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Please chime in on a proposed restructuring of the ROM hacking sections.
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infidelity
Posted on 09-12-14 08:21 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158319


Fuzz Ball
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No thats too much of a hassle, and I can't cram that in or alter the asm further.

I'm sorry if people forget to save, but I've went out of my way to add that extra feature in the inventory menu, to make it more easier to save on your quest. That would really be overkill on adding SRAM to every obtainable item, along with dungeons too. I've given enough disclaimers, that people old and new to playing this hack, should know by now the importance of saving your progress. I appreciate your input, but I'm totally done with the SRAM.

infidelity
Posted on 09-12-14 08:37 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158321


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ugh wtf, im done...

ive had it with this shit. idk why that's happened, just noticing that now...

infidelity
Posted on 09-12-14 09:05 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158324


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v3.0 released. Thank GOD it was just an incorrect placement of a JMP on my end...

Direct Link
http://acmlm.kafuka.org/uploader/get.php?id=4704

Front Page For Revision List
http://acmlm.kafuka.org/board/thread.php?id=7308

infidelity
Posted on 09-12-14 09:52 PM, in Torn between ROM Hacking and Homebrew Development Link | Quote | ID: 158329


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I would hack an existing game too. I learned alot the past three years, on implementing things that are originally in a game, and then tweaking, fixing, adding to the code, it can get messy at times. If I were to ever go back to hacking Megaman, it would be to an existing one.

infidelity
Posted on 09-12-14 10:06 PM, in Torn between ROM Hacking and Homebrew Development Link | Quote | ID: 158331


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Np! I don't want to deter you from ever wanting to do homebrew. One day, id like to attempt doing an nes game from scratch, but there is alot to do when its just yourself as the programmer. I hope to one day do a port of Demon Attaxk from the Radio Shack Color Computer. I saw someone port Yar's Revenge from the Atari 2600, it was amazing!

infidelity
Posted on 09-12-14 11:18 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158335


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Fuck it I'm removing it.

infidelity
Posted on 09-13-14 08:31 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158356


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Sorry I got frustrated everyone. I'm going to step away from this for a day or two.

I will say this, that after a few hours of wondering what went wrong, when LeviathanMist reported the SRAM issue, it dawned on me. I read the sequential order of what he did, and I realzed I never added a special exception to the upper/lower light/dark world register. You always start at links house. $659 is the upper/lower light/dark world register. 00=upper light world screen id's 00-7F. 01=lower light world screen id's 00-7F. 02=upper dark world screen id's 00-7F. 03=lower dark world screen id's 00-7F.

So what I do when saving, is depending on what type of world you are in, I for e 01 for light or 03 for dark.

But I forgot to include the exception within the new B button save function.

So when LeviathanMist first saved with the B button, he saved on the upper light world, so when he rebooted, he started in the swap, then when he saved from there with up/A, it screwed with the SRAM again. So its all due to my new function. Its fixed. But I'm stepping away.

infidelity
Posted on 09-13-14 11:02 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158370


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v3.1 released.

Direct Link
http://acmlm.kafuka.org/uploader/get.php?id=4705

Front Page For Revision List
http://acmlm.kafuka.org/board/thread.php?id=7308

infidelity
Posted on 09-14-14 02:01 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158378


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Rupee glitch? The counters were all working fine for me when I built the .ips

infidelity
Posted on 09-14-14 03:37 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 09-14-14 03:39 PM) Link | Quote | ID: 158389


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Posted by Chpexo


I found this bug by tapping B for the lantern constantly near a blasted hole. If done correctly, you should be sent back a layer. It acts similarly to that Kirby's Dreamland glitch; you are free to walk around while being behind the background. This may take a few tries but I had to walk up and down near the hole while constantly pressing B. Also, you haven't fixed the bug where you can walk over shop keepers or buy items multiple times that you already have (like the blue lantern, the map, ect.)


I've fixed the issue with the Blue Lantern in v3.2. Hopefully there will be no issues with Link's tiles.

There is NO bug when it comes to walking over the shopkeep or other characters. That's just how it is.

The reason for the purchasing of multiple items, is because I hated how when you purchase 1 item, they all disappear, forcing you to re-enter the shop to purchase another item, if you needed to do so originally. So I removed that function that removes them all.

Also, you should not be able to purchase the Blue Lantern once you have that one or the Red one, please make sure you are using the most up-to-date patch, and not using any previously created .fcs's or .sav's.

update

v3.2 released.

Direct Link
http://acmlm.kafuka.org/uploader/get.php?id=4706

Front Page For Revision List
http://acmlm.kafuka.org/board/thread.php?id=7308

infidelity
Posted on 09-14-14 10:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158393


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Please read the front page for emulators that play my game. Its an advanced mmc5 game, so you need to use current updated emulators.

infidelity
Posted on 09-16-14 02:04 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158406


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Your welcome! Thanks for playing!

v3.2 is most likely the final update I'll be releasing.

