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Please chime in on a proposed restructuring of the ROM hacking sections.
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infidelity
Posted on 08-26-14 03:49 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157901


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@RetroRain: yup the triforce of courage is in 3 pieces, and the triforce of power is in 5 pieces, and yes, I've altered how the pieces look when constructed, to give the appearance of 5 pieces instead of 8, and 3 pieces instead of 8.

@eric.of.troy: I will see if I can figure a method of the Red Lantern to be activated without magic, since the purpose is to constantly illuminate the dungeon (until you resurface from a keese stairway or item room).


infidelity
Posted on 08-26-14 04:10 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157903


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Thank you for bringing the Red Lantern to my attention. Ive made it so that you no longer require magic for the Red Lantern, only the Blue Lantern & the Pendant of Quake require magic.

infidelity
Posted on 08-26-14 01:04 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 08-26-14 03:00 PM) Link | Quote | ID: 157905


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I'm unable to recreate this glitch. I'm at the screen id just below where the master sword is located, I've used the ocarina back and forth with no issue. If you could recreate this as best you can and get back to me asap, that would help me alot!

1. what emulator
2. everything you have in your inventory
3. exactly what screen id (pic upload would really be great, but I'm going on the notion that this is DIRECTLY below the screen id of the Master Sword (which I now call the Tempered Sword)
4. any enemies on the screen at the time of usage
5. any unveiled entrances on the screen at the time of usage

Every single thing you can tell me will help me narrow this down. I've been trying to recreate this on my end but can't. I was ready to upload v1.4b but I'm holding off until this new development gets resolved.

edit

This is what players can expect when v1.4b is released. I've redone the 3 boxes on the info bar. What I've done, is made it so Link can have 3 inventory items to select from off the bat with the select button. Kind of reminds of Ocarina of Time, minus all the extra buttons. Originally, I had the select button just cycle through whatever inventory items you currently possess, but then I felt, what if players get annoyed with cycling through the items, pass what they wanted, and have to go through the list cycle all over again? This is why I came up with this new method.

You are able to select any kind of combination you want, for shits, you could have the same item in all 3 boxes. I will upload a video to show you of this in action.

Now, the side quest items are still in the game, those are not gone, the only difference, is that I now have them only appear within the inventory menu (vertically) off to the left side of inventory box.

Select 3 Custom Inventory Items

infidelity
Posted on 08-26-14 06:08 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157909


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I'll be releasing v1.4b today. You and others will unfortunately have to start over, because the asm in ram has been altered, so you will get undesired results.

As for the hammer, its no longer a purchasable item, its now located within a dungeon as a secret item.

The same goes for the blue ring, its only in a dungeon.

And yes post a screenshot. I'm still waiting for a recreation of the ocarina glitch that was reported, but I can't recreate it at all, so I'm going to release the beta today.

infidelity
Posted on 08-26-14 06:41 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-26-14 08:03 PM) Link | Quote | ID: 157911


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Unfortunately I can't fit in any more additional asm to give some sort of indication of an item you may have or have not obtained.

I will say this. Every dungeon has 1 secret item. The only dungeon that has 2 items, is the very last ganon dungeon within the dark world.

it was really difficult creating a map to show where you have been. So I hope at least, that can give some sort of guidance to missing things.

UPDATE!
v1.4b has been released. Please check out the front page, it has the updated revisions.txt, and direct links to all emulators that run my project.


@d-ace. I'm personally unable to download the new update to nesDS from that website. Can you explain what I'm doing wrong, or if something is up with the site, or if there is another link you could provide?

Thank you all for your extreme patience! This should be the do or die of the betas!

infidelity
Posted on 08-26-14 10:48 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157915


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I need to release a new update tonight.

i had no idea about this till I started a playthtough on my Wii. The warp cave asm that swaps out the screen ids, I created asm to allow for the SRAM to be swaped properly and stored properly. The problem that just happened to me, was that after you exit a dungeon stairway or item room, the SRAM code kicks in, and it screwed up the lower light world reseting everything. I have fixed this, and will be releasing an update tonight. Again I apologize, I didn't see that coming, and saw no indication through the asm that the dungeons shared that warp cave code.

infidelity
Posted on 08-27-14 03:24 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 08-27-14 03:43 AM) Link | Quote | ID: 157918


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v1.5b has been uploaded!
http://acmlm.kafuka.org/uploader/get.php?id=4675

Please check the front page for the new list of fixes. :-D

@MikeTechno: im not sure I'm following you. Are you asking what im using on my 3DS for a flashcart? If so, I have Gateway 3DS, and use the blue card for DS software.

@d-ace: Thank You! :-)

infidelity
Posted on 08-27-14 08:03 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157924


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If you look real hard at the tombs (and if you paid close attention to the old womans hint) you will notice something.

There is no push tombs/boulders in this game. The only pushable blocks are within dungeons.

infidelity
Posted on 08-27-14 10:13 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-27-14 10:16 PM) Link | Quote | ID: 157926


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I understand the confusion. I'm one of many who try to stick with the originality of a classic game.

