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infidelity
Posted on 07-28-14 11:32 PM, in Mega Man Upgrade Patch Link | Quote | ID: 157559


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Excellent, RetroRain! :-)

infidelity
Posted on 07-28-14 11:38 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 07-28-14 11:39 PM) Link | Quote | ID: 157560


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Its definitely no later than Thursday, this is all finished. I just need to do my own full run through, I'm confident all major bugs and glitches are resolved.

I'm hoping on just 1 beta release, and if things reported back are in good standings, I'll release the final version instantly. But I honestly got this as tight as this project could possibly be. I'm really anxious to the impending comments on every aspect to this.

infidelity
Posted on 07-31-14 12:22 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 6 of 07-31-14 02:01 PM) Link | Quote | ID: 157583


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Its a combination of chr swapping, and custom positioning of the sword sprite.

When I release the beta today, feel free to watch the ppu viewer within fceux, and you'll see it on action. :-)

CHECK FRONT PAGE! BETA RELEASED!

http://acmlm.kafuka.org/board/thread.php?pid=150457#150457

infidelity
Posted on 07-31-14 04:09 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157587


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I'm glad you guys are liking it!

@Vanya: Yeah the bushes I've had a very tough time trying to get perfect, but its been extremely difficult. I may try to revisit this again, hut I don't think I can do any better, the code is a mess.

The caves originally never had enemies in them. I was able to insert asm to look at the outwotlds current screen I'd, and load up that screens enemy id set, and insert them into the cave, and I force the starting xy position and hp. I don't know why some appear and some don't. I might have to create a dedicated table for caves that I want enemies to appear in.

infidelity
Posted on 07-31-14 05:47 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157589


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No offense taken from your report. However, I was not expecting errors with the treasure chests, that shouldn't be happening. Could you please submit a screenshot of which one consistently produces the incorrect name for the obtained item, please?

infidelity
Posted on 07-31-14 06:16 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157591


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Thank you for the report. But where is the chest located, that produces the cave tiles when opened? Thank you.

infidelity
Posted on 07-31-14 07:02 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157593


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Level-2 is the only level that has a secret item for link, that is not located in a secret stairway.

The old man should only appear once on Links house only. I'll need to go through each screen I'd to make sure that room only appears once.

infidelity
Posted on 07-31-14 07:23 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157596


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Its just the power bracelet with different gfx.

infidelity
Posted on 07-31-14 08:13 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 07-31-14 08:49 PM) Link | Quote | ID: 157601


Fuzz Ball
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Crap, that's exactly what I hoped wouldn't happen. I'll be stopping home shortly, and take a look asap, you've been very helpful!

EDIT

Critical error resolved. Please obtain v1.1 .ips from the first page.

infidelity
Posted on 07-31-14 11:05 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157604


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Thanatos informed me on Level-5's boss. I will upload a newer .ips tonight. I've already taken care of the warp cave issues, and tripled checked the entire out world, and there are no more things obstructing cave entrances.

infidelity
Posted on 08-01-14 04:34 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157611


Fuzz Ball
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Sorry, again I have no clue on that. This isn't for game genie. :-(

infidelity
Posted on 08-01-14 02:17 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157614


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Thank you for the pics!

I've been working feverishly on all the bugs. As of this morning, 13 reported bugs/glitches/crashes have been resolved.

The big one for me, is my push boulders. Alot of asm revolves around those, so I need to thoroughly skim through my code, and figure it out.

Anyway, in regards to the photo with the bush bot being cut, I can't reproduce it on my end.

infidelity
Posted on 08-01-14 04:38 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157617


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Ahhh, ok I know the screen your talking about. Its meant to be accessed only with the feather/shoes combo. I'll insert grass on the left side of the 3 holes, so when you exit the stairway, the grass will respawn. Good find.

And I apologize to those with difficulty on combining the shoes/feather within the game.

When you have both items, highlight the feather in the inventory, you will see your sword pop up in the A button box. Press up/down to swap your sword with the shoes and vice versa.

infidelity
Posted on 08-01-14 06:26 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157620


Fuzz Ball
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d-ace check pm.

infidelity
Posted on 08-01-14 11:51 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157624


Fuzz Ball
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v1.2 is uploaded
http://acmlm.kafuka.org/board/thread.php?id=7308


infidelity
Posted on 08-02-14 10:45 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157632


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That means the emulator you are using has faulty MMC5 emulation. Please check the very first post, to see which emulators play my work correctly.

infidelity
Posted on 08-02-14 04:19 PM, in Metroid Blast - Hack in progress Link | Quote | ID: 157639


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Thanatos I simply just can't insert a sound engine for any game. It took me awhile to dissect how Zelda performed the asm for it. Each game is different and all the original sounds/sfx would have to be completely rewritten. It took me months to compose everything.

Anyway, I hope the progress continues with this project, its looking amazing!

infidelity
Posted on 08-02-14 06:06 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157641


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I have received a vast amount of negative feedback regarding the shovel.

After much thought, I'm going to scrap the shovel, and redo the concept. I have informed Thanatos-Zero about my idea, and he is onboard.

My idea sounds very possible asm wise for me. Its a way better concept.

infidelity
Posted on 08-02-14 07:09 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157644


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The shovel and hammer share the same asm concept. The problem is the way the game mechanics work for sprite movement. Its based off of link being positioned directly towards an 8x8 metatile. You will notice if you link around slightly, and then go into another direction, the game will adjust links position to make him leveled off with the same zone ad the 8x8 field.

Links y position is always #5/#D that's every 8 bytes.

The hit detection asm I'm borrowing from, I've had difficulty trying to get the proper hit detection. It was alot of trial and error. Its not perfect, doing things the game never intended to do. I'm not an asm master, but I got things working to an extent. But the shovel mechanics, which I agree on, is the worst out of the mechanics than the sword/bush and the hammer.

Trust me, the idea I have for the replacement of the shovel, had even got me excited. The new idea will do justice for the shovel.

Thanks again to everyone that has enjoyed my work, and submitting errors. And for compliments on the sprite designs, please do not hesitate to thank Thanatos-Zero.

infidelity
Posted on 08-02-14 07:35 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157648


Fuzz Ball
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Lol, no not the lens of truth, which WAS in my original concepts. No this is wayyyy better. Just waiting on the gfx from Thanatos before I begin the asm work.

The outworld map is for sale just below links house. When you view the map, press/hold A to see where all 9 dungeons are located.
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Main - Posts by infidelity

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