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infidelity
Posted on 08-30-14 03:20 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158007


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Ok what's your link again? I'll update the front page today.

infidelity
Posted on 08-30-14 10:51 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158010


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Update

I'm finally doing a personal playthrough, and everything seems to be going very well. I'm doing my playthrough with RetroArch using the Nestopia core. Heart pieces are working btw, I've had zero issues. The select inventory asm is flawless, links flippers and air gauge are working too.

Now I'm not going to change every little thing that people don't agree with. But, should I limit the pickup of bombs/arrows to 1 instead of 4?

If I get a chance tonight, I might try something new unrelated to what I'm talking about.

infidelity
Posted on 08-31-14 06:38 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158020


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How did you restart the Level-9 light world castle???

I have to reset that because of Level-9 dark world. It doesn't have it's own dedicated 80 byte ram, so I have to wipe Level-9 light world in order for the dark world Level-9 to work.

This happened in 1.5b??

I made it so a wall is created over the dungeons entrance way when you save & quit the game after defeating Ganon.

update

I've created a new enhancement for Link! I'm 1000% positive, everyone will be, "THANK THE !@#$ CHRIST!"

I'll comment/show proof more tomorrow (or later today since its 12:37am for me)

I'm super psyched it works, and that I was able to pull that asm off, alot of crap was involved with this one!

Good night.

infidelity
Posted on 08-31-14 01:15 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158029


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When you pay for hints in the light world, they are specific for that world, and if you pay for hints in the dark world, its specificly for that world. :-)

infidelity
Posted on 08-31-14 02:30 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158031


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v1.6b released! Please check the front page for changes, and, for that new enhancement within the images displayed. :-o


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

http://acmlm.kafuka.org/uploader/get.php?id=4676

infidelity
Posted on 08-31-14 05:48 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158035


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PLEASE UPDATE TO v1.6.1b
http://acmlm.kafuka.org/uploader/get.php?id=4679

There was an unforeseen crash within v1.6b, in regards to walking into a secret dungeon item with the sword charging.

So sorry for this!

infidelity
Posted on 08-31-14 05:57 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158037


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The blue ring is in that dungeon, you should get that first.

infidelity
Posted on 09-01-14 02:10 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158061


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Ahh I completely forgot about that issue with the Pegasus Boots. Thank you for that one! I'll get right on that.

The old man is back?? I'll put an end to that. Idk why he's back, I swear I removed him.

I apologize for the difficulty, but there is some what of a learning curve in how to attack and evade specific things to keep Link mostly alive. Don't forget, bombs can help you when trying to attack the baby Patra's, and also, most importantly, Roc's Feather is extremely useful in evading projectilves and hurdling over enemies and their projectiles.

update

v1.7b will hopefully be out today. I was finally able to get to the end of the game on my WiiU, and took care of some very important glitches which are present in 1.6.1b. But this next beta today will pretty much be it, now that I can play all the way through the game. I also tested the final part of the game on both Nestopia & Nintendulator, and it works correctly.

infidelity
Posted on 09-01-14 06:08 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158064


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Ugh I'm so fed up...

its not wise to just shut down or reset before saving, cause undesired results will definitely present themselves. This game has very intricate SRAM swapping taking place, cause the out world only houses 80 bytes of ram to jot down what you've done on those screen ids . I have 200 bytes of outworld screen ids, and I have to swap the ram to SRAM and load whatever upper/loweer portion of whatever world you are on, and insert it from SRAM to ram.

so if people go reseting or powering down before saving, then this kind of stuff is going to happen.

I'll take a look at what you described.

infidelity
Posted on 09-01-14 06:34 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158066


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Oh no no your not bugging me! I've just had it with the SRAM in this game, making it do shit it was never intended to do. If saved properly, then everything works properly. I'm sorry about the videos, maybe just .fcs then if your doing videos for checking purposes?

I have 1 issue left, don't know when I can get to it, but it looks like thats it after that, and 1.7b will be released, and its looking to be the last beta.

infidelity
Posted on 09-02-14 12:38 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158072


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Damn....

I have one last bug, and it's at the very end of the game. I'm hoping someone from nesdev can help me out on it.

My mmc5 irq split screen works obviously, but its crucial for the end of the game. And I just noticed something.

When I shoot the sword zap, or any other DPCM sfx kick on while the mmc5 split screen is going on, the scanline goes haywire.

Idk how to have my DPCM sfx and mmc5 split coexist. This is a huge problem. Ill keep trying on my own, but I hope I can get some answers on this.

infidelity
Posted on 09-02-14 02:36 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158080


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I fixed it! I was simply missing a routine, idk how it happened. I have an AD0063, but the AD was missing, but it wasn't in my other 2 hw banks.

Anyway, just tried this on nestopia on my wiiu, flawless final battle, flawless everything!

I'm mst likely going to release this as the first major release 1.0.

I'll be back.

infidelity
Posted on 09-02-14 04:12 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 09-02-14 07:26 PM) Link | Quote | ID: 158082


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Posted by Proveaux
For Android device users NES.emu Free seems to work great. I've played through the first level with no problems. Really enjoying playing!


