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Main - Posts by infidelity

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infidelity
Posted on 05-21-14 05:18 PM, in Zelda 2 restart from current palace after game over Link | Quote | ID: 156576


Fuzz Ball
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Wow, great info/insight Trax!

infidelity
Posted on 05-23-14 11:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 156595


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First id like to say thank you yet again, for everyones kind comments about the project! I extremely appreciate all of your desire for wanting this, especially your patience.

Now to explain the current status, which is now at v384.

ATM, the entire game should be playable from beginning to end. Once i get it all put together, im going to do a run through to double check.

I spent the last month working on Ganon, and im pretty satisfied with what i accomplished.

Tomorrow i need to re-enable my warp caves to coexist with my upper/lower worlds.

Now, with this beta, there WILL be sprite palette issues, especially in dungeons, since the vast majority of sprites are still in they're original form, but the palettes are different.

I will get into more details about the game when the beta is released. Im pretty positive this will be out sometime in June. Just need to finish up on a few issues, one in particular us my custom arrow counter again, its giving undesired vram issues, clipping into my b/a button boxes.

Thanks for reading.

infidelity
Posted on 06-06-14 02:43 PM, in Need assistance with irq issue (rev. 2 of 06-06-14 03:11 PM) Link | Quote | ID: 156708


Fuzz Ball
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My Zelda project has hit a snag once again, and this one I can't figure out.

I've had guidance in my custom asm from members at nesdev, in how to get a custom mmc5 irq to fire up.

So within the latest fceux emulator, my irqs work/display correctly.

But just as I was about to release the first beta, it was discovered that my custom irqs don't fire up in the emulators nintendulator and nestopia.

What's even more bizzare, is one of my screens that is supposed to have an irq, won't fire up as mentioned in nintendulator, but, if I open the debug menu, and goto the irq section, and toggle on/off any if the 4 boxes, my irq displays in nintendulator.

I'm at the end of my rope. I've lost almost a week just on this issue alone.

Is there anyone here that could shed light on this, or even lend a hand in fixing this?

Thanks for reading.

-infidelity

edit
Go figure, I post for help, and then I figure it out. Turns out I need to have $5203 constantly written to within the NMI. I have my writes within the irq's themselves.

If a moderator could either please lock or remove this thread, I'd appreciate it. Sorry for the waste of space, lol.

infidelity
Posted on 06-20-14 01:05 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 156890


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Sorry d-ace, there will not be a separate patch.

update

Thanatos-Zero is back to work on the remaining dungeon sprites. His time frame of completion is anywhere from now to July.

I'm also working on one more final feature to the game, I'm really happy with the idea, and hope you all like it as well. :-)

Thank you all again for your patience! Its almost time.

infidelity
Posted on 06-23-14 02:35 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 156939


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Thank you thanatos, they look amazing! Looking forward to the new designs of the rest of the dungeon enemies/bosses!

infidelity
Posted on 06-29-14 08:14 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 06-29-14 08:16 PM) Link | Quote | ID: 157048


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All the palette issues seem to be fixed for certain sprites.

Thanatos-Zero has been creating excellent updated sprites for the dungeon enemies, and soon the bosses, except Ganon, he already got him out of the way.

My new feature to the game is almost complete, I just need to write the asm and test thoroughly, since it deals with 1 register and 3 bits within. Its working as a rough draft, just need to figure the proper clearing routine, for 1 individual bit of my choosing.

So, its 100% looking to be within July the game will be released in its first beta form.

I even tightened up some loose ends, but I'm sure 1 or 2 things will be found and addressed by players.

Again major thanks to Thanatos-Zero, I'm really loving the updates to the dungeon sprites!

infidelity
Posted on 06-30-14 03:53 PM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157070


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Posted by Zieldak
Touching up the title and menu screens while drawing tilesets (while discarding most of the graphics I drew...) Note that the MM10 Stage Select graphics is only a placeholder.




Loving the design!! :-D

infidelity
Posted on 07-01-14 04:05 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 07-01-14 06:00 PM) Link | Quote | ID: 157089


Fuzz Ball
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The Game Is Complete.

I'm going to perform a thorough playthrough on my WiiU.

Once I receive all the required updated sprite gfx from Thanatos-Zero, (not many left, only subjected to dungeons) I will then release the first ever beta for testing by all of you.

infidelity
Posted on 07-02-14 12:22 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157100


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Man I'm really liking everything in seeing here! Loving the stage select! Everything right down to the lettering designs. :-)

infidelity
Posted on 07-02-14 01:08 AM, in Mega Man Crimson - a Mega Man 3 hack with Improvement 2.1! Link | Quote | ID: 157103


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Woah! Very nice touch!

infidelity
Posted on 07-05-14 07:47 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157208


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Finally beginning my run-through on my WiiU.

