Romhacking.net

Romhacking => Personal Projects => Topic started by: IcePenguin on June 01, 2016, 08:35:01 am

Title: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on June 01, 2016, 08:35:01 am
This hack has been in development since 2014, and is about 90% complete.

A brand new adventure on Koholint Island!   Follow the simple story of Marin, and what happens two years after the events of Link's Awakening.   What happened to the island, its residents, and the Wind Fish?

-New island.
-New dungeons.
-New scenarios.
-New items, improved items, more upgrades.
-New gameplay elements.
-Boss rush.
-Hero mode. (possibly)
-Lots of new stuff.

Some screenshots:

Title Screen:
(https://i.imgur.com/N5rzYQh.png)

Marin during the storm:
(https://i.imgur.com/D68t1wp.png)

Cutscene with Marin:
(https://i.imgur.com/pmw0R69.png)

Wetland area.
(https://i.imgur.com/Ch0P9m9.png)

Menu screen w/ new stuff, including 20 hearts!
(https://i.imgur.com/IENMDvW.png)

More rupee variety!
(https://i.imgur.com/ADD9duP.png)

Shopping in town.  New items on display.
(https://i.imgur.com/oeHdPWK.png)

Mysterious Cave in the Mysterious Forest.
(https://i.imgur.com/RQzbfcu.png)

Inside the first dungeon.
(https://i.imgur.com/quToXbM.png)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: CM30 on June 01, 2016, 09:33:25 am
Sounds like an interesting hack, though I'm certainly not going to be one to attempt hard mode. Permadeath seems kind of crazy to me, especially in a Zelda game (and with no saving).
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 01, 2016, 10:20:50 am
Sounds like an interesting hack, though I'm certainly not going to be one to attempt hard mode. Permadeath seems kind of crazy to me, especially in a Zelda game (and with no saving).
It is crazy, I agree.  Haha.  :P  But hopefully someone will enjoy it! 

I probably should have talked about this in the first post, but this hack isn't aimed to be a difficulty hack.  I recommend playing Normal mode.  Hero mode is for those that find Normal mode too easy.  I doubt anyone will play Hardcore mode, but it's there as an option.  (more options is good right?  haha)

Edit:  Just wanted to clarify something on this post, all these years later.  For those who are wondering about this "hard mode", at one point I was planning an optional hard mode where if you die, it's permanent.  I've long since scrapped that idea.  I am aiming to make this hack friendly and fair, and I am past my days of crazy Zelda II difficulty, ha ha.  :)  For now, there is only one difficulty planned.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: PresidentLeever on June 01, 2016, 10:25:47 am
Sounds very cool, good luck with the rest of this. :)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Bahamut ZERO on June 01, 2016, 11:47:24 am
If there were a smiley to depict how mindblowing your project sounds to me, I'd spam the hell out of it right now. :thumbsup:

Seriously can't wait to try this! Is the original LA with hero mode it's own hack in itself?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 01, 2016, 02:09:40 pm
Sounds very cool, good luck with the rest of this. :)
Thank you!  I hope to finish it soon.

If there were a smiley to depict how mindblowing your project sounds to me, I'd spam the hell out of it right now. :thumbsup:

Seriously can't wait to try this! Is the original LA with hero mode it's own hack in itself?
Yeah, it's separate.  I plan to release it alongside the hack.  :)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 01, 2016, 02:12:30 pm
Sounds awesome.  I've tried in the past to make a Link's Awakening hack, and there is one that is complete up to 6 dungeons called Nightmare's Illusion I made a looong time ago when I was with Dragon Eye Studios(if you remember that, you are a hacking vet).  There was also a hack I made a couple years ago that used extra space to make dungeons more flexible.  Among the changes, I overhauled the dungeon events so that many new things could be accomplished.  Stairs and chests that appear after an event could be placed anywhere on screen.  Falling keys too, plus it could be other sprites not just keys that fall down.  Events can be set to read flags from other dungeon rooms, or set to read flags from any point in ram, allowing for all kinds of extra events to be implemented.  I changed it so the game doesn't read the floor tiles from level data, but from another byte, which means all bytes can be used, most especially spikes and pit warps.  The other thing I did was also allow up to 4 warps per screen in dungeons.  The first being included in level data, while the other 3 are enabled in the extra data tables.  Also, I also allowed for custom songs to be played on each screen as it's done in the overworld.  I also forgot that I enabled warps on the sides of the screen for all 4 sides, and for all rooms.  That means making side view mazes that are more than just one screen tall, or dungeon rooms that have exits anywhere along the sides of the screen.

But for all the neat stuff I've done, I am happy to see a full fledged hack of the game come to light.  I was always kind of sad that for all the work I've done to find data on this game, that not many have made or released hacks with re-arranged dungeons and stuff.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 01, 2016, 03:31:30 pm
Hi Jigglysaint!  Those are some pretty cool things you've done!   ;)  Are all these things in your Nightmare's Illusion hack?  I really like the idea of having more than four warps in a given room in dungeons.  There've been many times while making my hack that I've wanted to place more than one warp.  Would you be willing to help out with this?  I've already been able to do a couple of the things you mentioned, but not all of them.  The warp one really sounds amazing, though.  :)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 02, 2016, 02:48:43 pm
Hi Jigglysaint!  Those are some pretty cool things you've done!   ;)  Are all these things in your Nightmare's Illusion hack?  I really like the idea of having more than four warps in a given room in dungeons.  There've been many times while making my hack that I've wanted to place more than one warp.  Would you be willing to help out with this?  I've already been able to do a couple of the things you mentioned, but not all of them.  The warp one really sounds amazing, though.  :)

It's not in my Nightmare's Illusion hack unfortunately.  Also it's been quite a few years since I played with the rom so I need to get re-aquainted with my hacks and figure out how everything works.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 04, 2016, 03:25:46 pm
Update: I'm gonna release the original LA with hero mode soon.  Originally it was going to be released with this project, but I guess it could be its own thing.  So I was doing some testing with it, since I have a bit of free time this weekend, and found an issue that I didn't notice before.  Boss heart containers don't save like a normal item would.  They act as an enemy sprite, so they always respawn.  I looked at the code for it, but couldn't find a solution.  (yet)

So for now, I'm gonna leave boss heart containers in, but increase enemy damage from 2x to 4x damage.

After I finish another play through of it, I will release it.  (the original LA w/ hero mode)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: njosro on June 04, 2016, 06:47:15 pm
First off, let me just say that I'm a huge fan of your zelda 2 hacks! Link's Awakening is one of my favourites. I can't wait to try this out!!

Out of curiosity, are you using LALE?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 04, 2016, 09:51:52 pm
Update: I'm gonna release the original LA with hero mode soon.  Originally it was going to be released with this project, but I guess it could be its own thing.  So I was doing some testing with it, since I have a bit of free time this weekend, and found an issue that I didn't notice before.  Boss heart containers don't save like a normal item would.  They act as an enemy sprite, so they always respawn.  I looked at the code for it, but couldn't find a solution.  (yet)

So for now, I'm gonna leave boss heart containers in, but increase enemy damage from 2x to 4x damage.

After I finish another play through of it, I will release it.  (the original LA w/ hero mode)

Edit:  Okay I figured it out.  At D9D2, the code for the heart container starts.  Now the fun part.  If you look at the code, there are several opcodes beginning with 21.  Now the screen flags in ram start at D800 for the overworld, D900 for Dungeons 1 to 6, and DA00 for Dungeons 7 and 8.  No entry for Color Dungeon since it has no heart container.  The first one, 21 06 D9, is set so that boss flag($20) at room 06 will let you start with one extra heart container whenever you save and continue the game.  What follows are similar opcodes with similar addresses that each represent a boss room.  Basically, if you want to make the heart container not respawn, you need to ensure the room with the boss matches the rooms defined in the code.  If you are eliminating heart containers altogether, I would just abridge the code to the part where it opens the doors.  Also, you might want to look at the heart piece code as well since I believe it works on the same principle.

Edit 2:  Okay scratch that, I was looking at things wrong.  The only values I see are for 2EDA, which is the room in Eagle's Tower that has the door that opens after beating the boss, and 66 DA which is the same but for Angler's Tunnel.  Of course those are exceptions since those values are set specially since those bosses are in side view areas.  Also, 5B DB is the ram location of how many hearts you have.  Perhaps the easiest solution is to just not let the game add hearts to your counter at all.

It shouldn't be too difficult to find the heart container ASM and change it.  When most bosses and minibosses are spawned, a bit is set that locks the player in the playing field.  That is why you can hide in shutter doors in a regular room, but are forced in during a boss.  It's also why Smasher and Dodongo Snakes allow you to escape before defeating that boss.  They don't have the bit set since both have non-shutter exits.  Anyway, the heart container unsets this bit, sets the boss flag in the current room, and cues the dungeon clear music.  A possible solution could be to find the spot in the heart container spawn and disable it from actually adding a heart container  That could be as easy as finding where the start of the data is, finding the part that unsets the boundry bit, and then abridging the code to skip the part where the item is drawn and added into your inventory.  The other option, and this might be more tricky, is to find where the boss ASM is and find a common routine that is used for all bosses, and add code in that unsets the boundry and sets the boss flag.

Now that I think of it, I think that is exactly how it works.  Either the game checks to see if the boss flag has been checked in the room flag data, or it checks the dungeon clear flags.  The reason is because in my hack, I have set memory values for the first boss to be defeated so a door can open, but when I die and continue, I notice I have an extra heart.  This means that somewhere in the rom is a list of hearts and heart pieces that check certain room values and give you those hearts based on what is set.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Satoshi_Matrix on June 05, 2016, 04:45:40 am
Really looking forward to this, although I too will not be playing on the difficult mode. Too many rom hacks focus on making games absurdly tough for some reason. I just want a new Zelda adventure with a new overworld and new, well designed dungeons. There's a Zelda DX Master Quest hack out there already that's completely garbage as it's nearly impossible to play, even with the aid of savestates because the puzzles require clipping and abusing the game engine. Please don't do anything like that. 

I watched the trailer on youtube. Very cool stuff.
Will Link be playable at all? I don't mind the idea of Marin, but Zelda without Link is like a Megaman rom hack without Megaman.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Midna on June 05, 2016, 09:01:52 am
Wouldn't it be weirder to have a Zelda game without... you know, Zelda? Which the original Link's Awakening already was.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 05, 2016, 01:15:43 pm
Okay I already had it bookmarked.  0hx5EA2 is the offset where all the boss flags start.  From the looks of it it deals with more than just the 8 Nightmare bosses.  If any of those defined rooms have the boss flag set, then the game will assume you've picked up the heart the next time you save and quit and return.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 05, 2016, 05:45:37 pm
Really looking forward to this, although I too will not be playing on the difficult mode. Too many rom hacks focus on making games absurdly tough for some reason. I just want a new Zelda adventure with a new overworld and new, well designed dungeons. There's a Zelda DX Master Quest hack out there already that's completely garbage as it's nearly impossible to play, even with the aid of savestates because the puzzles require clipping and abusing the game engine. Please don't do anything like that. 

