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RetroRain
Posted on 02-17-12 07:39 PM, in Dwindling Quality of Zelda Games (rev. 4 of 02-17-12 07:45 PM) Link | Quote | ID: 150023


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I would have to agree with most of what this guy said. But when you think about it, you can apply what he said to almost any game today. They have no heart. And the handholding has gotten completely out of control. It's ridiculous.

Why do these companies feel they need to jam a game with non-stop dialogue? Even if LTTP had dialogue, it was minimum, and it had no where near the dialogue that some of the later games have. To be blunt, I don't really care about the story of this person I am talking to in the game. Just let me explore and have fun. Everything is so scripted in these later Zelda games, from the characters' movements, to what they say, and what the player has to do.

So I know exactly what this guy is talking about with the later Zeldas. But also what really put me off with the later Zelda games was the cartoon-cell shaded style. It was horrible. I know a lot of people said they like it, but I thought it was un-inspiring, and shit. And cartoon Link was pathetic looking.

They need to make a Zelda game with just gameplay similar to the original game, and then add the story in later. And when they add the story, keep it simple. We don't need paragraphs of what the hell is going on.

That's why I so love the original Zelda. Nothing can beat it. It truly is a masterpiece game.

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RetroRain
Posted on 02-20-12 07:30 PM, in Super Mario Brothers 3 Raeneske Version 2.0. Version 3.0 58% done, Awesome Video Link | Quote | ID: 150154


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I watched the second YouTube link you have in your post. I was impressed with your level design and creativity. You are right, you did a good job with the creativity. And I really liked the "Hub" element you put in there, where you can go back to get a mushroom and some leaves if you want. Your hack has a "Mario Adventure" feeling to it. I smell potential in this hack.

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RetroRain
Posted on 03-05-12 06:39 PM, in Question about Endless Loop Link | Quote | ID: 150346


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I was taking a look at the Super Mario Bros. Disassembly. And I noticed this once before when I was looking at a tutorial to program a NES demo. Is the endless loop the very last line of code that is run? Because if it is not, I don't see how all of the code after it can run if it is constantly stuck in that loop. I just wanted to validate that logic.



Start:
sei ;pretty standard 6502 type init here
cld
lda #%00010000 ;init PPU control register 1
sta PPU_CTRL_REG1
ldx #$ff ;reset stack pointer
txs
VBlank1: lda PPU_STATUS ;wait two frames
bpl VBlank1
VBlank2: lda PPU_STATUS
bpl VBlank2
ldy #ColdBootOffset ;load default cold boot pointer
ldx #$05 ;this is where we check for a warm boot
WBootCheck: lda TopScoreDisplay,x ;check each score digit in the top score
cmp #10 ;to see if we have a valid digit
bcs ColdBoot ;if not, give up and proceed with cold boot
dex
bpl WBootCheck
lda WarmBootValidation ;second checkpoint, check to see if
cmp #$a5 ;another location has a specific value
bne ColdBoot
ldy #WarmBootOffset ;if passed both, load warm boot pointer
ColdBoot: jsr InitializeMemory ;clear memory using pointer in Y
sta SND_DELTA_REG+1 ;reset delta counter load register
sta OperMode ;reset primary mode of operation
lda #$a5 ;set warm boot flag
sta WarmBootValidation
sta PseudoRandomBitReg ;set seed for pseudorandom register
lda #%00001111
sta SND_MASTERCTRL_REG ;enable all sound channels except dmc
lda #%00000110
sta PPU_CTRL_REG2 ;turn off clipping for OAM and background
jsr MoveAllSpritesOffscreen
jsr InitializeNameTables ;initialize both name tables
inc DisableScreenFlag ;set flag to disable screen output
lda Mirror_PPU_CTRL_REG1
ora #%10000000 ;enable NMIs
jsr WritePPUReg1
EndlessLoop: jmp EndlessLoop ;endless loop, need I say more?


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RetroRain
Posted on 03-05-12 06:42 PM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150347


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southbird, it is very impressive with what you were able to do. That must have been some work there. By any chance, are you open to ideas and suggestions for your hack?

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RetroRain
Posted on 03-07-12 07:20 AM, in Question about Endless Loop (rev. 2 of 03-07-12 07:21 AM) Link | Quote | ID: 150370


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Thanks never-obsolete.

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RetroRain
Posted on 03-13-12 04:38 AM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150437


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I can't wait to see some screenshots and/or video footage of what you're working on. Good luck with your endeavor!

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RetroRain
Posted on 03-13-12 04:46 AM, in Does anyone have the Mario Adventure Betas? (rev. 2 of 03-13-12 04:47 AM) Link | Quote | ID: 150438


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Basically, I am looking for this:

http://acmlm.no-ip.org/archive2/thread.php?id=1528

The file MABetas.rar

The reason why, if I remember correctly, not only were there some betas of Mario Adventure in the file, but there was a beta of Coin Quest, which at the time was called Luigi Seasons, where the season changed depending on the P-Switch. That is the beta I'm really looking for, but I think it was included in this file.