However, the reason I went with this change, is that the original game forces a sprite palette change for the very last sprite palette, to match one of the BG palettes exactly. In the case for the tombstones, the sprite palette matches the very first bg palette, the blue/gray/white which is used in the info bar.

Within the tombstone that is pushable, is a secret sprite that detects links xy position verticaly. When its correctly matched, the actual background tombstone is overwritten by the vram engine to display a plain background, then the in-game playing field for that 16x16 section is stored with tile id 24(air,walkable,etc), then, that sprite id actually loads the BG tombstone gfx as a sprite gfx, (only nes does this in 8x16 sprite mode) and then the sprite tombstone begins to move either up/down. Then, once the sprite tombstone reaches its destination, it calls the vram routine to draw the BG tiles of the tombstone, and the in-game playing field for that new tombstone section gets updated with the actual tombstone tile ids, then the sprite will initiate the unveiling of a staircase/initiate sfx, and removed itself from the $35Aram area.

Now the reason I went in depth, is because I had to redo the entire palette engine, to accommodate the new sprite designs. Now the bgs pretty much use 3 colors and 1 black, while all the sprites only use 2 colors and 1 black. So when you goto push the tombstone, it looked incorrect and unappealing.

Also, you will notice in dungeons with pushable blocks, I had to get a little creative with those.

And I never intended 3 years ago to have every single screen id (256 of them each) to have individual sprite palettes. There would be and is, no room for that. So, this is the alternative I came up with, its a new twist, pleasant to the eyes, and gets the secret job done.

infidelity
Posted on 08-28-14 02:37 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157928


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Thank you for posting! A very big glitch that one. Thankfully its all set now. I'm still working on other things before I release another update.

This glitch was infact caused by new asm for the sprite boxes.

infidelity
Posted on 08-28-14 12:36 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-28-14 12:57 PM) Link | Quote | ID: 157936


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Thank you for the report! Yes please update to v1.5b, because people have been reporting that they can get through all the dungeons. One report was that my new inventory selection is not working during the final battle, and an issue with exiting the inventory back to the main final battle.

But I will definitely check the ocarina when link is on stairs.

edit confirmed on my latest version. I had a specific check for tile 50 which is the stair tile, and if it was equal, to just rts, but the rts would cause an infinite loop, freezing the game. I think this was something I left in way back in the infancy of the ocarina, cause I had a lot of bizzare issues when doing that asm. But there is no more freezing on the stairs when using the ocarina! Thanks again for that very detailed check! Stuff like that really helps narrow down my searches!

infidelity
Posted on 08-28-14 04:26 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157939


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Wow thank you for all of that!

the dungeon glitch I'll try to figure out/recreate.

Again thank you!

infidelity
Posted on 08-28-14 11:02 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-28-14 11:09 PM) Link | Quote | ID: 157953


Fuzz Ball
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@Vanya: That random staircase you uploaded, can you recreate that? If so, do it, then do this.

1.remove all inventory items from the boxes.
2.walk off of the screen with that unveiled staircase.
3 return to that screen and see if its there.

The flippers /air guage/inventory are all resolved.

I'm currently working on the blue lanten glitch in dungeons.

The Ocarina issue on stairs has been fixed as well.

Also which was broken for some reason, the hook shot can how latch to and retract dungeon items like keys, secret item, map, compass, heart container, triforce piece.

I'm considering the swap design report.

The forest, I'm not sure Thanatos. Vanya stuck with my original green palette, and what he suggests is possible. What you did, is alter the palette, and I can't have that, but I'll figure something out.

infidelity
Posted on 08-28-14 11:33 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157955


Fuzz Ball
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Exactly, I don't want a whole screen using one palette. What Vanya proposed actually works and he even demonstrated how the swamp pads color structures currently are incorrect. That and the seweedy looking things were recolored as well, and the more I look at the swamp he submitted, the more I'm thinking of updating it.

buy I don't want people to start uploading what they want to be seen. The swamp however, I can understand how the looks of it are unappealing, so I'm more prone to tweak that area.

obviously I used LA as a template for the world. But I'm using a world that has about 8 independent palettes, and I'm trying to present it with only 4.

this was never meant to be a massive project, but it evolved into such, and I just never planned/prepare for such a task, and the palettes unfortunately are limited. I would've had to do what lttp does, fade in and out of different areas to present new palettes, but I've only done that for chr swapping. All 256 screen ids can load up a chr bank, if you watch the ppu viewer in fceux while playing, you will see the method up my madness.

infidelity
Posted on 08-29-14 03:22 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157969


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I would like to know from whoever has played this, if you have or have not, experienced any issues when obtaining heart pieces, and their function in creating a new heart container.

I've received only one report of this happening. If others have experienced this, please let me know and the emulator you are using.

thank you!

infidelity
Posted on 08-29-14 03:50 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157975


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Your first response, are you saying the game is crashing? If so can you submit a screenshot of the screen id in question?

To your 2nd response, I'll add that issue to mt bug log and try to get at it tonight. Thanks for checking!

infidelity
Posted on 08-29-14 09:30 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157981


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Ok I've fixed up to 19 issues so far. But I need feedback on the heart containers. So far I only got 1 report of them not working properly.