I watched the trailer on youtube. Very cool stuff.
Will Link be playable at all? I don't mind the idea of Marin, but Zelda without Link is like a Megaman rom hack without Megaman.
I won't do anything like that, I promise.  I'm designing the world and dungeons with the intention of keeping it fair, and if it were something Nintendo would do.  (not saying what I've done is amazing, but I'm using "guidelines" that I feel Nintendo would use in designing levels)  This won't be a difficulty hack.  And hero mode will only increase enemy stats, and such, like hero mode for Wind Waker, etc.

@Jigglysaint, thanks for the great info!  I've already found a way to prevent heart containers from dropping, basically by replacing the part in the code with playing the heart container music instead, so having them not add to the counter wouldn't be the best solution.  I will look at the addresses you mentioned.  I recall seeing that data, but didn't know what it was.  I do some testing with it and let you know how it goes!  :)

Regarding the Eagle Tower boss, that's one of the issues that I have in my main hack.  I've found a solution for the 4th dungeon boss, but currently since I removed boss heart containers, there is no flag set when you defeat the Eagle boss.  Hopefully, what you provided will help me fix it.

First off, let me just say that I'm a huge fan of your zelda 2 hacks! Link's Awakening is one of my favourites. I can't wait to try this out!!

Out of curiosity, are you using LALE?
Thanks!  :P  Yeah, I use LALE.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 05, 2016, 06:49:58 pm
Glad my info is helpful.  Right now I am trying to figure out why stepping on grass crashes the game.  Before it was getting the sword that crashed the game, and earlier still was a problem with warps that turned out to be using 2 seperate instances of dungeon maps that was some sort of attempt to do something fancy.

It's been a long time since I hacked this game.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Grimlock on June 05, 2016, 10:50:58 pm
I must be the only one that would be interested in the difficult mode, it actually sounds pretty intense!  :thumbsup:
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 07, 2016, 10:15:14 am
I haven't dabbled with heart container stuff, yet, but I will eventually!  (trying to finish other things first)

Almost done with the final testing of original Link's Awakening hero mode.  After increasing the damage of enemies from 2x to 4x, I must say that doing a 3 heart challenge would be brutal, and not in a good way.  (everything would kill you in 1 hit lol)  Even with full hearts you can die very quickly.  This is mostly due to the reduced invincibility time after taking damage.  It's very intense, ha ha.  :P

I have a question for whoever can answer.  Should I refrain from making edits to the original level design?  There are a couple areas in dungeons I feel could use some slight adjustments, to prevent skipping ahead, or to prevent exploiting clipping glitches.  I've made a few already, but I don't want to change it TOO much.  Any feedback on this would most helpful!  :)

I must be the only one that would be interested in the difficult mode, it actually sounds pretty intense!  :thumbsup:
I knew there had to be somebody!  Haha.  :D 
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: RetroRain on June 07, 2016, 11:20:16 am
Aside from playing as Marin, I think all of the changes you did thus far sound really neat!  I'm just not thrilled with playing as Marin, but I'll still play the hack.  Maybe my mind will change as I play it.

How many years has this hack been in production?

And if you don't mind me asking, what emulator/debugger did you use to help you ASM hack this game?

I was thinking about hacking this game as well.  I'd love to get rid of the introduction scene where Link wakes up with Marin and Tarin over him.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: njosro on June 07, 2016, 11:48:52 am
Quote
Should I refrain from making edits to the original level design?  There are a couple areas in dungeons I feel could use some slight adjustments, to prevent skipping ahead, or to prevent exploiting clipping glitches.  I've made a few already, but I don't want to change it TOO much.  Any feedback on this would most helpful!  :)

I say go for it. The whole point of playing a hero mode is to play the game legitimately. How can a player call themself a hero if they go and take shortcuts? :P ...although stealing was always fun. Does that count as skipping ahead?
When I play (attempt?) your hero mode it'll be neat to see those slight mods.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Midna on June 07, 2016, 03:24:20 pm
I don't get why so many people are opposed to the idea of playing as Marin. What's the big deal?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Axiphel on June 07, 2016, 04:33:02 pm
I don't get why so many people are opposed to the idea of playing as Marin. What's the big deal?

Not playing as Link in a Legend of Zelda game is like you're not even playing a Legend of Zelda game.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: SunGodPortal on June 07, 2016, 06:15:20 pm
Quote
I don't get why so many people are opposed to the idea of playing as Marin. What's the big deal?

People squirm in the face of change and non-conformity.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Made in China on June 07, 2016, 06:30:06 pm
It's his hack, his own artistic vision. Don't knock it until you've tried it.

Of course, everything should be open to criticism - but since we haven't even tried it, don't know the context for it and the execution - it just seems redundant to criticize it.

Also, this isn't a new concept, even in the Legend of Zelda series: http://zeldawiki.org/Playable_Secondary_Characters
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Axiphel on June 07, 2016, 07:32:29 pm
It's his hack, his own artistic vision. Don't knock it until you've tried it.

Of course, everything should be open to criticism - but since we haven't even tried it, don't know the context for it and the execution - it just seems redundant to criticize it.

Also, this isn't a new concept, even in the Legend of Zelda series: http://zeldawiki.org/Playable_Secondary_Characters

None of those replace Link as the main playable character and are only temporarily controllable.

It doesn't really matter to me who the playable character is. Could be Mario or Pikachu for all I care. 

Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jeville on June 07, 2016, 09:18:09 pm
Really looking forward to this, although I too will not be playing on the difficult mode. Too many rom hacks focus on making games absurdly tough for some reason. I just want a new Zelda adventure with a new overworld and new, well designed dungeons. There's a Zelda DX Master Quest hack out there already that's completely garbage as it's nearly impossible to play, even with the aid of savestates because the puzzles require clipping and abusing the game engine. Please don't do anything like that.
Is it my hack? I have no qualms with anyone calling it garbage (I don't like some stuff in retrospect), but I don't know the clipping you're referring to. It doesn't require a glitch to beat and I had some people assuming they were supposed to jump four pits across when they shouldn't (i.e. the trip to Kanalet Castle). Really wish I've made a video guide, but anyone can shoot me a PM if they are having trouble; I don't want to derail the thread with this.

I don't mind Marin being playable. Richard is another good candidate, but it does require more sprite work.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: RetroRain on June 08, 2016, 01:48:23 am
The reason why I don't really want to play as Marin is because I don't think she is that interesting of a character.  She played her part in Link's Awakening, and from what she was like in LA, she doesn't strike me as the type to go out on her own, on an adventure like Link would.

It's not that big of a deal though I suppose.  It is a different kind of change, and I like all of the other changes that were listed.  I'd still play the hack.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: John Enigma on June 08, 2016, 10:06:07 am
You said that you moved the heart containers. Did you use ASM hacking to move them?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 08, 2016, 11:38:27 am
I don't get why so many people are opposed to the idea of playing as Marin. What's the big deal?

I see what you did there.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 08, 2016, 08:54:27 pm
First, I just want to say that... Who said you couldn't play as Link?  Haha.  :P  This hack originally started with Link as the playable character.  So there is a complete story done for Link.  I'm still working on Marin's story.  After getting Marin to work, which was painfully hard to do without causing glitches, I started planning a story for her.  Link's story, or Marin's story.  The "What's New" list is just the things I've completed.  There are still some things I need to finish.  ;)

How many years has this hack been in production?

And if you don't mind me asking, what emulator/debugger did you use to help you ASM hack this game?

I was thinking about hacking this game as well.  I'd love to get rid of the introduction scene where Link wakes up with Marin and Tarin over him.
I've been working on this hack for almost 3 years now.  On and off of course, but over that time I've put a lot of work into this.  :)  The emulator I use is Visual Boy Advance.  It has some nice tools in it, that help a lot with finding data.  I never used a debugger, though.  Almost all of my modifications were done purely with a hex editor (HxD), and an assembly reference guide.  (to remember all those opcodes)

You said that you moved the heart containers. Did you use ASM hacking to move them?

It took some modifying of the boss code to remove them, yes.  It's not too technical or anything.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: John Enigma on June 08, 2016, 09:28:31 pm
It took some modifying of the boss code to remove them, yes.  It's not too technical or anything.
I ask this because apparently @gamerdudesteel can't/won't move the heartpieces on his Oracle of Secrets hack. (http://www.romhacking.net/forum/index.php/topic,20797.msg292344.html#msg292344) I already asked him (through PM) if he tried ASM hacking to move them.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on June 08, 2016, 11:35:08 pm
I ask this because apparently @gamerdudesteel can't/won't move the heartpieces on his Oracle of Secrets hack. (http://www.romhacking.net/forum/index.php/topic,20797.msg292344.html#msg292344) I already asked him (through PM) if he tried ASM hacking to move them.

I bet the same format is used in Ages/Seasons as it is in Link's Awakening.  Funny enough, I never looked, and
I was one of the pioneer hackers for all three zelda GBC games.  It actually makes sense for the game to tally containers this way since it requires no other flags except those that have already been used in the game.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on June 09, 2016, 02:38:01 am
I ask this because apparently @gamerdudesteel can't/won't move the heartpieces on his Oracle of Secrets hack. (http://www.romhacking.net/forum/index.php/topic,20797.msg292344.html#msg292344) I already asked him (through PM) if he tried ASM hacking to move them.
Oh you mean the heart pieces?  As Jigglysaint said, I'm sure they work the same way between all 3 games.  When I first started this project I too had the issue of heart pieces not saving correctly if I added new ones, or moved existing ones.  I will look at my notes to see how I fixed it.  (it's been a while, I forgot haha)  If I remember correctly, it was just a simple pointer issue.

June 09, 2016, 06:14:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Update:  I fixed the Level 8 entrance boss.  In the original game you could run through its head during the revival animation and enter the dungeon without even fighting it.  I made a video to show what happens now, if you try to do that.  :P

https://www.youtube.com/watch?v=Mhv2EgBeCA8
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Kallisto on July 23, 2016, 01:12:18 am
With the release of Marin in Hyrule Warriors...it seems this character can actually put up a fight.

So I see no problem really.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Doomed on August 01, 2016, 11:09:15 pm
Quote
- No more annoying text from objects when you touch them.
As a lifelong fan of Link's Awakening, this has me interested the most. Can you post documentation / a patch / ASM / whatever for just this? Here is some Lua code I worked on for the feature. My problem is knowing nothing about Game Boy and very little about programming, so I couldn't make it into a patch.

Code: [Select]
--Special case for heavy rocks
memory.writebyte(0xC5A6, 0x01)

And for skipping the piece of power / guardian acorn text (buggy):

Code: [Select]
--Skip text for acorns and pieces of power-------------------------------------------------
skip_text_toggle=0
--The following function is what actually skips the text. The rest is to control *when* text is skipped.
function skip_text(pvar)
if skip_text_toggle==1 then
memory.writebyte(0xC19F, 0x00)
end
end

--Known bug: Picking up two identical powerups in a row without having a break of
--no powers in-between the two pickups causes the second one to still bring up the
--text box. (Press A or B to close it.)
framecounter_power=0
framecounter_acorn=0
function skip_some_text (pvar)
--Special case for heavy rocks
memory.writebyte(0xC5A6, 0x01)
skip_text(0)
--Piece of Power
if memory.readbyte(0xD47C)==1 then
--Reset the framecounter for the inactive powerup, in case the player
--gets the other powerup type before the current powerup wears off.
framecounter_acorn=0
if framecounter_power <=100 then
skip_text_toggle=1
framecounter_power=framecounter_power+1
else
skip_text_toggle=0
end
end
--Guardian Acorn
if memory.readbyte(0xD47C)==2 then
--Reset the framecounter for the inactive powerup, in case the player
--gets the other powerup type before the current powerup wears off.
framecounter_power=0
if framecounter_acorn<=100 then
skip_text_toggle=1
framecounter_acorn=framecounter_acorn+1
else
skip_text_toggle=0
end
end
--Neither
if memory.readbyte(0xD47C)==0 then
framecounter_power=0
framecounter_acorn=0
end
end

I haven't tested it in 2 years, so it might not work. I believe I used VBA-rr back then.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Thirteen 1355 on August 13, 2016, 04:11:05 pm
Amazing!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on November 03, 2016, 07:20:56 pm
Just wanted to make a small update.  I still work on this when I can, but I'm not very good at updating, haha.  Recently some progress has been made with Dungeon 7.  As the holidays approach I will have a lot more free time.  :)

Here are a couple screenshots that show some new things.

