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infidelity
Posted on 08-12-14 04:28 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-12-14 04:44 PM) Link | Quote | ID: 157772


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Well all that's left for me to do is work on The Hammer a bit. Once that's done, and 1 other final design idea to work out, i'll be releasing v1.3b.

EDIT
Ahhhh, just found a major screw up on my end, in regards to SRAM.

When you select SAVE AND CONTINUE, then decided to reset the rom whenever, then the SRAM gets wiped regardless of that selection. I just noticed that, and saw that I forgot to set up my SRAM wipe/not wipe register. This only happened with only SAVE AND CONTINUE. So this has been fixed, and I hope that was the sram issue was.

infidelity
Posted on 08-13-14 01:46 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157776


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K well I lack the free space for updates to the hammers asm.

so I'll need an update to hammers gfx by someone, I'll try myself when I get the chance. Still need 1 thing to finish, then most likely, the final beta 1.3 will come out this week.

infidelity
Posted on 08-13-14 01:23 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157780


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inserted. thank you.

infidelity
Posted on 08-13-14 05:24 PM, in Problems with ROM hacking utilities Link | Quote | ID: 157783


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Its all about personal preference to the author of the editor, on which game hs/she wishes to edit. Its nothing against a specific game. I remember I wanted to hack Duck Tales, but I lack the skills of building a windows based level editor. Maybe if someone was willing to do it, that's the only alternative I can think of.

infidelity
Posted on 08-15-14 10:57 PM, in Problems with ROM hacking utilities Link | Quote | ID: 157799


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Ppu is the PictureProcessingUnit.

It displays the current tiles for backgrounds and sprites.

FCEUX has a ppu viewer, so you can view the tiles currently used for the screen you are looking at.

infidelity
Posted on 08-16-14 10:15 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 08-17-14 05:19 AM) Link | Quote | ID: 157815


Fuzz Ball
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UPDATE

Annnnnnnd, here we go!

v1.3.3b
List of all changes/fixes within v1.3.2b
http://acmlm.kafuka.org/board/thread.php?pid=150457#150457

IPS
http://acmlm.kafuka.org/uploader/get.php?id=4671

ALSO, PLEASE DELETE ANY PREVOUSLY CREATED (.sav or .fcs save states!) THIS ROM IS VASTLY DIFFERENT FROM THE PREVIOUS BETAS! PLEASE START THIS NEW BETA FRESH!

The reason for 1.3.3b, is all on the front page.

infidelity
Posted on 08-19-14 12:43 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-19-14 12:44 PM) Link | Quote | ID: 157826


Fuzz Ball
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If I had the free space for sprite tiles, I would've attempted magic meter sprites, like I did for the custom arrows. (even though the arrows were already inserted within the ppu originaly)

I'd just like to let everyone know about the Lantern. I understand the frustration of using it in multiple dungeons. But there is an alternative to that, and it's the Red Lantern. If you really hunt for it within the Light World, you can have this in your inventory before you start Level-2. If you are unable to find it, pay the old woman by Link's house to have her give you a hint. Pay very close attention to the words she uses.

infidelity
Posted on 08-19-14 08:25 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157828


Fuzz Ball
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Ok, there will be another beta, v1.4.

I have (on my laptop) completed a thorough play through of all dungeons within the game. There were more bugs discovered, and now they are all fixed!

I was able to obtain all dungeon items, all triforce pieces are correct, all maps and compasses are correct, all SRAM is now correct.

I extremely apologize for everyone playing multiple times.

Before I release the v1.4b, I need to update the moblins at Thanatos's request, and then I'll release it. I might be able to get this all possible tonight.

infidelity
Posted on 08-19-14 10:34 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157831


Fuzz Ball
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Can you submit me the direct download link for it? I'll paste it on the front page of working emulators.

Thank you d-ace!

infidelity
Posted on 08-20-14 04:13 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157836


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I have a new beta coming out hopefully tomorrow.

with v1.4, I played through all dungeons with no issues after my fixes. I'm truly confident in the stability of v1.4. v1.3 does have bugs and crashes, but this 1.4 I'm working on, is the absolute best, no glitches, no crashes, and, I've made a new feature which I hope everyone will be pleased with, spent all afternoon/evening on it.

I just need to insert Thanatos's updated sprites, most likely tomorrow I'll get to it, and then v1.4 will he immediately released.


infidelity
Posted on 08-20-14 12:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-20-14 01:31 PM) Link | Quote | ID: 157839


Fuzz Ball
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If you can recreate this SRAM glitch, it would really help me out. I'll take care of that mountain area, good find, thank you!

edit

Again on that SRAM issue, if you can recreate that, it would really help me out. However, in v1.4 I'm working on, I discovered incorrect portions of my outworld being loaded/stored into SRAM when completing the light world, and its all fixed.

infidelity
Posted on 08-20-14 03:56 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-20-14 03:58 PM) Link | Quote | ID: 157841


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Thank you Thanatos.

Posted by MikeTechno
Infidelt should I host the video link in your thread or my other thread ?



wherever you'd like to post it. :-)

infidelity
Posted on 08-20-14 09:08 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-20-14 09:09 PM) Link | Quote | ID: 157847


Fuzz Ball
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Thank you for the video, looks and sounds awesome!

Now for my update.

C.R.A.P......

I kept wondering and wondering, why I was getting reports of people saying Link's house would be reset when returning. I've taken care of every aspect of swapping in and out my 80 bytes of portions of the entire light/dark world of Hyrule...... Except for the friggin warp caves!

