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Please chime in on a proposed restructuring of the ROM hacking sections.
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infidelity
Posted on 08-03-14 11:18 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157661


Fuzz Ball
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I have removed the shovel, and created it's replacement in 2 days! :-D

It will be within the next beta release, whenever that may be.

I hope you'll like, I sure as hell do, lol.

infidelity
Posted on 08-05-14 12:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157680


Fuzz Ball
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I appreciate all the suggestions, but this is most likely all set in stone, I might tweak the order of items within dungeons. I simply don't have enough prg-rom to do all these suggestions. There will be no ice/fire rod, the asm involved in that would be very difficult. The rupee counter will remain at 255 max, since I lack free ram registers. Again, I may alter the items within dungeons.

I don't have enough prg-rom, to have different dungeon layouts within the darkworld. Ill try to see if I can alter the items being offered within the dark world.

I'll take a look at the dungeon 4 issue.

Also the power glove has been altered.

infidelity
Posted on 08-05-14 08:58 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-05-14 09:16 PM) Link | Quote | ID: 157687


Fuzz Ball
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The vast majority of the PRG-ROM is taken up by each screen id from all of the Light/Dark worlds in my game. I've made it so each individual screen id for those places, are able to have they're own individual 8x8 metatile, giving me complete creative freedom in desigining levels.

The underground caves, I've had to create premade ones, cause the size was just too much for me to fit in everything I needed.

I also have banks with palette attribute data, so I can have a 16x16 tas block have it's own unique palette, removing that awful inner/outter palate boarder the original game uses.

Then, I have 3 hard wired banks, so I can properly play my DPCM sfx's within the game.

It's crammed to the hilt. That's why the ips is about 1.5mb!

To testers, can someone please submit be a screenshot of the outworld, where underground there is a fairy with incorrect tiles of the spinning hearts?

infidelity
Posted on 08-06-14 06:00 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-06-14 06:03 AM) Link | Quote | ID: 157691


Fuzz Ball
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The game continues on after you defeat Ganon...

I force the game to make you save, so you can continue onward. The game doesn't end when you defeat Ganon & talk to Zelda. Idk why people are not paying attention to what Zelda is saying, and not noticing the signifigant change to the FILE menu on the registration screen once you are sent back there. :-/

Thank you for the report, i'll double check the cave/holes. That's an interesting one. I'll have to remodify the xy positioning. I did it before already, something must be missing?

infidelity
Posted on 08-06-14 01:26 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157698


Fuzz Ball
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Finally created custom asm for my expanded inventory. Now you have complete freedom in movement of the cursor, even if all or no items are present.

infidelity
Posted on 08-06-14 02:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157700


Fuzz Ball
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Thanks d-ace.

I appreciate you going out of your way, in trying to make this work on other platforms. I wish authors of those emulators were easier to contact, and willing to update they're work.

Maybe if RetroArch is ported to the DS/3DS, then there would be a shot of my game running.

infidelity
Posted on 08-06-14 04:03 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157703


Fuzz Ball
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No I don't have space within the ppu. The way im able to have different moblins, is by swapping the chr. That doesn't require additional tile insertions.

In order for this to be possible, I'd have to eliminate 2 16x16 sprites, to accommodate for the universal ice sprite, and some sort of ice projectile.

And on top of that, I have no more room within the inventory for additional items, I already increased the default limit years ago.

I already have weapons that 'stun/freeze enenies' which are the boomerang and hookshot. Granted its timed, but nonetheless it freezes enemies

infidelity
Posted on 08-06-14 05:52 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157705


Fuzz Ball
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Without spoiling/revealing anything, the game was entirely constructed around the concept of 2 worlds with 9 dungeons in each world. I lack free space for custom dungeons within the dark world. Vast amounts of asm revolve around the foundation I laied out years ago. The game would essentially have to be scrapped of I were to change how things progress.

This is how the game is.

infidelity
Posted on 08-06-14 11:01 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157709


Fuzz Ball
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I can't view your video. I need to how this got triggered. A video would really help me out, so I can see everything.

infidelity
Posted on 08-07-14 02:57 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157711


Fuzz Ball
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Hmm, is this using the v1.2 beta .ips? I've had people get no errors there. I'll see if I can recreate the glitch, he not stop until he touches the ocarina. Also, what emulator are you using?

infidelity
Posted on 08-07-14 03:41 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157713


Fuzz Ball
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Ok, I'll try to recreate it.

infidelity
Posted on 08-07-14 01:39 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157716


Fuzz Ball
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Posted by lobsang2
After some more testing, I think it could've been the rom. FCEUX 2.2.2 had no problems with it, but when I tried using a different version on Nestopia, it worked fine.

The issue is most likely my fault. I couldn't get Legend of Zelda, The (PRG 0) (U).nes to work at first so I used Legend of Zelda, The (USA).nes. The PRG 0 had no issues, the USA version had issues on Nestopia as I mentioned.

Sorry for being noob.