4/5 heart pieces:
(https://dl.dropboxusercontent.com/u/23270069/4-5%20Hearts.png)

Ring for sale in shop:
(https://dl.dropboxusercontent.com/u/23270069/Shop.png)

As a lifelong fan of Link's Awakening, this has me interested the most. Can you post documentation / a patch / ASM / whatever for just this?
I plan to release all my documentation when I release the hack.  :)  It is quite extensive, and I hope others will find it useful!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Midna on November 03, 2016, 08:26:50 pm
I see the shop has taken some anti-shoplifting measures since the last time.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on November 03, 2016, 11:49:45 pm
I see the shop has taken some anti-shoplifting measures since the last time.
Yeah, that ring is quite valuable.  Shopkeeper doesn't take chances.  :P
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Thirteen 1355 on November 04, 2016, 06:24:17 am
NIce work!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Bahamut ZERO on November 10, 2016, 04:02:35 pm
Quote
I plan to release all my documentation when I release the hack.  :)  It is quite extensive, and I hope others will find it useful!

Hell yeah!  :D
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Thirteen 1355 on November 10, 2016, 04:14:33 pm
Speaking of Zelda hacks ;D
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 03, 2017, 06:29:35 am
Small update!

Just wanted to say I'm gonna make a new version of Hero Mode for the original LA.  The reviews on the initial version mentioned I changed too much.  Which I agree with.

http://www.romhacking.net/hacks/2892/

I will make a new version with just the difficulty changes and quality of life changes.

---

Also, in regards to this project, it is still being worked on.  I hope to finish it tin 2017.  I've made a lot of progress since last time, and look forward to releasing it!  :)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Googie on February 07, 2017, 11:03:20 am
This hack is gonna be Gangsta when it's done! 🔫🔫
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 07, 2017, 11:43:57 pm
Thanks Googie!   :happy:  I'm doing my best to finish it!


Update!

So I've started to expand graphics data to allow more tiles and more variety of objects.  Grass is no longer squares.  It has corners and edges, etc.  There are a ton of new graphics, but there are also some from original LA.  I haven't decided if I want to completely redraw all graphics.  Expanding them is good for now, lol.  :P

Here are a couple of screenshots:

(http://i.imgur.com/rZCPoEf.png)

(http://i.imgur.com/4soAF0l.png)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Satoshi_Matrix on February 08, 2017, 01:46:42 pm
Really really excited to play this on my GB Boy Colour once it's done!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 11, 2017, 08:19:44 am
Update!

With some extremely helpful advice from optomon, I've located music data and have been figuring out how music is structured!   I've never composed music before, but I hope to create something new and exciting!   :woot!:  So far, I've successfully made a simple remix of the Ballad of the Windfish, which is used for the intro cutscene.  Eventually I'll make a preview for it!

With that said, I can't promise I'll be able to create entirely new music.  Just wanted to update that I am hopeful!  :)

February 12, 2017, 11:56:26 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update!  Great news!

New quality of life change added for the power bracelet.  Now you don't have to constantly equip it to pick items.  It is assigned to the B button at all times, so you can leave it in your inventory forever!     8)


VIDEO:  https://www.youtube.com/watch?v=Sl52SUfAATU
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: lexluthermiester on February 15, 2017, 05:05:01 am
Update!

With some extremely helpful advice from optomon, I've located music data and have been figuring out how music is structured!   I've never composed music before, but I hope to create something new and exciting!   :woot!:  So far, I've successfully made a simple remix of the Ballad of the Windfish, which is used for the intro cutscene.  Eventually I'll make a preview for it!

With that said, I can't promise I'll be able to create entirely new music.  Just wanted to update that I am hopeful!  :)

February 12, 2017, 11:56:26 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update!  Great news!

New quality of life change added for the power bracelet.  Now you don't have to constantly equip it to pick items.  It is assigned to the B button at all times, so you can leave it in your inventory forever!     8)


VIDEO:  https://www.youtube.com/watch?v=Sl52SUfAATU

Nice! This looks so awesome! Are you going to do open/public beta testing?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 15, 2017, 12:32:34 pm
the wetland area screenshot looks a bit like two separate screens pasted together.  in particular, the vines could use a custom bottom tile that blends into the ground or tapers off somehow.

EDIT: i realize you're just in the phase of expanding some graphics and might not be concerned with finishing touches yet, but figured i'd point it out before forgetting.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 15, 2017, 04:06:25 pm
Nice! This looks so awesome! Are you going to do open/public beta testing?

Hopefully closer release.  There is still a lot to do.  :P


the wetland area screenshot looks a bit like two separate screens pasted together.  in particular, the vines could use a custom bottom tile that blends into the ground or tapers off somehow.

EDIT: i realize you're just in the phase of expanding some graphics and might not be concerned with finishing touches yet, but figured i'd point it out before forgetting.


Thanks for the feedback!  It was really helpful.  :)  Here is an updated screen.  I've done a lot of gfx expansion in the last few days, so there is a lot more freedom for variety.  I made some new vines that mesh better with the ground.  (hopefully!) 

(http://i.imgur.com/PPHlSGy.png)

Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: lexluthermiester on February 16, 2017, 06:45:08 am
Hopefully closer release.  There is still a lot to do.  :P

Cool, would love to participate.

Thanks for the feedback!  It was really helpful.  :)  Here is an updated screen.  I've done a lot of gfx expansion in the last few days, so there is a lot more freedom for variety.  I made some new vines that mesh better with the ground.  (hopefully!) 

Personally, I think the vines look good. They look like they're growing up out of the ground and up onto the rock face, which is what vines do.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Satoshi_Matrix on February 17, 2017, 10:38:17 pm
Are you looking for beta testers? I would love to get in, and try this on the real hardware and let you know if there's any glitches.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 18, 2017, 02:06:29 am
yep, the new vines' tiles and placement look good.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: njosro on February 18, 2017, 10:10:54 am
The power bracelet improvement is awesome. Yesss you just fixed one of the most annoying aspects of the game!!!

When you move up to a rock and do you still press B plus the direction opposite you're facing or is it just B now?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 18, 2017, 12:24:48 pm
Update! 

Remember in the original game there was this mysterious glitched rock in the forest?  You could pick up the top-right corners of the forest borders, but it was glitched.  I found the code for this and fixed it!  The rock now has a hole under it, which the original game never had.  (new rock maze?  :P)

VIDEO:  https://www.youtube.com/watch?v=FHfmBDur83M


Are you looking for beta testers? I would love to get in, and try this on the real hardware and let you know if there's any glitches.
Eventually I hope to!  It will be much closer to release, though.  While the hack is almost complete, there is still a lot to do.

The power bracelet improvement is awesome. Yesss you just fixed one of the most annoying aspects of the game!!!

When you move up to a rock and do you still press B plus the direction opposite you're facing or is it just B now?
You still have to press the direction you want to pick it up.  I will look into making it a single button press!  That would be really cool actually.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Kea on February 18, 2017, 11:15:51 pm
I thought having to 'pull back' with the d-pad to lift something was a nice touch personally. But not having to equip the Bracelet every time is a huge improvement - with only two item slots the less you need to switch the better.

Those new graphics look gorgeous. Helps that LA is maybe my favorite Zelda too. Looking forward to seeing this progress!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 21, 2017, 04:45:11 pm
Update!

This is another small update like the previous rock update.  :P  The grass in Link's Awakening was always green, except for one screen in Gopanga Swamp.

Image of Gopanga Swamp grass:
Spoiler:
(http://i.imgur.com/zfMDXkY.png)

Now there is new dynamic grass that changes colors!  So now you can have varying types of grass color for different regions of the map.  :)

VIDEO:  https://www.youtube.com/watch?v=-gus4Bodu88
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Satoshi_Matrix on February 21, 2017, 11:19:31 pm
I don't mean to nag or pressure you, but I'm curious how far along the project currently is. What's been done and what's yet to be done?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 22, 2017, 05:33:42 am
Hey, no worries!    ;)

Currently I am working on finishing up the world map.  It used to be complete, but ever since I expanded gfx data, I've been making a lot of new custom gfx, and also porting some over from the Oracle games.  Just trying to get a lot of variety.  Also, now that grass has been improved, I'm trying to find ways to make use of it.

For dungeons, I'm almost finished with dungeon 7.  I usually create an initial layout for a dungeon and make a lot of revisions over time.  Dungeons 1-6 have been refined over the years after countless hours playing them and learning what is tedious/annoying.  I'm trying to make this fun and not kaizo.  After that, all that's left is dungeon 8, and they will be all done.

Boss rush is complete.  (it's basically like a new puzzle-less dungeon)

I need to finish the item trading side quest.  I have a plan for an all new trading sequence with some new items, but I just haven't gotten to it, yet.

The story events and sequence are mostly complete.  I have almost everything set up, and working, but haven't written any the text.  That will probably be the last thing I do.

For now, I'm trying to finish the world map.  Then I'll probably start working on dungeons again.

Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: lexluthermiester on February 22, 2017, 04:22:12 pm
Hey, no worries!    ;)

Currently I am working on finishing up the world map.  It used to be complete, but ever since I expanded gfx data, I've been making a lot of new custom gfx, and also porting some over from the Oracle games.  Just trying to get a lot of variety.  Also, now that grass has been improved, I'm trying to find ways to make use of it.

For dungeons, I'm almost finished with dungeon 7.  I usually create an initial layout for a dungeon and make a lot of revisions over time.  Dungeons 1-6 have been refined over the years after countless hours playing them and learning what is tedious/annoying.  I'm trying to make this fun and not kaizo.  After that, all that's left is dungeon 8, and they will be all done.

Boss rush is complete.  (it's basically like a new puzzle-less dungeon)

I need to finish the item trading side quest.  I have a plan for an all new trading sequence with some new items, but I just haven't gotten to it, yet.

The story events and sequence are mostly complete.  I have almost everything set up, and working, but haven't written any the text.  That will probably be the last thing I do.

For now, I'm trying to finish the world map.  Then I'll probably start working on dungeons again.

The sentiment of anticipation is felt by me as well. This seems like it's going to be very cool! So are you going to do several patches? Like one with Marin, and one for Link? That would be interesting and fun.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Satoshi_Matrix on February 22, 2017, 08:46:17 pm
Are you gonna force GBC mode, or will you preserve GB/SGB compatibility?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 22, 2017, 10:30:19 pm
The sentiment of anticipation is felt be me as well. This seems like it's going to be very cool! So are you going to do several patches? Like one with Marin, and one for Link? That would be interesting and fun.
That's the plan.  In the end I hope to have two playable quests.  Right now I'm just focusing on getting Marin's game complete.  I have all the text and story done for Link.  (originally, the hack was only going to be Link.)  After I discovered a method to get Marin to be playable without glitches, I started working on one for her, and she is the main focus of the hack now.