Other than that, all I have left is graphical fixes to attend to.

I'll skim through the last couple pages here, to check again on what gfx issues are present on v1.5b

infidelity
Posted on 08-29-14 09:42 PM, in Mega Man 2 - The Forgotten Bot <first hack!> - Released! (rev. 4 of 08-29-14 09:45 PM) Link | Quote | ID: 157983


Fuzz Ball
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To make your link clickable, just edit your post and add the following before and after your address.

[ url ] your address [ /url ]

note: do not include spaces like I did within the brackets.

infidelity
Posted on 08-29-14 11:31 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 08-29-14 11:35 PM) Link | Quote | ID: 157987


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Posted by SatoshiMatrix
This is really getting me excited. I heard about this on romhacking.net and knew I had to come here.

On page 1, I read that this game isn't capable of running on either NES flashcart due to the sheer size.

I read

Converted from MMC1 to MMC5
1MB PRG-ROM
1MB CHR-ROM
8KB SRAM
Installed custom modified Capcom 6C80 Sound Engine, with DPCM usage


I prefer to play my NES/Famicom games on the real hardware whenever possible.

What I want to know is if this game is possible to run on the real hardware via a reproduction cartridge on ExROM such as EKROM.

I do believe that ExROM maxes out at 1024 KB of ROM space for both PRG and CHR for a theoretical maximum size of 16 Megs, so this should be right on the outer edges of what is possible on the hardware. But not sure about that last part.

Can you comment, infidelity?


Yes I can comment. :-)

I've been in contact with the guys over there for quite awhile. They came to me a long time ago, taking an interest in my Zelda project. They liked what I've done over the years, from Megaman Ultra, all the way up to my SMB3 Battery Save Hack. They asked for my permission, to create a full fledged package of "Zelda - The Legend of Link"

I just want to say right off the bat, that I am not in this for monetary purposes. Im not receiving, nor do I want, any money for anything I do via roms. Roms are copyrighted material. Even though I actually own the original authentic cartridges of the games I hack, I still don't want money for what I do.

This project is just shy of being in development for 3 years solid. And for these guys to come up to me, show me what they can do, and show me what they want to do for this project, I was humbled & awed. Even when Tetris Zero was released, I had a fan of my work literally just give me for free, a flashcart for the NES, because he wanted to play my work on a real Nintendo.

At that point, I never knew flashcarts existed. Ive only ever been able to play nes roms on emulators. But when I found out not just Nintendo, but literally every 80's 90's console now has a flashcart, I was overjoyed with the fact that, something I hacked, can be played on authentic hardware.

I told those guys, if they are able to make my game run on a real MMC5 board, than I'm ok with it. And to my amazement, sent to me via video(s), they were able to get my 1mb CHR-ROM & 1mb PRG-ROM onto an MMC5 board, and have it work on a real NES.

So there is only one way for this project to be played on a real NES, and that's by having it on an MMC5 board, with the right sized chips. Unless enthusiasts can contact developers of the PowerPak, or the more popular Everdrive N8, and push for a revision of the hardware, then the only way this will ever work on NES is via an MMC5 board.

Now I know there are people that frown upon this, and I can understand that. But I cant stress enough this is not about receiving any kind of money. I just admire and feel privileged at the fact, that there are people out there willing to go out of their way to make a product based of something that I did. I still don't consider myself the top of the asm food chain, of such likes as kuja killer or Matrixz, but I can hold my own to an extent. And it's just gratifying the devotion shown by all who have contacted me so far, about how much they admire my work, and how they cant wait to play. And to those guys who are developing this into a real NES cartridge, they have that same drive & enjoyment with all of it.

With that said, and as stated on the front page, this project wouldn't be so successful if wasn't for the generous offerings, from both Thanatos-Zero & snarfblam! Without snarfblam, I would've never been able to design the game with the ease I've been able to do with, because of his custom level editor he designed. And of course without Thanatos-Zero, we wouldn't have gotten the ENTIRE facelift to every sprite in the game! The only things that I did, were the fancy intro story, and ripping/inserting/redrawing the Final Ganon gfx, (Thanatos-Zero did an amazing job recoloring him, so I could get 3 colors for him instead of 2)

infidelity
Posted on 08-30-14 12:56 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 157991


Fuzz Ball
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For some reason, fceux outputs me at 32k SRAM, when actually its only 8kb. Nestopia & Nintendulator both create it correctly, but fceux does not.

It does no harm via fceux, so I've just left it.

kuja killer taught me how to swap the SRAM pages, but it was way to complicated on my end, because The Legend of Zelda heavily uses the SRAM as its hard wired bank, because 3 quarters of $C000-$FFFF are occupied with DPCM data. And, when switching from overworld to dungeons, the game swaps out asm within the SRAM, cause the dungeons function way differently than the out world.

When kuja killer was teaching me the swaps mmc5 could do, I thought I could get massive amounts of free prg-rom, but again, it was way to complicated, so I just stuck with utilizing the exram $5C00-$5FFF for my extra prg-rom.
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Main - Posts by infidelity

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