I did a test just a few minutes ago, grabbing everything within Links house, then I headed for a warp cave within the lower light world, fairly close to Link's house. I then take a warp to the top of Death Mountain. And while I did that, I paid close attention to my $67F-$6FF ram to see if it swaps out, and it doesn't. So I then perform a save, and what was still in ram was technicaly the lower light world, and it got stored into the upper light world. So when you load the game again, the lower light world where Link's house is gets reset, which is why when you return, you have to obtain everything again, and this also explains why certain things will be unveiled in the upper light world when you venture there. Again, C.R.A.P......

Everything else I was doing is put on hold for now (which is basicly an overhaul of the Hammer) and I will get to this issue asap!

Thank you to all for reporting, this one is a major one, but I can assure you, it's the last major one, because I have every angle covered on the SRAM.

infidelity
Posted on 08-20-14 10:44 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157849


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Thank you very much for the video! I'll take a look when I get home.

you have very good questions regarding the magic meter, let me answer that.

If a player decides to not purchase the blue lantern, and gets the red lantern instead, then you still get the magic meter.

with you bringing this up, I now question myself on the Pendant of Quake. That's the only other item that requires magic. If for some bizarre reason a player was able to get through every dungeon dark, and they get the pendant of quake..... I'll have to double check the asm I wrote, because if what I'm thinking is true, I'll need to add the magic meter activation to that item.

Also regarding my SRAM issue with warp caves, its all set now! You will not lose any data, and this quite possibly could be the reason for the mentioned staircase glitch.

infidelity
Posted on 08-20-14 11:10 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157851


Fuzz Ball
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Unfortunately the game is fixated on links house as the starting point. I tried doing something similar to lttp where there were other areas to spawn at, but I kept getting errors and glitches. O may look into this again.

infidelity
Posted on 08-20-14 11:51 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157853


Fuzz Ball
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1. Magic Meter Replenish: I don't have the free space within the ppu, nor the prg-rom for additional asm, to have magic meter bottles. This is the reason why I made it so the potions replenish it, and why I created the Red Lantern, so you wouldn't have to he burdened with using the blue lantern all the time.

2. Roc's/Pegasus Combo: I'll have to figure out a way to access free prg-rom, and maybe have a small vram write appear, when you highlight the shoes when you have the feather.

3. Difficulty: The blue ring is within the skull castle of the light world. It is the only item within that castle. There are less enemies on screen than before, so the difficulty should be slight.

infidelity
Posted on 08-21-14 03:34 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-21-14 03:37 PM) Link | Quote | ID: 157863


Fuzz Ball
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I actually use the stack for custom things. This is why the game acts oddly with what you were trying to do. Years back when I started the lantern, I watched how Zelda utilized the stack, how far up it reached. So I started from the end of the stack usage and inserted my ram palettes. But once I started doing custom asm, pushing the stack alot, then the stack started cutting into the palette ram, and I had to relocate it to exram. But, the various other registers within the stack that I have used, is nowhere near the new end of the stack.

In regards to slowdown, this unfortunately inevitable. This due to poor writing on my end, and, the fact that this game was never designed to run and use multiple actions. The game was written 1986, still the infancy period of Nintendo, so the asm writers didn't fully know how to utilize the processor. So with all of that going on, ontop of my asm code, there's slowdown. You will notice the significant drop in enemy amounts on the screen. That's because the more there were, the slower the game was. That, and on top of that, I inserted the Capcom 6C80 Sound Engine, which is far superior to the original sound engine.

And specificly with the boomerang, its not the boomerang causing slowdown. Its the new sprite shield I gave Link. Its causing slowdown cause I have to force the position of it constantly, so its always matching Links xy position.

@Thanatos: I still need to work on all the sprites you sent me. If I find time, I'll take a look into delaying the duration.

infidelity
Posted on 08-21-14 07:42 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157866


Fuzz Ball
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I had no choice, I had to get used to it lol. It lireraly took me a day but I got over it.

I really appreciate you looking through the rom! I'm sure there's things that could be better condensed/optomized, you were always the master at shortening code.

I've gotten better slightly with that as this project progressed.

infidelity
Posted on 08-21-14 09:16 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-21-14 10:44 PM) Link | Quote | ID: 157869


Fuzz Ball
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yeah the waterfall intro is kind of all over the place, asm wise.

The fact is in regard to Thanatos, it's not free chr space im in need of, I have plenty. It's the fact the everything within the ppu during gameplay I need to be consistently there. He wants me to add a bunch of different things, expand things, but I cant due to needing things staying the way they are. I already removed 1 sprite so I could have a different looking sprite. I;ve even had to give up bg tile data, since using 8x16 mode you can have sprite tiles within the bg, hence why 1 of the animations for the boomerang is within the bg ppu.

I can't do anymore gfx enhancements. The game is pretty much done. If I add anymore asm, the game will slowdown even further. So to Thanatos, there will be no more gfx required.

edit

Also, my ppu is setup where the bg gets swapped as 00-7F, 80-FF, while the sprites are all 1kb chr.

edit 2

Now with everything working as best as it ever has, I will begin now on attempting to giving the hammer a new makeover without having to alter its asm.

infidelity
Posted on 08-22-14 11:39 PM, in Where can I find MM10 stage graphics? Link | Quote | ID: 157875


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Impressive!
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