Are you gonna force GBC mode, or will you preserve GB/SGB compatibility?
Are you referring to the game working on real hardware?  I have to be honest, I don't fully understand what you mean.   :-\  Oh, by the way, I saw your comment on youtube.  It is great advice!  That is something I always consider when doing level design.  I try to keep things grounded as you put it.  The hack is constantly going through revisions, to hopefully improve level design.  There are many things I've done that I thought were super cool, only to remove them later after realizing they weren't so cool, haha.  I also use a lot of reference of other games for my level design, and that helps a lot.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: RetroRain on February 24, 2017, 03:38:46 am
I saw your video with the power bracelet.  I think that is such a great idea, but I do have one suggestion that would make it even better.  Move the bracelet to the right side of the inventory.  You know, the side that shows your instruments and sea shells and all of the other little side-items you get throughout the game.  Much like in Zelda 3, once you get the glove, it doesn't take up space in your item inventory.  It is always equipped, and it is shown on another panel.  If the bracelet is always going to be equipped once you obtain it, then it shouldn't take up space in the item portion of the inventory screen.

This would also allow the possibility of having the boomerang in the inventory without having to trade for it, hence having room for all of the items you get in the game.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 24, 2017, 03:48:37 pm
RetroRain, I've actually been trying to do that.  :P  Adding new objects to a menu is something I've never done with ASM before, so it might be a bit more tricky for me.  That is a great suggestion, though, especially the boomerang part.  Hopefully I can figure something out!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 24, 2017, 04:14:22 pm
I thought having to 'pull back' with the d-pad to lift something was a nice touch personally.

echoing this.  broader activation of the bracelet's lifting, when combined with a bracelet you can never un-equip, seems like it would limit flexibility in control and possibly compromise gameplay.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 24, 2017, 04:56:34 pm
echoing this.  broader activation of the bracelet's lifting, when combined with a bracelet you can never un-equip, seems like it would limit flexibility in control and possibly compromise gameplay.
So far, picking things up feels exactly the same as before.  However, there is one case where it does compromise gameplay.

Ever since making the change, I've noticed that it kinda forces you to use the sword in the A button slot.  For example, if you are trying to poke a wall (for bomb spots) with the sword in the B button slot, Link will try to grab the wall instead of poking it.  This forces you to use the sword in the A slot.  This is the only time I've experienced an issue with the always active bracelet.

So I have to ask, should the bracelet be assigned to the A or B button?  I think it will depend on what is everyone's primary button used for the sword.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: BlackMageJawa on February 24, 2017, 05:03:16 pm
Could you make it so that Link doesn't hold onto walls? I might be wrong, but off the top of my head I can't remember any point in the game where it's necessary to grab an ordinary wall.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 24, 2017, 05:15:41 pm
since i don't think anybody pokes walls while pressing away from the wall, it seems obvious that keeping the arrow button for lifting is the remedy here. :P  doing away with it seems like a solution in search of a problem: were there really that many 1-fingered people complaining about pressing 2 buttons?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 24, 2017, 05:30:34 pm
Could you make it so that Link doesn't hold onto walls? I might be wrong, but off the top of my head I can't remember any point in the game where it's necessary to grab an ordinary wall.
Interesting idea!  I will look into this.  You may be right and there is no instance in the game where Link needs to grab walls.

since i don't think anybody pokes walls while pressing away from the wall, it seems obvious that keeping the arrow button for lifting is the remedy here. :P  doing away with it seems like a solution in search of a problem: were there really that many 1-fingered people complaining about pressing 2 buttons?
I think you are talking about the "lifting" part of the animation.   :P  The issue is just the "grabbing" part. (it's a two part action) I haven't removed the directional lifting yet, so you still need to press the arrow button to actually lift things.

The issue is when you try to poke the wall, Link will grab the wall instead.  (during the grabbing part, not lifting part)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 24, 2017, 05:46:40 pm
ah, gotcha.  i'm obviously in favor of keeping directional lifting, but as for tackling the current issue..  how does the original game behave if you assign Bracelet to B and Sword to A, and press both buttons by a wall simultaneously?  and vice versa?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Woodman on February 24, 2017, 06:07:07 pm
ah, gotcha.  i'm obviously in favor of keeping directional lifting, but as for tackling the current issue..  how does the original game behave if you assign Bracelet to B and Sword to A, and press both buttons by a wall simultaneously?  and vice versa?

Just tested. The bracelet always takes priority over the sword, no matter when the buttons are pressed.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 24, 2017, 06:07:09 pm
For both cases, the bracelet will always take precedence and Link grabs the wall.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 24, 2017, 08:02:47 pm
thanks both for testing.  some ideas:

- like you said, avoid by assuming the sword will be affiliated with a certain button.  downside: starts abandoning game's flexible approach of assigning items to buttons interchangeably.
- find code that determines priorities, and downgrade the Bracelet.  downside: more complex, possible side effects.
- allow Bracelet priority toggling, or flat-out Bracelet usage toggling, with some special key press or key combo.  it'd have to be a quick and simple one, as going into the menu to change gear isn't that hard.  downside: complex, can border on too much work for user, since there aren't shoulder buttons or X/Y available here.
- maybe allow Start + B/A to override Bracelet?  it seems that while Select to enter menu gets very high priority, pressing Start to enter map is less so, at least with Virtual Gameboy circa 1997. :P  so if you're able to register the otherwise-discarded Start press, and there's an item in the Bracelet's button's slot, don't have Bracelet kick in.  downside: complex, as you're hacking both controller input, AND finding the code that determines priorities.
- simpler than the last might be a more specific check to have Sword override Bracelet if you're also pressing arrow in the same direction Link's facing.

yeah, ideas are a dime-a-dozen when i won't be the one implementing any of them. ;)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on February 24, 2017, 09:57:26 pm
Just tested. The bracelet always takes priority over the sword, no matter when the buttons are pressed.
Almost a same time post!   :o  Thanks for testing that.

thanks both for testing.  some ideas:

- like you said, avoid by assuming the sword will be affiliated with a certain button.  downside: starts abandoning game's flexible approach of assigning items to buttons interchangeably.
- find code that determines priorities, and downgrade the Bracelet.  downside: more complex, possible side effects.
- allow Bracelet priority toggling, or flat-out Bracelet usage toggling, with some special key press or key combo.  it'd have to be a quick and simple one, as going into the menu to change gear isn't that hard.  downside: complex, can border on too much work for user, since there aren't shoulder buttons or X/Y available here.
- maybe allow Start + B/A to override Bracelet?  it seems that while Select to enter menu gets very high priority, pressing Start to enter map is less so, at least with Virtual Gameboy circa 1997. :P  so if you're able to register the otherwise-discarded Start press, and there's an item in the Bracelet's button's slot, don't have Bracelet kick in.  downside: complex, as you're hacking both controller input, AND finding the code that determines priorities.
- simpler than the last might be a more specific check to have Sword override Bracelet if you're also pressing arrow in the same direction Link's facing.

yeah, ideas are a dime-a-dozen when i won't be the one implementing any of them. ;)

There are a few ideas I'm considering.  If I make any progress on it, I will post back.  Hopefully the solution isn't too complex! 


February 24, 2017, 10:24:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Great news!

Luckily this wasn't too complex to figure out. As a recap, the original issue was the new bracelet interfering with the sword when poking walls for bomb spots.

I've been doing some testing since my last post (~30 min ago lol), and I found a way to assign the bracelet to both A and B buttons.  This seems to be the best solution!  For those who like the sword equipped on A, can use B to pick up items, and vise versa.

The "issue" will still be there - if you have sword equipped on A, you won't be able to poke walls with the A button.  But now that you can use A or B, it shouldn't be a problem anymore.


Edit: I just realized my mistake, haha!   :-[  That won't work.  Oh well.  Back to testing!

Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: assassin on February 25, 2017, 01:43:38 am
well, you could be onto something.. maybe when sword's equipped, auto-assign Bracelet to the opposite button of the sword slot?  that's assuming it's not found to interfere with other items.  this way, you're not trying to anticipate which buttons "most players" would favor for various items.

or assign it to both, but demote its priority relative to the sword probe.  so if sword's on A, B gives high-priority Bracelet use (unless somebody bafflingly pushes both buttons at once), and A the low-priority form.  having B as a fallback would avoid (some of) the side effects alluded to in the second method of my previous post.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: dert on April 09, 2017, 03:55:14 pm
My solution would just be to make it so that Link can no longer grab walls, as grabbing walls does absolutely nothing in the game. With this solution, the only side effect to look out for would be if it made Link unable to pull on those retracting lever things. I don't see why you would need the sword to override the bracelet entirely if the only negative effect of the bracelet binding is your ability to stab walls. Managing the priority of items would be needlessly complex imo.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on April 09, 2017, 10:35:54 pm
I would think the easiest solution is to just make exceptions for certain tiles.  Run a program exception for the four dungeon wall collision types and possibly one for sold objects($01 in collision data).  It wouldn't stop everything from being grabbable, but it might help with the sword poking thing.

Or better yet, just make the power bracelet also allow Link to smash pots with his sword, and really, nobody should be equipping the power bracelet when not needed since the Roc's Feather is clearly a better choice.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: dert on April 10, 2017, 06:29:23 pm
Or better yet, just make the power bracelet also allow Link to smash pots with his sword.

That wouldn't really work since being able to throw pots is a crucial part of the power bracelet's usefulness.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Jigglysaint on April 11, 2017, 12:56:52 pm
That wouldn't really work since being able to throw pots is a crucial part of the power bracelet's usefulness.

I was thinking more along the lines of being able to get past pots without equipping the power bracelet, while still retaining the ability to pull on and lift pots.  The game makes a check to see if the object Link is pulling on can be lifted anyway, so it should be possible to intercept the pulling code and put in the same check too.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: xisti on July 22, 2017, 07:16:08 pm
I cant wait to play this game,just to read all the updates makes my gamer senses go crazy!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Queen Zeal on July 23, 2017, 08:20:26 pm
Your hack looks great. I can't wait to try this out! I played the original version not that long ago, so playing this should be fun.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on July 26, 2017, 06:10:13 am
Hello!  Just popping in to say I still work on this!  Haven't posted in a while because I'm terrible with updates, haha.

As a request, I just submitted a new LA hack that has a few quality of life changes to the original game.  Hopefully it gets approved without issues.


Update on this hack:

I've done quite a bit since last time.  Added new items and many upgrades to existing items.  The original game only had room for 13 items, but I expanded the data to allow more.  Now there are 14!  The new item is super FUN to use.  It's definitely overpowered, but you won't get it until late in the game anyway.  (trying to avoid spoilers here :P)

Anyway, I'm trying my best to complete this hack.  I want to finish it by the end of 2017. Feels like it's been in development forever...  :-\
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: John Enigma on July 30, 2017, 11:22:32 pm
As a request, I just submitted a new LA hack that has a few quality of life changes to the original game.  Hopefully it gets approved without issues.