I would ask Proto K, but I don't even know if he still comes here anymore, and I've checked other sites. Can't seem to find these betas. There has bound to be someone around here that kept hacks from that year.

Any help would be appreciated. Thanks!

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RetroRain
Posted on 03-13-12 05:11 AM, in Super Mario Bros. 3 Disassembly + Hack "Super Mario Bros. 3M Link | Quote | ID: 150440


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Posted by southbird
Fire away.
Cool man. My favorite thing about your game was Wart. Wart is probably my favorite Mario enemy. I thought that was awesome that you included him. If you could make him take more hits to kill, and give him some more attacks, that would be awesome. One of my biggest gripes about the Mario games is that the enemies were always too easy to kill. If Mario is trying to save the Mushroom Kingdom from Bowser's minions, then the enemies shouldn't be so easy to kill. There needs to be some challenge to it.

I have a lot of ideas, but I don't want to give too much of my ideas away, because I'm trying to work on something of my own. However, because you are doing something unique, I will share some of my ideas with you.

- When you stomp a goomba, he doesn't die. He simply stays flat for a few seconds, then pops back up. A second stomp kills him.

- Enemies change directions depending on which side of Mario they are on. For example, if Mario jumps over a goomba or koopa, they change direction towards Mario.

- Spinies can shoot straight thorns at Mario.

Not to gloat, but believe me when I say that I have thought of tons of good ideas that can be done. I can't divulge all of them though, as much as I would love to. When I thought that all of the good ideas were already taken, boy was I wrong! I spent a lot of time brainstorming!

As for Wart:

- 10 hits to kill.
- Same rising bubble attacks.
- Wart, because he is frog-like, can launch his tongue out (three 16x16 blocks in length)
- Wart can spit acid at Mario (acid arches in the air).
- Wart has a swallow attack. If Mario gets too close to Wart, he can swallow Mario. Player has a few seconds to shake the directional pad to get free.

Good luck with your game. Hope to see more soon!

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RetroRain
Posted on 03-13-12 05:12 AM, in Does anyone have the Mario Adventure Betas? Link | Quote | ID: 150441


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Yes that's it! Luigi Seasons!

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RetroRain
Posted on 03-13-12 05:40 AM, in Does anyone have the Mario Adventure Betas? Link | Quote | ID: 150447


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Thanks a lot! I appreciate it!

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RetroRain
Posted on 03-13-12 08:25 PM, in General SMB3 Hacking Thread (rev. 3 of 03-15-12 06:47 PM) Link | Quote | ID: 150449


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How are the graphics for the status bar able to be shown if they are not loaded in the Pattern Tables? Does it have to do with the scanline or interrupts?



Thanks.

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RetroRain
Posted on 03-14-12 06:10 AM, in Super Mario Bros. 3 - The Land After Time Link | Quote | ID: 150454


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There must be a Super Mario Bros. 3 fever going around all of sudden!

A lot of SMB3 in the last week or two!

Interesting hack there.

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RetroRain
Posted on 03-15-12 06:46 PM, in Scanline or Interrupts? Link | Quote | ID: 150477


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I posted this in the General SMB3 Hacking Thread, but incase it gets overlooked, I made a new thread.

How are the graphics for the status bar able to be shown if they are not loaded in the Pattern Tables? Does it have to do with the scanline or interrupts?



Thanks.

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RetroRain
Posted on 03-15-12 08:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150482


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I made a GameGenie code a long time ago for The Legend of Zelda that made the whole overworld dark (night-time). For a better night-time effect, keep the ground black, but make the grey mountains dark blue. Trust me, it looks good! Not saying yours looks bad, but give it a shot!

Either palette #$01 or #$02.

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RetroRain
Posted on 03-19-12 10:22 PM, in Does anyone have the Mario Adventure Betas? (rev. 2 of 03-19-12 10:23 PM) Link | Quote | ID: 150528


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Posted by Celice
I do! I actually just posted some for some of raocow's fans so they can judge Mario Adventure a little easier. The level design wasn't so bad in the demos I remember playing back in the day...

I also have a demo of Red Coin Quest and a copy of Mario Vs. Luigi, I'm just gonna upload them all 'cause I dunno what other people might have!

http://acmlm.kafuka.org/uploader/get.php?id=4209
http://acmlm.kafuka.org/uploader/get.php?id=4210
http://acmlm.kafuka.org/uploader/get.php?id=4211
http://acmlm.kafuka.org/uploader/get.php?id=4212
When I applied the v5 and v6 patches to the ROM, the game wouldn't load. I patched them to a PRG0 ROM. Are these patches for PRG1? Are you able to verify if these patches work? Thanks.

