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infidelity
Posted on 12-02-13 02:49 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155201


Fuzz Ball
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Thank you for your kind comments!

Regarding the boomerang, its been awhile since ive tinkered with its asm.

For the boomerang to bounce of walls/solid objects, it will have to use the asm that sprites use for solid/non solid hit detection, to make it so the boomerang cancels out its forward progress.

To limit this to just walls, or whatever you want it to bounce off of, you will need to have a tile table that compares what tile the boomerang is currently making contact with, and if the tile the boomerang is touching is matching your tile table its comparing to, it will then load the boomerang return routine.

Alot is involved to make that happen. Idk the exact location of the boomerang asm since ive relocated mine years ago, but ill get back to you on the location, and ill give you the JSR routine to use for solid/non solid hit detection.

infidelity
Posted on 12-02-13 10:00 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155204


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The bomb explosion routine is somewhere within the 4th bank ($10010-$14000) I cant remmber where.

Using the fceux debugger/code data logger/hex viewer. Open your hex viewer to view the RAM. Now with just Link on the screen, drop a bomb and immedieatly create a save state, so you can reload the bomb that was placed. When you place the bomv, watch the registers that decrease, when the register reaches 00 and the bomb exploades, thats your register. I cant remember off the top of my head. You,may have to scroll through the different RAM addresses to find it. Watch addresses $10-$EF and $300-$5FF.

Once you are certain you found the register, reload your save state so the register begins to decrease. With your mouse, right click the register, and select, set write breakpoint.

At this point the game should freeze, and a debugger window should pop up.

You will see a vast list of asm. Look at the very top code. Move your mouse cursor to the left of it, you will be on a thin gray boarder of the window, now right click with your mouse, and you will be instantly taken to the routine within the ROM.

This is the area where you should pay attention for the bombs mechanics.

infidelity
Posted on 12-03-13 03:07 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155215


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Please obtain update v9.1 from the first page/first post.

There were 4 roms that were not working correctly with the PowerPak. This has been fixed in v9.1

Excitebike (NROM to MMC3) ;fixed for powerpak v9.1
Kung-Fu Heroes (CNROM to MMC3) ;fixed for powerpak v.91
Paperboy (CNROM to MMC3) ;fixed for powerpak v9.1
Q-Bert (CNROM to MMC3) fxied for powerpak v9.1

http://acmlm.kafuka.org/board/thread.php?id=7357

infidelity
Posted on 12-11-13 02:46 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155226


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Thank you very much! :-)

infidelity
Posted on 12-15-13 04:50 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155242


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Im definitly taking my time. Currently working on a new story introduction, but im running into free prg-rom issues with what i want accomplished, so i need to figure out an alternative to making it all work correctly.

I finished The Boomerang, making it use only 2 sprite animations instead of 3. Ive also made the 2nd animation into a 16x16 sprite, and had to create additional asm, for the 2nd animation to use proper palette determined by what boomerang type, and had to create a vast table to perform proper tile flips/rotations.

Ive started doing some cave redesigns for the shops, and regular caves.

The dungeons still need to be replaced, since i removed its original asm, i just need to find the time for it.

Then i need to disperse where all items will be located within the game.

Idk when, but i want to get another alpha build out, cause i know there are some screen id crashes, and maybe 1 or 2 sfx/music out of place.

It means a very great deal to me, to all that still have an interest in this project. This is the most consistant project ive ever worked on, more so than the MMU series.

Thank you all again, ill report back on a possible alpha build, cause i will definitly need that input from various users, to find out whats still messed up, or new things im unaware of that have popped up.

infidelity
Posted on 12-16-13 02:42 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155250


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No whoppsies needed lol!

However, i did know of those locations. The problem is that i cant save those values within sram, because i dont know where there are any free sram registers, that i can store those values to. Im not motivated to disect smb3's entire sram, thats why i put it out there to the smb3 hack masters, that if they know everything about the sram, especially unused registers, that id go back an add more sram features.

infidelity
Posted on 12-16-13 02:46 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155251


Fuzz Ball
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I wanted to use LA as a template, but i dont have the time to tear through a new game to myself. I tried looking online for a massive overworld map, with item icons over areas, but there are none i could find.

infidelity
Posted on 12-16-13 09:18 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155253


Fuzz Ball
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The walkthrough you linked me to, (no pun intended) looks like will really help me out.

I want to have the progression of items, to match the progression Link takes through the entire outworld.