What kind of QOL hack would that be?

I haven't seen it in the front news page.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on July 31, 2017, 08:50:35 am
What kind of QOL hack would that be?

I haven't seen it in the front news page.

Here is the link:  :)

http://www.romhacking.net/hacks/3597/
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: XModxGodX on July 31, 2017, 04:45:28 pm
Any chance of making the text scroll faster on the QOL hack? Like in Oracle of Ages/ Seasons at Message Speed 5?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on July 31, 2017, 06:24:33 pm
Any chance of making the text scroll faster on the QOL hack? Like in Oracle of Ages/ Seasons at Message Speed 5?

That is a great idea, so I will definitely look into it.  Never crossed my mind until now!  ;)
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: John Enigma on July 31, 2017, 08:54:09 pm
That is a great idea, so I will definitely look into it.  Never crossed my mind until now!  ;)
Hey, since you included toruzz's VWF font, is it possible if you can include artemis251's Link's Awakening Restoration Patch (http://www.romhacking.net/hacks/612/), or is it not possible because it needs to be patched to a "Legend of Zelda, The - Link's Awakening DX (U) (V1.1) [C][!].gbc ROM"?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on August 01, 2017, 11:55:03 am
Hey, since you included toruzz's VWF font, is it possible if you can include artemis251's Link's Awakening Restoration Patch (http://www.romhacking.net/hacks/612/), or is it not possible because it needs to be patched to a "Legend of Zelda, The - Link's Awakening DX (U) (V1.1) [C][!].gbc ROM"?
I'll do some testing with it.  I've never worked on a 1.1 rom before, so I couldn't say how different it is.  His restoration hack is pretty straightforward, though, so I could easily recreate the features for a 1.2 rom if necessary.  I'll first try to make a compatibility patch for it. (I don't want to make his hack obsolete)  If it causes too many problems because it was made for a 1.1 rom, then I'll probably have to make an entirely new one.  I will look into it.  :P
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: John Enigma on August 01, 2017, 01:57:01 pm
^Cool. :thumbsup:

Also, I can't wait for your Nightmare hack either.

The fact that you can play as Marin, reminds me of the BS Zelda No Dentsetsu games, in where it gave you the liberty to play as a Dame (female equivalent of a Knight) as well.
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: IcePenguin on October 05, 2017, 11:17:06 pm
(https://i.imgur.com/txQyuyk.png)

Healing Pond, also what could that new item be? (one of a few new items :))  This post is just a small update saying I still work on this.  There is a new cutscene when you start a new game to give a bit of backstory for Marin.  It plays automatically, so you won't be able to skip it.

See the owl statue in the screenshot?  Those are now save statues.  You can't manually save anymore using A+B+Start+Select.

Also, I've made a new title screen, which I'll reveal at release, and it's no longer called "Nightmare of Koholint Island".
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: lexluthermiester on October 06, 2017, 05:25:05 pm
(https://i.imgur.com/txQyuyk.png)

Healing Pond, also what could that new item be? (one of a few new items :))  This post is just a small update saying I still work on this.  There is a new cutscene when you start a new game to give a bit of backstory for Marin.  It plays automatically, so you won't be able to skip it.

See the owl statue in the screenshot?  Those are now save statues.  You can't manually save anymore using A+B+Start+Select.

Also, I've made a new title screen, which I'll reveal at release, and it's no longer called "Nightmare of Koholint Island".
Man, getting soo excited!
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Shade Aurion on December 20, 2017, 07:18:35 am
Wow, I can't wait for this to release! I'll probably do a full lets play of it after Links Awakening :3
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: Zeemis on January 29, 2018, 08:16:21 pm
I'd love to help, maybe with designing a dungeon or two?
Title: Re: The Legend of Zelda - Nightmares of Koholint Island (update thread)
Post by: ShadyRounds on January 30, 2018, 05:06:32 pm
Same excitement from me toward this project. Always fun to play something beloved made new again.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 08, 2018, 08:51:10 pm
Added more rupee variety and added boons to the menu.  They'll increase attack and defense temporarily.  The screen shot also lets you see that the bracelet is now passive, and you'll need to collect 5 hearts pieces to complete a new heart.

(https://i.imgur.com/Ote0Jur.png)

(https://i.imgur.com/ADD9duP.png)

(https://i.imgur.com/aK8hiJD.png)

(https://i.imgur.com/QZHvIyH.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IAmCaptPlanet on April 11, 2018, 07:00:20 am
cool cool cool!

looking great!

also a quick question, would it be possible to add the passive bracelet function to your vanilla Links Awakening quality of life hack, that would be SO RAD
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 11, 2018, 04:06:05 pm
also a quick question, would it be possible to add the passive bracelet function to your vanilla Links Awakening quality of life hack, that would be SO RAD

That'd definitely be possible!  :)  It would take a ton of work, however.  Getting the bracelet to be passive was quite work intensive.  If I added it to the Quality of Life hack, it'll be after I finish this hack.  I would like to add it eventually.  After playing with a passive bracelet for so long, it's difficult going back to having to equip it to pick stuff up.


By the way:  small update!

Added the potions to the sub-menu, and created a new item.  Wonder what it does...

(https://i.imgur.com/mE811t9.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Midna on April 11, 2018, 05:05:33 pm
I wonder what the ring does.

Marin's dress is actually sky blue, not orange, but I understand how changing that would probably confuse the player more than it's worth.
Title: Re: Zelda - Link\'s Awakening Hack WIP (update thread)
Post by: IcePenguin on April 11, 2018, 07:20:20 pm
I wonder what the ring does.

Marin's dress is actually sky blue, not orange, but I understand how changing that would probably confuse the player more than it's worth.

It's a secret to everybody.   :P

The reason it's orange is because that was her original color in Link's Awakening, haha.  She actually gets many upgrades to her outfit, just like Link, so there is a blue version.  It's just that with the limited palette of the gameboy, it'd be quite hard to make her dress a different color from her hair.  But there is still a surprise waiting that I haven't showed anyone, yet, regarding Marin and her blue dress.  ;)


April 13, 2018, 05:43:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've been expanding gfx data to allow more variety.

Just curious, how does this look?   I've been experimenting with various styles of wall, floor, rug, etc.  Some gfx will be ported over from the Oracle games, but there will be a lot of custom stuff, too.  Anyway, here is a comparison between Marin's old house and new house.

Some critique would be great!  :)


New House:
(https://i.imgur.com/sk6YEqN.png)

Old house:
(https://i.imgur.com/7dCnEk8.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Drenn on April 13, 2018, 07:03:00 pm
This hack looks sweet.

I think your new gfx look great. That's partly because I'm highly receptive to anything that looks different in a game I've played to death. But even trying to account for that I think you did a good job. The only thing I'm not 100% sold on is the carpets. Maybe the dithering looks better when the image isn't blown up like that.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 13, 2018, 10:23:17 pm
This hack looks sweet.

I think your new gfx look great. That's partly because I'm highly receptive to anything that looks different in a game I've played to death. But even trying to account for that I think you did a good job. The only thing I'm not 100% sold on is the carpets. Maybe the dithering looks better when the image isn't blown up like that.

Thanks for the feedback, Drenn!  Ah yes, that blasted carpet.  I drew many variations of it, but they all started to look the same after a while.  That's what I settled on (for now, haha) because it felt like a rug the most - compared to some others.     I do test my hack on real hardware, and the rug doesn't look too bad on the smaller gameboy screen.  Such a large image definitely makes it look odd.  I dunno.   :-\  The original "stone" flooring doesn't fit well with the new gfx, so I'll keep testing out new ones.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Midna on April 14, 2018, 01:12:14 am
Most of it looks very nice, but that carpet's a little messy-looking and I feel like the wooden floor could do without the black lines.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 14, 2018, 02:38:07 am
Most of it looks very nice, but that carpet's a little messy-looking and I feel like the wooden floor could do without the black lines.

Thank you for the suggestions, Midna!  Here is a comparison screen to see what it might look like without the black lines in the wooden floor.  After seeing the difference myself, I'm inclined to agree with you.  They just added extra noise to the room it seems. I did like how the black line gave them a bit more depth, though.   :-\  Also, I was just messing around with the original "stone" tiles to see how it'd look if they weren't pink.  Kinda has a cabin/cobblestone feel to it.

(https://i.imgur.com/ZZyB35w.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Midna on April 14, 2018, 03:36:33 am
They do add depth, but the Game Boy Zelda games usually only use black outlines for solid objects. When you're on as tiny a screen as the Game Boy's (and remember that Link's Awakening was designed for the original black and white model first), visual clarity is extremely important.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 14, 2018, 06:13:42 pm
They do add depth, but the Game Boy Zelda games usually only use black outlines for solid objects. When you're on as tiny a screen as the Game Boy's (and remember that Link's Awakening was designed for the original black and white model first), visual clarity is extremely important.

That's great advice.  It's not something I really thought of before, but I will keep it in mind when moving forward with drawing new stuff.  When drawing anything, I always use a ton of reference to see how things were done in the original game, and even in the Oracle games.  I also test it regularly on a Gameboy, so I'm always checking to see if things look okay on the smaller screen. 
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: njosro on April 16, 2018, 03:59:58 pm
This is looking more and more exciting with each new update! It's gonna be an amazing experience. I can't wait!

Like Midna, I wonder what the blue ring does.
The new rupee scheme reminds me of the Oracle games. Very cool.

I like the graphic tweaks you made to the treasure chest btw.

Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 16, 2018, 10:44:03 pm
This is looking more and more exciting with each new update! It's gonna be an amazing experience. I can't wait!

Like Midna, I wonder what the blue ring does.
The new rupee scheme reminds me of the Oracle games. Very cool.

I like the graphic tweaks you made to the treasure chest btw.

Thank you, njosro!  I was very excited to implement more rupees since the original game was quite lacking in the respect.  I've added them to the enemy drop tables with varying degrees of rarity.  Rupees in the game will play a pretty big role.  Spend wisely in the new shop!  ;)

Also...

(https://i.imgur.com/33nkIwP.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on April 17, 2018, 10:14:57 am
Is this a Korok from Wind Waker? :o
Did you build the sprites and model yourself? This is awesome.
Seriously can't wait for this. Signed up, just to answer this thread.
BTW are you planning to include stuff from the oracle games games like the level 2 feather, the goron sword or the mermaid suit? That would be pretty cool.
Thanks for your outstanding work.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Jeville on April 17, 2018, 04:46:37 pm
Is this a Korok from Wind Waker? :o
It's a reference to hidden Koroks from Breath of the Wild.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 17, 2018, 10:03:39 pm
Is this a Korok from Wind Waker? :o
Did you build the sprites and model yourself? This is awesome.
Seriously can't wait for this. Signed up, just to answer this thread.
BTW are you planning to include stuff from the oracle games games like the level 2 feather, the goron sword or the mermaid suit? That would be pretty cool.
Thanks for your outstanding work.