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RetroRain
Posted on 03-20-12 04:05 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150530


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Awesome work dude! There is nothing wrong with the wall shaking at all! I am happy for you that you are able to do these kinds of things!

You definitely inspire me!

Do you like Starburst?

*Gives some Starburst to infidelity*



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RetroRain
Posted on 03-22-12 07:36 PM, in Super Mario Bros. 3 - The Land After Time Link | Quote | ID: 150536


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I played this hack yesterday, and completed it. The level design was very good and clever, although I did get frustrated at times. You made it so you can't really run through the levels like you could in the original game, so I guess that is a good thing. But that being said, you need patience when going through the levels, otherwise you will die a lot. I found the hack to be challenging, and the level design was very good. And apparently this hack has some replay value too, since there are multiple paths you can take in levels, and obviously you can't take every path once you complete the level through one path. More specifically, the final level of the game. I noticed that there were other paths in the castle that I didn't take, since I was going real fast to try to complete the level. I'll have to play it again soon, and check out everything I missed.

Very good hack. Lots of potential! If you decide to continue this hack (obviously making it longer), I would suggest that given the current difficulty, to add more 1-up mushrooms throughout the game.

But I really like how the game made you really need extra lives, and the items you got at the mushroom house. I always beat the original SMB3 so easily without really using the items from the mushroom house, and lives were never a problem because the game was so easy.

Anyway, nicely done!

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RetroRain
Posted on 04-24-12 09:20 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150755


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I'm not sure how I overlooked this, but I did!

I didn't even know you posted a video of the shovel. Probably because I've been so busy and have had so much on my mind the last few weeks.

Anyway, I think the shovel is cool. However, I wouldn't make it so that the shovel can dig out walls and trees. Digging out the walls and trees is un-realistic, and could potentially create problems. Like the one I already saw at the end of your video. What is stopping Link from digging up the last row of trees on the bottom of the screen, and scrolling the screen down? And even if you are having "multiple worlds", you'd still have the same problem. There'd be no end. By digging up walls and trees, it basically defeats the purpose of the game, and the exploration, since there would be nothing to stop the player from digging through any obstacle he or she wished. I would just leave the shovel to digging up the ground and sand. Perhaps you could add a random-number generator, so that when you dig up a certain ground/sand tile, a ruppee/arrow/bomb appears, or maybe even an enemy!

I never got to comment on the multiple-worlds concept.

It's not really a good idea, for the simple fact that remember how long it took GameMakr24 to make Zelda Challenge. You're talking about spending potentially YEARS on this hack, and it's just not worth it. If you had a big team that could help you whenever you wanted, then fine. But it's not a realistic idea, in my opinion. Unless of course you wanted simply 2 worlds. I can see that. But 9 different worlds, each with their own unique-ness and different dungeons would prove to be too great a task for one person, even for a small team.

You have to look at the work load too, and ask yourself what are you really going for. I believe it is important to have fun when working on your hack, so by all means, have fun with all of these neat things. But if you are looking to make a complete hack, almost a whole new Zelda 1-style game, with new music, graphics, asm, levels, text, 9 different worlds, with 9 dungeons in each, which is 81 different dungeons, and each world having it's own uniqueness. Just making 1 world unique is hard enough.

But, I'm sure you get the point.

Still looking forward to seeing more. You have definitely put me in the mood for some Zelda 1 hacking, that's for sure!

It would be cool to see if you could make some new enemies, with new behaviors, or maybe even let Link acquire some flippers, so he can just go in the water and swim. These are some ideas that I was working with on my Zelda game, Zelda Hazard, which I stopped for various reasons. Anyway, good luck!

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RetroRain
Posted on 04-28-12 05:01 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 04-28-12 05:03 PM) Link | Quote | ID: 150764


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One of the things I programmed for my Zelda game (Game Maker) was giving Arrows their own variable. In NES terms, it's own RAM address. That way they were separate from the Ruppees. I never liked the idea that the arrows were dependent on how much money you had. Perhaps it is something you might consider coding.

I took the arrow graphic that is shot from the bow, narrowed it down to an icon, and inserted it in that free space between the Ruppee and Key icons on the HUD.

Feel free to use that idea. I have very little time to do any hacking right now.

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RetroRain
Posted on 05-06-12 11:21 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150835


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I love it! Keep it up!

You are really pushing me to hack this game! And that is a good thing! Thank you for motivating me!

If you really want to amaze me, new enemy behavior for existing enemies, or a new enemy with new behavior! Somehow I have a feeling you are close to doing that anyway.

I am off today though, and yesterday when I was at work, I planned on doing some drawing on my graph paper for Zelda hacking, but I didn't have enough time. I may be doing some drawing in a little while. And who knows, I may start hacking this game sooner than I thought I would. Still, time is limited, but at the same time I really want to hack this game.

Keep up the good work! Looking forward to seeing your next video!

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