

EDIT

2/7/13 ALPHA 0.4 RELEASE

Taken from the Change Log...

2/7/13 Alpha 0.4
Here are some of the things that have been updated.

1. I've finally added a palette for the dark world.

2. There was a glitch with The Ocarina, where if multiple enemies/projectiles were on the screen when you attempt to use The Ocarina, the palette fade out would'nt work properly.

3. Fixed an issue where if your walking left while using The Ocarina, the game would put itself in a constant loop with the screen black. So now, you have to stand still to use The Ocarina.

4. Fixed The Shovel, so that it can work in the dark world.

5. Fixed that issue with the bad branch going on within $5F##ram, where if you start a new file, and try to walk, the game will freeze.

6. Touched up the HUD. Too much technical info on what i did, but the display for specific counters have been changed, how the heart containers are placed and they're order of placement onto the HUD has changed.

7. Put back original story intro.


And here are some screenshots...

New HUD Layout Previews






Light World/Dark World Previews








And the all important new alpha 0.4 link

http://acmlm.kafuka.org/uploader/get.php?id=4380

-infidelity

infidelity
Posted on 02-08-13 03:59 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153411


Fuzz Ball
Level: 66

Posts: 342/968
EXP: 2370233
Next: 91618

Since: 05-24-07

Last post: 970 days
Last view: 826 days
I wish I could answer your question, but I dont know how other emulators work with mmc5, or if those emulators will be ablr
E to handle mmc5 like fcux does.

Im setiously considering using mmc3 from now on with future projects.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49


Main - Posts by infidelity

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 4.015 seconds. (329KB of memory used)
MySQL - queries: 126, rows: 158/158, time: 4.000 seconds.