Welcome to RHDN, Exodus!  As Jeville stated, the korok is a reference to Breath of the Wild's hidden koroks.  Well, his text is anyway.  He looks more like Makar from Wind Waker than any korok from BotW.  Also, he does play a role in a side quest and not just for show.  I made the sprites myself, so I'm quite proud of the little guy.  Haha.  :P

There will be new items, but not many from the Oracle games.  There's at least one from those games, but the others are completely new.  The Goron sword won't be in, but there are more sword upgrades to look forward to.  I don't wanna reveal too much.  Trying to leave most things a surprise.   I will say I have experimented with a level 2 feather...  ;)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on April 22, 2018, 08:21:50 am
Thanks for the warm welcome IcePenguin.
Never played Breath of the Wild unfortunately, sometime when the switch is affordable i hope to get the chance.
Pretty awesome stuff with the new sprites, keeping the style of the original.
It's actually good not to tell too much stuff about the game and let us explore the world on the one hand, but on the other hand I am thirsty for updates  ;D
Considering that you are already over 90 percent done I hope to get my hands on it soon. :woot!:
Thanks for the updates and your work.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Zeemis on April 22, 2018, 12:55:38 pm
Please finish this! This is the hack we all need for Link's Awakening!!!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 23, 2018, 02:41:29 am
It will be finished!   8)

Small update:

In the original Link's Awakening, the gfx tilesets for dungeons were very limited.  Between dungeons, there were only 3 unique tilesets used, and a couple more for other areas.  (caves, houses, etc.)  In short, it was surprisingly limited.

That's changed!  I've expanded the gfx data to allow a lot more variety so now each area can have its own unique look.  Yay!  There is also room for more variety of objects and stuff to make areas feel interesting.  I shall do my best to give the game new life.   :thumbsup:  And as a small tease, I can't wait to show you Link's island.  (everything shown thus far is on Marin's island)

Here's a screenshot of Dungeon 1:

(https://i.imgur.com/0ndBBg7.png)

Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on April 23, 2018, 11:43:39 am
Looks very good icepenguin.
The new walls add a whole new level of depth to the look of the rooms.
Really looking forward to see links island. Stop teasing me ;D
So what do you have in mind? Will the whole game and the map be split into two and after half the game the characters are switched or will there be swapping between characters?
In one of the pictures with Marin I saw there were only 4 instruments to be found, does that mean there are four instruments for each of the characters?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on April 23, 2018, 12:23:06 pm
Are the dungeons going to be the same, edited versions or completely original?
So far everything looks amazing. It might be worth seeing if you can lift anything from Oracle of Ages/Seasons also
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Midna on April 23, 2018, 12:54:40 pm
It might be worth seeing if you can lift anything from Oracle of Ages/Seasons also

I know the torches are from there. I want to say the walls are too.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 23, 2018, 03:54:50 pm
In one of the pictures with Marin I saw there were only 4 instruments to be found, does that mean there are four instruments for each of the characters?
The screenshot only showed 4 instruments because the sub-menu was open, covering up the other four.  I don't wanna say too much about that, so you'll just have to wait 'n see!  It's nothing as complex as you suggested, but I think my current plan will feel... familiar.   :laugh:


Are the dungeons going to be the same, edited versions or completely original?
So far everything looks amazing. It might be worth seeing if you can lift anything from Oracle of Ages/Seasons also

All dungeons and areas are completely original.  There have been some gfx used from the Oracle games, and maybe even stuff (not gfx related) I don't want to reveal just yet.  ;)  As Midna pointed out, the torches are from there, as well as the walls.  So far, however, most things I've used from the Oracle games have been modified in some way.  For example, a lot of the wall designs in the Oracle games contained oddities that you'd never know about unless you studied them and drew them.  So things like that have been re-drawn to look better, or to fit within the bounds of how much new space there is.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on April 24, 2018, 01:06:53 am
Awesome! I was hoping you'd say that. Now i'm really excited :D
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on April 24, 2018, 02:02:17 pm
Sounds very good. Really excited to play soon. ;D
I think it will be very cool to see the style mix between the oracle games and links awakening.
BTW will you be adding a higher number of maximum hearts and more heart containers?
It would be great to have opportunities added to spend more time with the game as the original game was relatively short, finished it in about 4 hours when I replayed it recently.
When I first played it as a kid back in the day it seemed much more expanded in size  :o
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on April 25, 2018, 08:40:34 pm
There will be about 50 or so heart pieces to find.  Bosses now re-spawn as part of the new boss rush, so they no longer drop full heart containers.  In the original game, being limited to 14 hearts, and having 11 of those basically given to you, always felt like such a let down to me.  I wanted to explore more with more things to discover, so now you'll have about 5x as many hearts to find (with 5 pieces making a complete heart), and even more seashells, as well.  I've tested the amount of hearts and seashells over the years and finally settled on a quantity that feels reasonable and not overwhelming.

For seashells it started out at 100, but over time, that felt like way too many, and I even lost interest in finding such a large number.  It might've worked in a larger world, but in a world this size it greatly reduced their appeal after a while, especially on repeated play throughs.  This subject is quite hard to explain, but as someone who has played this way a lot, you'll just have to trust me, ha ha.  Before starting this hack, I was like "oh yeah! 100 seashells!  woo hoo!", but it turns out to not be so great.   :laugh:

There will be more opportunities to spend more time with the game, as you said.  I'm trying to design the world in such a way that areas will serve more than one purpose.  There will be backtracking, but it will all be optional and never required.  So if you are willing to explore and see what there is to offer, I'm sure you'll find plenty things to keep you occupied.  :)

One last thing, Exodus you mentioned "soon" but I just want to clear things up a bit.  While I did say 90% complete as sort of a progress indicator, the scale of this project is quite huge so even that last 10% will take time.  I'm always working on this when I have free time, so it will be finished eventually, but it's hard to say when that'll be. 
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on April 30, 2018, 05:50:59 am
I think around 50 heart pieces is a reasonable amount, which can still be motivating to find all without loosing interest.
Regarding the boss rush mode, does that mean you can fight a boss multiple times to gain more than one heartpiece from a boss?
I can understand your thinking of not oversize the number of heartpieces and seashells to find. It is better to keep the number a bit lower and the motivation higher. ;D
I am really exited about the new things and sidequests you have planned. I am sure they are going to be great.

Sorry if I sounded to demanding in my previous post. I know that you do all of this work in your spare time and it is a massive project to finish.
Please take your time to finish it in the same quality the already existing parts of the game seems to be, even if it is really hard for me to wait for this. I feel like a little child on christmas waiting for my parents to allow me to unwrap the presents.  :laugh:

It is awesome nontheless that you are provinding regular headups on your work. Please continue doing so. It calms my mind while waiting for this.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Deathofreligion on May 16, 2018, 09:04:24 pm
Cool stuff
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: lexluthermiester on May 26, 2018, 11:05:28 pm
Cool stuff
Agreed, this is looking really good!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: ShadyRounds on June 26, 2018, 04:12:35 am
I know I can see the practicality in utilizing more of the map, when such a complex map as Awakening had so few things per screen (compared to Oracles anyway). I'll certainly appreciate playing a more gold version of Link's Awakening.

I know it should be obvs btw, but I take it this is applied to ye olde Link's Awakening and not DX? I'm cool with it either way, just curious is all.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: itemdrop on September 21, 2018, 09:06:45 am
Just was wondering how the hack was going. have you been able to keep working on it or has it taken a bit of a back seat to real life stuff ?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on December 17, 2018, 12:57:21 pm
I really hope this project hasn't died. It looked very promising but IcePenguin hasn't been online for about half a year. Hope he is ok.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: John Enigma on December 18, 2018, 08:41:17 pm
^ This, basically.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: lexluthermiester on December 19, 2018, 01:04:51 am
I really hope this project hasn't died. It looked very promising but IcePenguin hasn't been online for about half a year. Hope he is ok.
Same here..
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on December 24, 2018, 04:03:07 pm
Agreed. This is one i've really been looking forward to since its early stages :3
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 02, 2019, 01:37:33 pm
Sorry to make you all worry!  This project is still alive, but progress it quite slow.  I've been well preoccupied with boring life stuff most of last year.  I hope you all understand, and just wanted to let you know I am determined to finish this hack!  :)

Here is a little preview:
(https://i.imgur.com/KKIFKDF.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: njosro on January 02, 2019, 01:48:12 pm
Woo! Looks awesome, as usual :thumbsup:
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 09, 2019, 12:39:15 am
Made some progress over the weekend.  It's something I've wanted to implement for a while now, and finally, I have done it!  :)

Increased the max health from 14 to 20 hearts!  Also, you might notice the brown sword...
(https://i.imgur.com/Jl9XRV8.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Thanatos-Zero on January 09, 2019, 12:51:13 am
Wooden Sword, eh?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 09, 2019, 01:14:24 am
Wooden Sword, eh?

Every adventure needs one, right?  Not sure if I mentioned this before, but there are 3 sword upgrades now (4 total swords), each with different properties.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: ultimaweapon on January 09, 2019, 03:49:11 am
It's looking great IcePenguin. I'm looking forward to this.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 09, 2019, 02:24:05 pm
While working on the HUD a bit more, it started to feel cluttered with the additional 6 hearts.  Although every element fits within the limited space of the HUD, I feel a cleaner layout would be more appealing.  It got me thinking of ways to organize it some, and here are a few options:

The major difference is removing the rupee counter from the main HUD, in option 2 & 3, and only having it in the inventory screen.  Meaning, as you collect rupees, you won't immediately see it update the counter.  What are your thoughts?

Spoiler:


Option 1.  Current HUD:
(https://i.imgur.com/Jl9XRV8.png)


Option 2.  Rupees removed from HUD and placed within instruments:
(https://i.imgur.com/TzlwjFr.png)


Option 3.  Rupees removed from HUD and placed in the divider below hearts:
(https://i.imgur.com/PZvXYsW.png)


Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on January 10, 2019, 12:25:28 am
I like it, specifically the second example. It looks more smooth and since nothing else would be taking up that space, it gets ruppees out of the way entirely. Nicely done!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on January 10, 2019, 01:29:35 am
Option 2 seems best, though it feels a little wierd.

Alternatively, why have a rupee counter in the item menu at all?
Rupees are only relevant inside shops and you already have a rupee counter in your HUD.
There's no reason to see them in the item menu that I can remember.

So I'll change my vote to Option 4: Removal.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: retroverse on January 10, 2019, 02:52:02 am
Personally I like option 3 better, with the rupee counter nearer the heart counter.

The only time I can think of a need for a rupee counter to be available at all times would be if you're grinding to save up for an expensive item.  (I remember doing it for the bow in original LA way back when.)  I wouldn't want to keep popping back to a town to visit a shop to see how far I've got to go.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 10, 2019, 01:54:33 pm
Thank you for all your input guys!  I'm still at it, working on the HUD.

Unfortunately, I gotta say option 2 is out.  During all my testing, I forgot to go into a dungeon and didn't realize the dungeon map would cover up the rupee counter.  Silly oversight, indeed, and my apologies for the mistake.   :-[

Alternatively, why have a rupee counter in the item menu at all?
Rupees are only relevant inside shops and you already have a rupee counter in your HUD.
There's no reason to see them in the item menu that I can remember.

Well, the HUD you see while walking around is what I'm trying to make nicer.  Having 20 hearts, a rupee counter, Slot B and Slot A, makes it feel cluttered.  With only 1 tiles worth of space remaining, there isn't much room for layout improvement.

So that's why I'm considering removing the rupee counter from the HUD, and having it in the inventory screen only.  My thought was similar to what you and retroverse said,  that there isn't much need for the rupee counter to be available at all times.  With it gone from the HUD, it's more aesthetically pleasing, but you'll have to open the inventory screen to check your rupees.  My hope is that this doesn't become a hassle.