What ive been really looking forward to, is incorporating the dark world to coexist with the items. Like the light world will have 4 dungeons, and the dark world will have 5.

Once i finish my new story intro, ill get to work on the dispersal. Thanks for your help!

infidelity
Posted on 12-23-13 01:16 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 01-02-14 10:37 PM) Link | Quote | ID: 155266


Fuzz Ball
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I've released a new Alpha. v0.7

Again, this is not a stable release, not meant to be taken as a playable game, there are still many glitches and bugs and crashes throughout the rom.

There are going to be incorrect palettes, particularly with the dungeons, cause the game has a vast sprite redesign courtesy of Thanatos-Zero.

I've made it so that you can progress through the dungeons, I'm hoping, and obtain specific weapons/items from them.

The Dark World is accessible, however the dungeons are mostly active within the Light World, I haven't gotten around to spreading the dungeons evenly between the worlds, so it's pretty much useless entering the dark world, but I'm sure that wont stop users from accessing it. :-p

It has been a very long time since I've done item placements, some may be easy to find, some I actualy might have forgotten to place within the game, nothing is safe from the latter.

I ask players to please inform me of the following things, please do so with explicit detail, such as direction you entered screen id, screenshot of screen id or glitch in question.

1. Screen ID that freezes/crashes the rom once entered.
2. Incorrect sfx/music initiation for whatever.

Please do not include slowdown issue. This is going to be an issue from now on. This is due to 2 things. My awful asm writing in the beginning of this project years ago, and, the vast asm usage of the Capcom 6C80 Sound Engine, which the original rom was never intended to use. I will obviously have to decrease the number of enemies on screen, especially during the dungeons.

Well, I hope you enjoy picking through it, idk when i'll be getting back to it any time soon, got lots of personal things coming up, but I'm hoping this will satisfy a lot of you!

Thank you for all of your patience and interest in this!

Merry Christmas, in 2 days! :-)

-infidelity

EDIT
Updated to alpha v0.8
1-2-14 ALPHA v0.8 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4528

infidelity
Posted on 01-02-14 01:10 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155333


Fuzz Ball
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45 different people have downloaded my alpha since 12/23/13 to present, and you are the only one reporting this specific crash.

Im only fceux 2.2.0. and the current alpha works on all emulators.

Make sure that you have no .sav files of the same name as the rom, when booting the game for the first time.

Also, please try it on nintendulator/nestopia, and let me know if the same glitch happens.

Also, with fceux 2.2.2, open your hex editor, right click within the zero page registers, and select unfreeze all, then see if the glitch still occurs.

infidelity
Posted on 01-02-14 02:44 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155338


Fuzz Ball
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@Trax

Yeah i cant find the exact asm, that dictates the proper depletion of Links 2 health registers. All of that asm is embedded within sram, and i work with viewing logged code with code data logger, but since the asm is within ram, it wont log. Ive tried just siffting through the code with the trace logger, but that didnt get me far. The asm i wrote is in a bare bones state.

@MikeTechno

I dont understand why you are getting upset/angry towards me. Ive done nothing wrong. I apologize your unable to get the game working. There is nothing wrong on my end, the .ips of mine is fine.

Im not home, so i cant do anything to check for myself. I thought the rom ive been modifying all this time was PRG1.

As Trax said, take my .ips, and patch a clean Zelda PRG0 rom, then it should work.

Also, id appreciate you not chewing my head off, if you experience bugs/glitches, this is an alpha rom, not meant to be a full fledged release. There are alot of incomplete screens/sounds/features, etc.

Again i apologize for your frustration. Please patch a clean Zelda 1 PRG0 rom.

infidelity
Posted on 01-02-14 06:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-02-14 06:39 PM) Link | Quote | ID: 155341


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Yes id appreciate bug/glitch reports.

What I dont want reported, are slowdown issues.

infidelity
Posted on 01-02-14 06:59 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155343


Fuzz Ball
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12-23-13 ALPHA v0.7 RELEASED
Patch Must Be Used On A PRG0 Version of The Legend of Zelda

Thanks goes to Trax for informing me on this.
http://acmlm.kafuka.org/uploader/get.php?id=4514

infidelity
Posted on 01-02-14 08:58 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 01-02-14 09:35 PM) Link | Quote | ID: 155345


Fuzz Ball
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To everyone. Please check the very first post of this thread.