Also, just found that beating L6 in the darkworld warps me to the Epona house.


Great news thank you! You saved me from wasting time on that one! The level 6 issue is an issue with every dungeon that has secret stairs or item rooms. This has been resolved and will be fixed in the v1.3 beta.

I'm in the process of figuring a method of different dungeons in the dark world.

infidelity
Posted on 08-07-14 03:58 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-07-14 04:49 PM) Link | Quote | ID: 157719


Fuzz Ball
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To progress into the dark world, you need all 8 pieces of the triforce. You can't have a portion of it, and get the remaining portion in the dark world. If you do progress further, (thank you btw, :-)) you will see why this can't happen.

I'm brainstorming an idea, but it need to do more tests.

edit
Wait, wait, wait....

This idea of 3 in light, and 5 in dark.....

I got an idea! But its going to take time. This is my new goal, if there are anymore glitches/bugs/crashes, please report them. At this time, I feel I have them all ironed out with my upcoming v1.3 beta .ips.

So I'm going to devote all my further work specifically on the dungeon progression.

Thank you so much for playing/testing/reporting!

infidelity
Posted on 08-08-14 03:17 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157721


Fuzz Ball
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There is a worthy alternative to the blue lantern. You need to find it. If you can't, I highly suggest paying the old woman to talk, and have at least 1 key in your possession. Pay close attention to the words she speaks.

infidelity
Posted on 08-08-14 04:33 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157724


Fuzz Ball
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I don't think I've ever used the word "disappointed" to anyone here, in regards to years of work on their projects, infact I've never used that term for your princess peach game you had me try out.

I'm not out to please every single person in the world. I'm not out to spend years of my time doing what other people think my works direction to head towards.

I have stated numerous times on the bushes/sword asm. Its not perfect. Its not like I could borrow code anywhere. I wrote all of that from scratch. I've tweaked various times, trying to make it tighter. I'm no expert at asm, I can get things done pretty well, but that's about it.

If people don't like the way my work is heading, they don't have to play it. Doesn't bother me one bit. I bring my work here, cause I'd like to share what I've done, and see what people think. But to say disappointed? That just rubs me the wrong way.

I'm not from Nintendo, I'm a mediocre asm writer, this game will never be perfect. I do the best I can with the knowledge I have.

Anyway, rant over I'm going to bed. As for the SRAM issue, I haven't got a clue, I'll add it to the list of things to check. Your the first I believe that is having SRAM issues. If anyone else can recreate it, let me know. Bye.

infidelity
Posted on 08-08-14 02:05 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-08-14 02:18 PM) Link | Quote | ID: 157728


Fuzz Ball
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Has anyone experienced saving issues? If so can you please recreate it? I may remove the warning message that I installed at save screen (it was only present in the prg1 rom, so I designed it into the prg0 rom)

you should be able to just shut down once the registration screen pops up.

also, the game has been changed. The light world now only has 3 dungeons with triforce pieces, and the dark world has 5 dungeons with triforce pieces. Each world (light/dark) has a Level-9 dungeon. I've altered my registration screen for the correct values to he displayed. I've also altered the triforce bits register, to show the proper pieces obtained, since its now different from the original.

All I have left on this new idea, is to update the out world map. This time, it will show numbers for the dungeons, not just skulls.

infidelity
Posted on 08-08-14 07:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-08-14 09:14 PM) Link | Quote | ID: 157734


Fuzz Ball
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Thanks lobsang2!

I appreciate it! Congrats on beating it btw!

I will say this, that 1.3 will need to be played from scratch. Its significantly different now. So when 1.3 is released, all previous save states and .sav files must be deleted.

And people need to be very careful using savestates with a battery backed game. You might have saved earlier in the game via sram, but progressed further and have been saving your progress with save states, the you go to reload your game from power off and notice your missing a bunch of shit. I'm away for the weekend so I can do much of anything until Tuesday.

infidelity
Posted on 08-11-14 02:31 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157758


Fuzz Ball
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Ok I'm back.

I'm hoping v1.3 will be released this week. The change log is enormous.

Currently in working on a new method for the enemies in connected caves. I hope to have it finished by tomorrow.

The remarks towards The Hammer. I'll see if I can do something to give Link a swing animation of the hammer, instead of a poke/thrust motion. However, if I have to make significant changes to its xy hit detection, I'm going to pass on it.

@d-ace, thank you for getting the author of the nes emu for the DS, to update the emulator. If an official binary release is made, please inform me, and I'll update the front page here with the link. Its too bad the N8 Everdrive will never be updated.

infidelity
Posted on 08-11-14 07:04 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157761


Fuzz Ball
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I'll inform Thanatos-Zero. I like the idea.

infidelity
Posted on 08-11-14 07:12 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157763


Fuzz Ball
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Well what I would need is 2 animations for each direction link faces.

Facing Up and Down: Top view of hammer head only. Then, top view of hammer with handle.

Facing Left and Right: Can just use already created hammer, unless you do a redesign.
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