There is still room for improvement, so all feedback on this will help immensely!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on January 10, 2019, 05:28:36 pm
Ah. I partially misunderstood. I don't suppose having a sprite based rupee counter that only pops up in shops and when you gain rupees is an option?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 11, 2019, 09:01:30 pm
Ah. I partially misunderstood. I don't suppose having a sprite based rupee counter that only pops up in shops and when you gain rupees is an option?

That would be pretty cool.  If I can find a clean way to implement that I totally will.  I have attempted to extend the visible boundary so the HUD would overlap with the world, instead of being in its own little white border.  Lots of issues, of course, but it'd be nice to have a HUD similar to ALttP.

Maybe one day!  :P
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: John Enigma on January 12, 2019, 10:42:26 am
To me, it would be option 2.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 24, 2019, 04:29:25 am
Small update:

Finalized the heart expansion to 20.  Last I posted, the file selection screen still only displayed the original 14 hearts.  Now it shows all 20 hearts!  Still working out the placement for the rupee counter.  I liked both options 2 and 3, but they both had their downsides.  (option 2 being covered by dungeon maps, and option 3 appearing squished between other things)  I feel there is a better solution somewhere, so I'll make an update when I come up with something.

Thanks for all the feedback on it!  :)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Mariachi on January 24, 2019, 04:52:25 am
I have now registered on this site after lurking for a while.

Just want to say how much I am looking forward to the completed game. The idea and the screenshots are fantastic. Keep doing what you are doing IcePenguin!

This is a nice little community here too.

So"hey" all and thanks!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on January 24, 2019, 09:12:22 am
Small update:

Finalized the heart expansion to 20.  Last I posted, the file selection screen still only displayed the original 14 hearts.  Now it shows all 20 hearts!  Still working out the placement for the rupee counter.  I liked both options 2 and 3, but they both had their downsides.  (option 2 being covered by dungeon maps, and option 3 appearing squished between other things)  I feel there is a better solution somewhere, so I'll make an update when I come up with something.

Thanks for all the feedback on it!  :)

Do you think you could have the counter floating in the top right corner of the screen or just above the hearts in the bottom left corner with a 1 pixel stroke? I get that you're trying to declutter but maybe spreading things out isn't such a bad idea.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 24, 2019, 10:05:42 pm
Mariachi, welcome to RHDN!  Thanks for the encouragement.  Really does keep me motivated.  :)

Shade Aurion, I've tried to get a "floating" HUD in the past, but the game just doesn't like it.  It always crashed in my attempts.  It has been a couple of years since I experimented with it, though, so maybe I'd have better success now.  I know a lot more about the game than I did then.

I'll see what I can do, but it will most likely stay somewhere in the inventory screen.  I could probably rearrange the inventory screen.  Those instruments take up too much space.

By the way, small update:

The spin attack now cuts underneath Link's feet, like it does in the Oracle games.   :woot!:

Another update:

Changed the layout of the entire inventory.  For two reasons.  One was to find good placement for the rupee counter, and the other was to make the hearts left-aligned on the screen.  It just seemed odd to have your initial 3 hearts in the middle.  :P

Feedback is always welcome!


(https://i.imgur.com/jqUEfor.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on January 25, 2019, 02:21:26 pm
That looks pretty good!
The only thing I would do different is have the AB Equipment on the bottom of the screen and the Rupees/Bracelet on the top. Feels more natural that way.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 25, 2019, 05:34:49 pm
That looks pretty good!
The only thing I would do different is have the AB Equipment on the bottom of the screen and the Rupees/Bracelet on the top. Feels more natural that way.

Oh, great idea!  I will rearrange it and see how it looks.  Thank you for the suggestion!   :thumbsup:

Update:

Quickly rearranged the layout to what you suggested.  Does look a lot better, so thanks a bunch!  The empty space by the bracelet could be used by another (maybe) passive item.  Not sure what, yet, but I have some ideas.  There was enough free space for me to make at least one new item, so maybe I can squeeze in another.

Also, with this layout, makes it more clear that the bracelet is auto-assigned to the A button.  Which is explained in the town library, just in case. 

(https://i.imgur.com/EKjDnHD.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on January 26, 2019, 08:18:58 am
Nice to see you back kickin Icepenguin. Really like the new layout of the Equipment Screen, even though I would like so see the sides switched to keep the layout closer to the original one, maybe I am just a bit to much of a traditionalist here. Love the regular updates lately, keep up the great work. Really appreciated.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Nimpak on January 26, 2019, 10:59:36 am
This looks absolutely amazing so far, keep up the good work. I wonder if it's possible to make the instruments closer together so they don't take up so much space?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: ShadowOne333 on January 26, 2019, 11:34:16 am
I didn't notice this hack before :o
The latest changes to the menu look great!
And the inclusion of 20 hearts instead of 16 is also quite nice :)

May I ask what is the hack's goal exactly?
Is it a brand new hack with new story, dungeons and such for Link's Awakening or is it some sort of improvement hack (QoL) for the original Link's Awakening?
Also, damn IcePenguin you really do hacking wonders! :D
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on January 26, 2019, 01:36:13 pm
I'll see what I can do, but it will most likely stay somewhere in the inventory screen.  I could probably rearrange the inventory screen.  Those instruments take up too much space.
A few suggestions:

You could literally line them up instead of having them in a circle to save a bunch of space that way but then again, i'm surprised you have the instruments at all. It could be 8 of anything really so long as it serves the purpose of your story. Hell, Marin could even use a staff instead of a sword if you wanted.

I actually really like the hearts being top left in menu (and assuming bottom left outside of the menu) it looks really good. As for the empty space next to the bracelet, perhaps you should make 4 passive slots (Bracelet L-1, Tunic or dress L-1, Flippers and maybe the Magnifying Lens?) and move those items into the area with keys, potions, trade items, etc. In fact maybe put all those items (keys, potions, trade items, etc) below the passive item slots so passive items could link to the item slots in a way. As for keys, you could just have a keyring that displays other keys when its hovered over and have custom keys rather then the typical Link's Awakening set.

It's looking great man and I love all the changes you're making. This project is exciting as its looking to be more and more its own then rather then a typical hack/mod <3
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 26, 2019, 05:14:12 pm
This may end up being a long post, but looks like there is some stuff I gotta explain.   :laugh:  I'll start by talking a bit about this project's ultimate goal, as ShadowOne asked about in his post.

My hope and goal for this project is to make 2 fully complete games using LA as the base.  Similar to how the Oracle games were released as a duo, that's what I plan for this project, as well.  One game will focus on Marin, with everything you've seen up to this point being screenshots from her game.  The second game will focus on Link, but I haven't shown anything from his game.  Both games will take place on Koholint Island, but will both be vastly different.

Marin's game will take place on Koholint Island as she knows it, so a lot of things will remain true to the original game.  The logic behind that is similar to how dreams work in real life.  Recurring dreams often have things that are familiar, but also come with unexpected differences.  Being an island that exists within the Wind Fish's dream, some things will look the same, but other things will be completely new.  So that's my thought process when creating Marin's game.

For Link's game, he will be on... another Koholint Island.  Since, you know, not all dreams are the same.  :P  I don't want to spoil anything or show any of it until the game is released, so it will be a complete surprise.  Keep in mind that not every element will be totally new in Link's game.  I have to keep my ambition realistic, so I don't get in over my head or burnt out.  I am only a meager rom hacker, but I shall do my best.


Nice to see you back kickin Icepenguin. Really like the new layout of the Equipment Screen, even though I would like so see the sides switched to keep the layout closer to the original one, maybe I am just a bit to much of a traditionalist here. Love the regular updates lately, keep up the great work. Really appreciated.

Thanks for the support!  I know how you feel about being a traditionalist.  It may take even me a while to get used to the new layout.  But I think it is worth it because having the hearts left-aligned looks so much nicer.  Then at the same time, I think all the equipment should remain in the same columns.  I dunno.  Nothing is final, yet!  Ha ha.


This looks absolutely amazing so far, keep up the good work. I wonder if it's possible to make the instruments closer together so they don't take up so much space?

I could totally make them closer, but there are some things to consider, though.  It's probably best to keep them within the bounds of space used by the dungeon map.  They don't have to be, but if I moved them somewhere else, that space would go completely unused in dungeons.  So I'm tying to design a HUD that uses all available space.


I didn't notice this hack before :o
The latest changes to the menu look great!
And the inclusion of 20 hearts instead of 16 is also quite nice :)

May I ask what is the hack's goal exactly?
Is it a brand new hack with new story, dungeons and such for Link's Awakening or is it some sort of improvement hack (QoL) for the original Link's Awakening?
Also, damn IcePenguin you really do hacking wonders! :D

I'm glad you like he 20 hearts!  Something the gameboy Zelda games really needed, in my opinion.  While I understand the limitation and why the original didn't have 20, I always wished they could have 20 like every other Zelda.  And yes, these games will have new story, dungeons, items, and other stuff!  Thank you for nice words!  :)


A few suggestions:

You could literally line them up instead of having them in a circle to save a bunch of space that way but then again, i'm surprised you have the instruments at all. It could be 8 of anything really so long as it serves the purpose of your story. Hell, Marin could even use a staff instead of a sword if you wanted.

I actually really like the hearts being top left in menu (and assuming bottom left outside of the menu) it looks really good. As for the empty space next to the bracelet, perhaps you should make 4 passive slots (Bracelet L-1, Tunic or dress L-1, Flippers and maybe the Magnifying Lens?) and move those items into the area with keys, potions, trade items, etc. In fact maybe put all those items (keys, potions, trade items, etc) below the passive item slots so passive items could link to the item slots in a way. As for keys, you could just have a keyring that displays other keys when its hovered over and have custom keys rather then the typical Link's Awakening set.

It's looking great man and I love all the changes you're making. This project is exciting as its looking to be more and more its own then rather then a typical hack/mod <3

Thanks for all the suggestions!  The more the better.  :thumbsup:  It really helps spark creativity.  I really like the idea of Marin using a staff.  Ha ha.  Regarding the instrument layout, I have to keep in mind the space used for both the main island inventory and also the dungeon inventory.  As I mentioned to Nimpak, it's probably best to keep the instruments confined within the space used by the dungeon map.  A lot of space would go wasted if they both used different spaces.

There are currently four passive slots, with one being used by a new item aleady.  Before the the inventory overhaul, the bracelet was in the place of the original seashell counter, so it was grouped, by default, with the other passive items.  With the new layout, I think it would be best to keep the bracelet in the column under the "A" equipment slot.  Just a happy coincidence that helps define it as an "A" slot item.  Your key ring idea is very intriguing.  I will totally look into that.  Having a menu similar to how the heart pieces are displayed would be really neat.  (and ocarina songs)


Thanks a big bunch for everyone's feedback! 

To end this post, here is a screenshot for dungeon 1.  I mentioned this briefly in an earlier post, but the owl statues are now save statues and will be at every dungeon entrance, as well as various points across the island.  Travel to one if you want to save your game.  The reason I implemented these is to prevent save abuse when purchasing items at the shop, and also because I liked the save mechanic in Majora's Mask.   :)

(https://i.imgur.com/quToXbM.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on January 26, 2019, 06:49:09 pm
Oh, great idea!  I will rearrange it and see how it looks.  Thank you for the suggestion!   :thumbsup:

My pleasure! I'm glad I could be of help. :)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on January 26, 2019, 09:27:56 pm
Jeez, I love that layout more already. I'd suggest putting at the top of the screen but i'm pretty sure it wouldn't look as nice. I love the idea of save statues too. Awesome to hear about a second game. HYPE!