So thank you to everyone who has downloaded/played/commented/tested/reported!

Just shy of 3 years of development. Done!

infidelity
Posted on 09-23-14 07:34 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158501


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Ok I need to set the record straight on everything that's been discussed over the past few days here. This will either change your opinion about me as a romhacker and damage my image, or you will understand where I'm coming from and not think differently of me.

This is most likely going to be a long reply, so please don't just skim though and comment, really read it.

When I started this project back in October 2011, there were zero goals in my mind on a cartridge based release of this project. About a year later (as some of you know) I was contacted by a fan of Tetris Zero, who liked to see my work play on the actual NES. At that time, I never knew what a PowerPak or Everdrive N8 was, and then this guy, just mailed me his personal PowerPak for free, so I could figure out how to my work to play on actual hardware.

I don't know anything about EPROMS, or how to do all the stuff on my own, so that closest I could ever get to playing my work, was via a flashcart. It was because of this cart, I was able to expand my asm further, to see what really needs to be setup in order to have asm running on authentic software, and not just through FCEUX.

So it was through this, that I learned how to get things running on a flash cart. During the years of production on TLoL, I found out MMC5 was not a possiblilty on flashcarts, due to 2 things, the complexity of the mapper, and, the fact that flashcarts only have 512kb maxed size for their respected prg/chr roms. So my dreams of having my work on a flashcart were done.

So I continued on working through the years, and then I was contacted by a company that was taking an interest in my work, and said it was possible for my work to play on a real NES. I explained that it's MMC5 based, and all that technical jargon. They asked if they were able to make it run on authentic hardware, if I'd let them create cartridges of it. They asked me if I would like to be compensated, and I refused any kind of monetary gain, cash/check/paypal/etc. I did however, ask if I could receive the prototype cartridge, so I can have it on display in my home, along with Megaman Ultra (which was given to me from another company). So they were able to make my project work on authentic hardware, and I received the prototype cartridge.

Now I know what I'm altering is copyrighted material, and which is why distribution of games is based off of .ips files when you modify the original content. When I started learning about rom files in the early 2000's, I read information about rom's and how if something was to go down with you personaly, that you need to have the original cartridge of the rom you are messing with. I've never distributed copyrighted material.

With all of that said, idk how companies are able to continue to sell products of modified content. This is my belief, that the way they are able to do it, is by charging for the labor of the physical properties, the box, artwork, cartridge, custom motherboards, not for what is actually written within the rom. That's my assumption on how they are able to stay in business, that, and the fact they are working on outdated obsolete material stretching almost 30 years.

I've never meant to start a war with people, or step on anyone's personal beliefs on this matter. It's a very gray line on what is & isn't acceptable in this subject. All I've ever wanted to do, was modify games to do something it was never meant to do, and have people play it, and hopefully enjoy it. For me personally, I find it extremely humbling & gratifying, that people are willing to go out of their way to make my projects work on the real NES. It makes me feel like I'm a real developer from ages ago.

So the only way I could ever see TLoL work on the NES, was to have it installed on an actual cartridge. I've apologized to Thanatos privately, and understood his displeasure in this whole matter, and expressed my misunderstandings to him, and apologized. I just felt the more exposure the project got, the more platforms the game would be able to play on, the better the success rate of exposure the game could get would be.

So I completely understand if the rom hacking community begins to dislike me, or even hate me. All I can say is that I never meant for any one to get upset, I just wanted this to work on a real NES. I contacted the creator of the Everdrive N8, to see if he would revise his product, so that larger roms could play, but he wasn't interested in my proposal.

After everything that has happened, and from what I have read, this will probably be my last hurrah in rom hacking. I don't know what kind of fallout to expect from all of this, and I'm not going to get into a debate or be dragged into discussions on how I'm wrong, or how I'm a fraud, or how im a hypocrite, or whatever kind of derogatory comments may land my way. Again this is all based on my personal beliefs, on how this sort thing is able to happen in the world. But all I can say, is that I have not, nor ever will, accept any kind of money for any hacking that I've done.

Thank you to everyone that has always taken an interest in my work, and I just hope that everyone can understand my point of view and accept it. I completely understand how others feel about this matter.

infidelity
Posted on 09-30-14 04:02 PM, in Shin Zelda Densetsu (my fixes) Link | Quote | ID: 158589


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This game was brought to my attention, regarding 2 glitches within the 2nd quest. The Raft & Zelda Appearing Within The HUD. I believe to have fixed them. I don't know anything about the author(s) of this game, but I wanted to share my notes publicly, so that others may change what needs to be changed, in order for the 2 issues to be resolved.