There is only 1 emulator for the Wii/WiiU, that will play my rom 100% correctly.

It is RetroArch's Nestopia nes emulator. Its the only one that properly plays a maxed out MMC5 rom.

Anyway, already have a laundry list of things that need to be taken care of.

infidelity
Posted on 07-10-14 02:20 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 07-10-14 04:35 PM) Link | Quote | ID: 157388


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Gfx that are currently updated look great thanatos! Everything you have sent me is inserted and looks great!

I'm still going through my run through of the entire game, and things are looking/working great so far! Can't wait to release this this month!!

EDIT

I have confirmed the following nes emulators play my rom correctly.

Windows
FCEUX latest build
Nestopia latest build
Nintendulator latest build

Wii/WiiU
RetroArch 1.0.0.2 using the Nestopia core. WiiU users, do not launch retroarch from the homebrew channel, launch retroarch from within a USB loader such as wiiflow or USB loader gx, this is because the homebrew channel displays the incorrect aspect ratio, and for some reason retroarch doesn't boot correctly, I did several tests and this is how I narrowed it down. Again this is only for WiiU users.

Now, unfortunately, my rom will not work on PowerPak or N8 Everdrive devices. This is because the prg and chr chips are 512kb each, and my game uses 1mb for both prg & chr. I actually contacted the developer of the N8 Everdrive, asking if he would ever consider a new revision of his product to support. 1mb prg & chr, but he said he wasn't interested.

I'm waiting for confirmation on a 3ds nes emulator, if it plays my work correctly. When the game is released, I'll post everything in the very first post on the first page

infidelity
Posted on 07-12-14 03:08 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157424


Fuzz Ball
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If I recall, the 1st bank that houses the sound engine has some free space. The rest of them have little portions. The hard wired bank has none, 3 quarters are all dpcm and then the rest is asm(the other hard wired asm is located within SRAM)

infidelity
Posted on 07-12-14 07:38 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157426


Fuzz Ball
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Converting this to chr-rom was very easy, since they're not that many sprites in the game.

The dungeons alternate between 4 sets of chr tiles from 80-FF within the left ppu viewer window.

I just played attention to what was originally loaded, and just created the appropriate tables to load the chr properly.

$10ram is the register that deals with what level you are on. 00 being the out world, and 01-09 for the dungeons. So I check $10 and have it branch to the appropriate chr table to load the proper gfx.

As for the dungeons, thanatos is revamping the original designs of the bosses. Diggdoger. Dodongo. Gleeok, Gohma, are the remaining bosses in waiting for to update.

ASM wise, I have been tinkering around with some if the bosses ai, nothing concrete yet cause I'm limited in free space, but I'm definitely considering new actions performed by them. I was messing with Dodongo, that was fun, lol.

infidelity
Posted on 07-17-14 04:58 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157461


Fuzz Ball
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Only 2 bosses left for redesigning!

Gleeok & Dodongo.

Very exciting! Just finished a new song too.

infidelity
Posted on 07-21-14 12:43 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157476


Fuzz Ball
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Gleeok has been updated!

Only Dodongo is left for gfx!

infidelity
Posted on 07-21-14 01:56 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157482


Fuzz Ball
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Heh no not September. Its still looking to be at or before the end of the month.

I want to release only 1 beta of this, so that users don't have to keep downloading additional patches over arbitrary things. One big thing is the gfx. People have seen Thanatos's various outworld sprites, but now he's working on the dungeon sprites, and they look fantastic. So I didn't want to release the first beta with incomplete gfx.

So I'm hoping to receive the updated Dodongo gfx sometime this week. I'm still doing my play through and fixing everything im finding.

There was a crucial screw up on my end, regarding the succession of obtained items to advance to further levels, Thanatos brought it to my attention, and it has been resolved.

Again to everyone, I cannot thank you enough for all of your patience, and your continued interest in this project. I hope it meets everyone's expectations.

infidelity
Posted on 07-23-14 02:22 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157493


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Dodongo is now inserted!

Still working the kinks out.

infidelity
Posted on 07-24-14 05:00 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157506


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Posted by Chaobomr
Posted by infidelity
Dodongo is now inserted!

Still working the kinks out.
Will Dodongo still dislike smoke?


He always does, doesnt he, lol. :-)

infidelity
Posted on 07-28-14 01:38 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157543


Fuzz Ball
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I spent an entire Saturday constructing my overhaul of a function within the game (non game play related) and I'm so proud with how it came out!

Thanatos has updated his Dodongo gfx again, so I need to insert those, hopefully tonight.

And this is my official announcement, the beta will be out this week, no later than Thursday.

:-)
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Main - Posts by infidelity

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