Thank you for linking me to that file, and thank you for playing! :-D I added the link to my list of working emulators. I just tried that emu out on my wifes Samsung Galaxy 5, works amazing, lol!

UPDATE

The final version, 1.0 has been released.
Direct Link
http://acmlm.kafuka.org/uploader/get.php?id=4680
Front Page
http://acmlm.kafuka.org/board/thread.php?pid=150457#150457

UPDATE

I've finally completed a full playthrough on my WiiU via RetroArch using the Nestopia core.

There are zero crashes/freezes! :-) Played through the entire game, got all heart pieces, all side quests work, all dungeons work, all versions of Ganon work, all SRAM is working as well.

Very happy right now. :-)

infidelity
Posted on 09-02-14 09:08 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158087


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Thank you very much! :-)

infidelity
Posted on 09-03-14 03:01 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158101


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Crud. :-(

Well thank you yet again for such a thorough video! It really did help!

I fixed all 3 issues reported.

Unfortunately the ocarina warping back is removed from the game. It was giving very bad results in regards to the palettes with the lantern asm. I spend along time years ago trying to have them coexist, but it just wasn't working, so I scraped that asm.

I hope to have v1.1 out some time this week, before Saturday.

Thank you again!

infidelity
Posted on 09-03-14 04:33 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-03-14 09:10 PM) Link | Quote | ID: 158103


Fuzz Ball
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I appreciate those comments thank you!

I'll check the video when I get home, (can't check from my phone for some reason)

edit

Boy oh boy, those Pegasus Boots were a pain.

The 4th glitch you told me to check out, that was also tied in with the unlocking of Level-4 and running off the screen. So all you've reported to me are fixed!

infidelity
Posted on 09-04-14 01:27 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158117


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Posted by Proveaux


Really thought I was done and was completely satisfied and then...




Most fun playing in a while and there's more.

No major problems on my Droid up to here.


Excellent news, and glad you are having fun! :-)

@Stufid: It's faint, the changes, that I've made to some layouts of the dungeons. The only major, if you want to call it major, are tile changes to the outter walls in each dungeon.

I've made it so Level-2 actually has a secret item room, instead of defeating an enemy for the secret item.

UPDATE

v1.1 will hopefully be out either today or tomorrow.

To not experience a game freeze in v1.0, do not use the ocarina, right after you use the pendant of quake on the same screen. This has been fixed in v1.1.

infidelity
Posted on 09-04-14 03:56 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158119


Fuzz Ball
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I can still put two gohmas in, I can control their chr value. I'm done with fixing everything in v1.0, for v1.1.

I have gohma appearing in levels 6-8. So tell me which levels you want it to appear as.

infidelity
Posted on 09-04-14 04:49 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 09-04-14 05:03 PM) Link | Quote | ID: 158121


Fuzz Ball
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umm, I cant do all of that...

I cant alter the palette attribute for different levels for the aquamentus. I will change the gohmas, but that's all I can do. There will be no more redesigning to the game, the game is done with bg designs.

Trapdogger now has the correct palette, even the center of his eye.

infidelity
Posted on 09-04-14 10:08 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 6 of 09-05-14 05:33 PM) Link | Quote | ID: 158125


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V1.1 will probably be out tonight. Still trying to figure a workaround for the arrow counter, but this is as good as it can get for me.

edit

I think I came up with a workaround for the arrow counter.

Originaly, I had 4 counters running simultaneously, rupee, arrow, key, bomb.

It was discovered that Nintendulator was the only emulator that did not take kindly to this asm. It would glitch the entire hud (info bar) by the arrow counter, screw with the palette attribute for that section, bleeding into the A/B button boxes.

So what I did, (in all versions everyone has been playing) was force the high byte ppu address for the counter for arrows ($328ram) with FF. Then, whenever you obtain arrows, or use your arrows, that counter is updated with the high byte ppu address of 20.

But obviously, through all the beta tests, there are 1 out of 4 odds, that this can misfire.

So I did more observation on the vram engine at $302, and noticed some things. The engine updates the hearts/rupees/bombs/key counters during 1 frame, then for the next 2 frames after that, it's off (FF stored into $302), and it repeats this cycle. I figured that out, what I tried sneaking in the arrow counters high byte during one of those off cycles, I wanted it to be on every other frame, and it wasn't working. The frame counter register in Zelda is $15. So I set a write breakpoint to $15, and watched $302, and that's when I saw how $302 was updated. I always thought it was every other frame, that's not the case.

So my new idea, (and its working in Nintendulator!) was to snap $302 when it is turned on, then, I got the actual vram engine, and force a write of 20 to $328 which turns on my arrow counter. Then my original asm that forces FF into $328 to turn it off is still working, so now $302 & $328 fluctuate with on/off values for those vram writes. Everything so far is working perfectly! I can accumulate arrows, use arrows, rupees & bombs & keys & hearts work correctly too.

So I'm hoping this will resolve the arrow counter issues.
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Main - Posts by infidelity

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