9-30-14
infidelity

Shin Zelda Densetsu Raft/Zelda Glitch Fix

The Raft
---------
$83=x position
$97=y position

$6B1D ram/$192AF rom looks to be the Y position. If i set it
to 10, the raft is now obtainable. (i don't know if this will
affect other things), but from what i've seen within the FCEUX
trace logger, the raft get's this value based off of the current
dungeon screen id within $EB, so it's probably safe to edit.

Zelda stuck in HUD
---------------------
$699D ram/$1912F rom is showing 00, this needs to be 6A,
so that Zelda will no longer appear within the HUD. This clearly
looks like it was messed up via incorrect usage within an editor,
because this 00 is embedded within a table of 6A's.

-infidelity

infidelity
Posted on 09-30-14 04:09 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158590


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There should be no saving issues in v3.2. I cannot re-create the glitch with the gate being closed again. Spolier Once you deliver the letter to Error, he will open a portion of the blockade, so that you can pass & enter the Light World Ganon castle. This should not be resetting at all. The only thing that resets, is Error, since he has the letter. You can not re-obtain the letter. However, the blockade that Error opened for Link, SHOULD still remain open forever.

Again, please make sure to be using v3.2 on a clean PRG0 rom, and not using any previously created save states, or battery backed save files. All heart pieces should be working as well too. I have played & saved on FCEUX pc, Nestopia on WiiU, & on my NES, and have had no issues with those items.

If you are able to re-create those issues more than once, and can submit video evidence so I can see how this was triggered, i'll take a look when I can, but I'm pretty much burnt out with rom hacking and this particular project in general. I do apologize for any inconveniences during gameplay, but v3.2 is pretty much the final version of my work, and it's the most stable.

infidelity
Posted on 10-03-14 02:49 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158629


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@Vanya: Level-4

@RetroRain: The edge of screens with Pegasus boots is needed, to stop link from appearing on the opposite side of the screen. Everything else you posted, thank you for that.

infidelity
Posted on 10-05-14 07:00 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 158657


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UPDATE

v4.0 Final released

Direct Link
http://acmlm.kafuka.org/uploader/get.php?id=4725

Front Page For Revision List
http://acmlm.kafuka.org/board/thread.php?id=7308

infidelity
Posted on 01-17-15 06:08 PM, in Super Mario Bros. 3 MMC3 to MMC5 .ips patches (either 385kb or 2,049kb) (rev. 2 of 01-17-15 11:21 PM) Link | Quote | ID: 159351


Fuzz Ball
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from readme...
1-17-15
infidelity

These are my MMC3 to MMC5 conversion patches,
for Super Mario Bros. 3.

Included in this .zip is...

'1. readme.txt, obviously :-p'

'2. Conversion Notes.rtf, includes every single change
that i have made, all for display, including (some)
descriptions'

'3. 385kb mmc5 patch (rom converted to utitlize mmc5 mapper,
this WILL work on RetroPaks or the N8 Everdrive'

'4. 2,049kb mmc5 patch (rom expanded to mmc5 maximum, this
WILL NOT WORK on RetroPaks or the N8 Everdrive'

I have personally played every single level, completed the game,
and went to every Toad house, roulette spade card mini game,
n card game, and also made sure 2 player mode functioned the same.

All modifications were made, using the FCEUX 2.2.2 emulator. I also
made sure that my work boots on both Nestopia & Nintendulator. The
following versions i tested my work on, were...

FCEUX 2.2.2
Nestopia - Undead Edition v1.44
Nintendulator Version 0.975
NintendulatorDX Version 0.975

The .ips patches included, are for the following version of smb3...

Super Mario Bros. 3 (U) (PRG1) [!].nes

The .ips patch you choose, must be used on an unmodified/clean rom.

The rom's CRC & MD5 were obtained from FCEUX 2.2.2, and they are...

ROM CRC32: 0x2e6301ed
ROM MD5: 0x55b7111567c1709e849c574078699577

If anyone uses my .ips's for projects, recognition for my mmc5 work
would be greatly appreciated. Anyone is free to use, & modify it.

-infidelity


direct link to .ips
http://acmlm.kafuka.org/uploader/get.php?id=4794


infidelity
Posted on 01-17-15 09:23 PM, in Super Mario Bros. 3 MMC3 to MMC5 .ips patches (either 385kb or 2,049kb) (rev. 3 of 01-17-15 11:22 PM) Link | Quote | ID: 159353


Fuzz Ball
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I'm not really back, I lurk from time to time.

I updated my conversion for this. I've included the 2mb patch for users.

infidelity
Posted on 01-18-15 05:08 PM, in Super Mario Bros. 3 MMC3 to MMC5 .ips patches (either 385kb or 2,049kb) Link | Quote | ID: 159357


Fuzz Ball
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People are more than welcome to adjust/modify my patches. I'm not doing requests. If people wish to have the patches be other sizes, you will need to change ALL of the ;+C0's or +80's for the bank id's, cause when you alter the size of the prg-rom, you must adjust all the bank ids.
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Main - Posts by infidelity

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