I've created a wiki page, for people to easily submit bugs/glitches for Zelda - The Legend of Link. https://en.wikipedia.org/wiki/User:Infidelity_acmlm

@KTrubo

Suggestions wise, I'm all set thank you, since the game & mechanincs are pretty much done. Diagonal controls is something I stirved for back when I originaly started the project, but I was very unsuccessfull, and now with the addition of Roc's Feather & The Spin Attack, which all require presission checks of Link's xy positions, that would create a massive headachce, and a complete overhaul of the control mechanics.

The Shovel, yeah that glitch is a bitch. I created that very early on when I began creating the swappable ppu. What I'm probably going to do, is make it so Links sprite gfx has him holding a shovel, so that there is no actual sprite sticking out. The issue is the sprite is mimicking Link's current facing direction register $98 but when the shovel mechanics are complete, and Link is able to move, while the shovel sprite is still active, the shovel will then change it's direction as Link does. This can also be timed to glitch even before you release the shovel, which is the most observant hiccup with the shovel.

The spin attack for bushes, this is a far as I can take it. I've you've been following the progression of the asm for this, I've spent months trying to fix it the right way. I wrote this asm entirely from scratch, it will never be as fancy as Link's Awakening, or A Link Between Worlds for that matter. Again, precision xy checks are needed for the sprite to come into contact with the bush tiles.

Thank you for your report! :-) And thank you very much for your kind comments! It's greatly appreciated!

Kudos goes to Thanatos-Zero for all of the sprite designs within the game.

And don't forget to check out the wiki link on the first post of this thread, to submit bugs/glitches.

EDIT

@KTurbo, thanks for the report on the sword in dungeons. That's a major glitch I overlooked. It has to deal with obtaining The Magic Meter within register $178. I have a check going on specificly for dungeons, and it deals around the sword mechanincs, I forgot to embed the sword asm jmp routine, within the magic meter check for the dungeons.

These are the changes needed to make the sword work within the dungeons. I'm really sorry for anyone that encountered this hiccup, this is a bad one.

$A08EA = 2031C9 4C24C9
$A0999 = 4CDAC8

$FC8EA = 2031C9 4C24C9
$FC999 = 4CDAC8

infidelity
Posted on 01-02-14 10:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-02-14 11:49 PM) Link | Quote | ID: 155347


Fuzz Ball
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1-2-14 ALPHA v0.8 RELEASED
http://acmlm.kafuka.org/uploader/get.php?id=4528

changes 1/2/14
------------------
When purchasing The Lantern, the Magic Meter is drawn. (currently not active)

When entering dungeons, sword is now functional.

So sorry for the major glitch in v0.7.

infidelity
Posted on 01-06-14 12:15 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-06-14 03:33 PM) Link | Quote | ID: 155366


Fuzz Ball
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Game Genie, I have no idea. :-(

The inventory cursor music glitch, I actually stumbled onto that last night, and that has been fixed.

The shops/caves, the vast majority of them have not yet been designed, theres still work to be done design wise with the caves

To everyone, is the wiki page I created not working? Is that why I'm not getting any reports there?

It would really help me out if all bug/glitches were sent to the wiki page I created. The link is on the first page of this forum.

https://en.wikipedia.org/wiki/User:Infidelity_acmlm

infidelity
Posted on 01-06-14 01:13 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155367


Fuzz Ball
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Those mug shots do look pretty cool.

I would love to see an entire revamp of Megaman 1-6's mugshot designs.

I've been out of the MM scene for a long time, but I really liked what I saw just now, not sure if this has been done already, the revamp of 1-6's mugshots.


infidelity
Posted on 01-06-14 02:10 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155369


Fuzz Ball
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Those look fantastic!! :-)

Lets hope 2-6 get revamped mug shots!


infidelity
Posted on 01-06-14 05:14 PM, in Mega Man Upgrade Patch (rev. 2 of 01-06-14 05:17 PM) Link | Quote | ID: 155371


Fuzz Ball
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Wow nice work there! I like the new perspective of viewing Metalman's face from the front, than the usual front/side profile.

Just saw your edit. Personaly I like the blue streaks within the blade, but its all about the designers choice! Still, very nice work!

infidelity
Posted on 01-06-14 05:56 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155374


Fuzz Ball
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Oh I have no idea. Ive never created a compatability website. Im new to this aspect. I know text can be edited by anyone, no idea on pics. Maybe post a direct img link like the ones you get from photobucket.
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Main - Posts by infidelity

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