I'm sorry I keep suggesting things. I always assume you'll take what is useful, hope that they at least spark an idea in you or you'll ignore them haha. While i'm brainstorming though.. I have a few questions and suggestions. Hopefully some of it is useful ^_^

To start with, would this second Link game (as well as Marin's game) be a sequel to Link's Awakening? Perhaps with a less tragic ending for Marin? Maybe with Link meeting the Wind Fish again and making it remember Marin or Koholint Isle? Feel free to not answer that if its spoilers XD

Still, it would be cool if both were set after Link's Awakening and if there were signs of that at least in Marin's game. Like an empty or shattered Windfish egg shell with the game taking place in the Windfish's subconscious, maybe have Mabe Village and Animal Village more built up, old dungeons either permanently closed or empty showing Link had been there previously. That would really lend to the overall experience really making it Marin's own story, though i'm sure with your super secret plans of a duo game, you have plenty you're not telling us already XD

Will Marin collect something in place of secret seashells? Maybe memory fragments or something.. Or like Tears of Light from Twilight Princess.
I imagine you could probably trade out some of the old Nintendo cameo trade items for new ones of your own too (eg. Instead of a Yoshi Doll, maybe you have a fake mustache, toy f-zero racer, super crown or something) You could probably lift sprites from a few characters in Oracle games as well like Tingle and other villagers to diversify the island population a bit. Some of the enemy sprites like the Boos, Kirby, etc could be modernized to add an extra layer of polish too as the were based on games when the art style was less developed. Super Mario Bros 2 is set in a dream too so maybe you could incorporate some of that into Link's game ;)

In Link's Awakening Prince Richard from 'The Frog For Whom The Bell Tolls' (a game that Toruzz is currently colorizing) made a cameo so maybe you could switch him out for another character from that series or have him joined by another one. Its often the little things that add polish. That game might also have some useful sprites for you to utilize as its made in the same style as Link's Awakening even sharing a font type so it'd be worth checking out.

You mentioned the Ocarina earlier too and it got me thinking, perhaps you could have Marin learn songs to sing instead? The singing sprites are there to use so it should be easy enough to trade out the animation and then you could give them all sorts of functions.

I think the coolest thing about your project is all the ways you could go with it. Not only everything you've already done too but what you could build on what you've already done. It's so well done and this is easily now one of my most anticipated projects <3
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 28, 2019, 02:18:06 am
Haha, thank you!  Getting the HUD to the top of the screen is definitely more trouble than it's worth.   :'(  I have tried to do this in the past, but it seems really complicated.  I have successfully moved the HUD to the top, but it's just not as simple as that.  Then you have to account for the visible display of the screen and shift all the tiles down, which I never figured out a way to do.  If I find a way, though, I will do it.  I've always preferred the HUD at the top since the Oracle games.

In regards to all your questions about story, and all that, I will say that Marin's game is a sequel to Link's Awakening.  Currently, Marin will be collecting seashells, and the trading sequence will be completely new.  That part is already complete, actually.  Using Richard would definitely be cool.  That's something that really intrigues me, but I won't say much on that.

As I read your post, I start to wonder what I've been doing this whole time, ha ha!   :laugh:  You have a lot of interesting ideas, that's for sure!  It probably doesn't seem like I've done a whole lot, since I show very little, but there has been a lot done over the years.  I never imagined I would still be working this for 5 years, but I'm glad I haven't rushed it because it's made huge leaps from what I initially planned.

Hopefully I get the opportunity to finish it!  I look forward to the day...

Also, here is another screenshot:

(https://i.imgur.com/8HXXirh.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: njosro on January 28, 2019, 06:57:22 pm
The project is a lot bigger than I realized! Two games!?

Do you have an intended order of completion in mind, or would it be like the oracle games where it doesn't matter which one you complete first?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 29, 2019, 11:26:24 pm
The project is a lot bigger than I realized! Two games!?

Do you have an intended order of completion in mind, or would it be like the oracle games where it doesn't matter which one you complete first?

You'll be able to complete them in any order.  I have tried to make some interactions between the two, making a play through of one have benefits in the other.  Nothing as complex as a password system like in the Oracle games, though.  It's unfortunate, but they will most likely have no special features like that, but it would be really cool!  :P
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on January 30, 2019, 01:29:14 am
Seems like you've done a lot to me man. All your little tweaks matter a lot in the long run. It all adds polish and goes a long way. Honestly, the way you've moved the hearts to the lower right is pretty good as it is. I can def understand how complicated it would be moving everything around on screen and if i'm being honest, I don't know if it would be worth the effort when your set up looks pretty damn good.

Do things at your own pace my dude, you don't want to burn yourself out or lose your passion. I'm doing a Lets Play of DX+ with a few mods (one being yours atm) so this game is fresh in my mind currently. That's likely why I keep having ideas. Plus I grew up with Link's Awakening and always thought Marin deserved better :(
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 31, 2019, 12:08:06 am
I do appreciate all the feedback you've given!  It has given me some ideas I want to try out, so hopefully they work out.  No telling what will happen, but if anything comes of it I'll make an update for it.  :)

Plus I grew up with Link's Awakening and always thought Marin deserved better :(

Much agreed!  Speaking of Marin, here is an image of her visiting the town shop.  She is inspecting the shop's new inventory.

(https://i.imgur.com/oeHdPWK.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on January 31, 2019, 06:03:14 am
Are those placeholder items or are they planned or functional new stuff?
I'm especially curious about the li'l slime. I would buy him and name him Jellybean.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 31, 2019, 07:28:36 am
Are those placeholder items or are they planned or functional new stuff?
I'm especially curious about the li'l slime. I would buy him and name him Jellybean.

They are functional new items.  There might also be more as the shop changes inventory.   ;)  It's funny that you mention naming him Jellybean.  I wish I could explain why!  Well, I could but I don't like ruining surprises lol.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: mdtauk on January 31, 2019, 08:12:28 am
I am imagining Marin suddenly waking up after dreaming about meeting a boy called Link, and helping his journey.  She searches the island for proof he existed, no-one else remembers him or knows him.

Eventually she stumbles upon the face shrine, but its not an owl and a windfish, but an engraving of a boy, in green, and the Triforce symbol.

She wants to set off and find him, but...

Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on January 31, 2019, 05:46:04 pm
I am imagining Marin suddenly waking up after dreaming about meeting a boy called Link, and helping his journey.  She searches the island for proof he existed, no-one else remembers him or knows him.

Eventually she stumbles upon the face shrine, but its not an owl and a windfish, but an engraving of a boy, in green, and the Triforce symbol.

She wants to set off and find him, but...

Wow, I really like that idea.  It has a mysterious twist to it.  Something like that would really give a feeling of nostalgia, as well, as you the player remember all those events while tying to help Marin remember.   Very interesting!  :)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: XModxGodX on January 31, 2019, 06:04:51 pm
My guess is it's like Wind Waker where you get Chu jelly for potion ingredients or something.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on January 31, 2019, 06:20:55 pm
It's funny that you mention naming him Jellybean.  I wish I could explain why!  Well, I could but I don't like ruining surprises lol.

Awesome. :D
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 02, 2019, 09:20:26 am
My guess is it's like Wind Waker where you get Chu jelly for potion ingredients or something.

That's actually what got me to make this item.  :P  Inspired by the chu jellies from Wind Waker!


Just thought I'd post a couple more screenshots of the island.  Nothing too spoiler-y!  You'll be able to see how the gfx were expanded to allow more variety throughout. 

(https://i.imgur.com/skOUNTj.png)

(https://i.imgur.com/RQzbfcu.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Mariachi on February 02, 2019, 11:22:50 am
I love all of this stuff! Very excited about this mod.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on February 02, 2019, 02:10:14 pm
Oh! Bananas! Better watch out for Yiga! :P
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 05, 2019, 07:59:29 am
Unfortunately, there is nothing mighty about those bananas.   :'(

I could use some input on something.  Currently, the pop up text for dungeon names, when you enter them, has been removed.  You can still see the name of the dungeon on the map, but should the pop up message remain?  The reason I removed it is because it got annoying seeing every time I would test a new dungeon, ha ha.  However, now that those are mostly done, I started wondering about it...

What's everyone's thought on that?  Should dungeons have pop up message with the dungeon name upon entry?

Spoiler:
(https://i.imgur.com/xsEKbm7.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Timbo on February 05, 2019, 08:12:42 am
Unfortunately, there is nothing mighty about those bananas.   :'(

I could use some input on something.  Currently, the pop up text for dungeon names, when you enter them, has been removed.  You can still see the name of the dungeon on the map, but should the pop up message remain?  The reason I removed it is because it got annoying seeing every time I would test a new dungeon, ha ha.  However, now that those are mostly done, I started wondering about it...

What's everyone's thought on that?  Should dungeons have pop up message with the dungeon name upon entry?

Spoiler:
(https://i.imgur.com/xsEKbm7.png)

You should put it back.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: mdtauk on February 05, 2019, 09:02:05 am
You should put it back.
I agree, its one thing that makes the dungeons feel different to going through other doorways.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on February 05, 2019, 11:31:46 am
I agree with Timbo here. Would like to see the popup when entering the dungeon. I don't think it will get enoying when you normally play the game, you should re-enter a dungeon like 4-5 times at most I think.
BTW the new screenshots you posted look amazing especially the last one inside the dungeon. The plants on the walls give it an sewer like vibe which is awesome.
Hype Hype  ;D
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 05, 2019, 04:53:37 pm
Okay I'll definitely put it back.  Thanks everyone for sharing your thoughts!  Exodus, glad you like the dungeon screenshot!  That's a result of the gfx expansion allowing more variety.  :)  I'm most happy about each dungeon having its own distinct look now.  The original game only had 3 different dungeon gfx sets.  (stuff like blocks, floors, walls, pots, etc.)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Deathofreligion on February 06, 2019, 05:01:19 pm
Looks Good
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on February 11, 2019, 11:25:03 am
Sound great. Looking forward to see the new dungeon designs myself and explore the dungeons. The game keeps looking better and better, exited to see the final product when it gets released.
BTW what are you aiming for for the final game? Something "familiar yet fresh" or something that will feel like a completely different game from the original?
Title: Re: Zelda - Link\'s Awakening Hack WIP (update thread)
Post by: IcePenguin on February 13, 2019, 06:41:51 pm
Just saw the Nintendo Direct.  Link's Awakening Remake!  Yay!  :crazy:


Sound great. Looking forward to see the new dungeon designs myself and explore the dungeons. The game keeps looking better and better, exited to see the final product when it gets released.
BTW what are you aiming for for the final game? Something "familiar yet fresh" or something that will feel like a completely different game from the original?

Hopefully both.  Everything shown so far has a similar aesthetic to the original.  There are some things on my to-do list that I'd LOVE to do, but would take some considerable skills with ASM.  One example is enemy AI.  I've been trying to get better at ASM, so we'll just have wait and see what the future holds.

February 14, 2019, 09:53:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
With how excited I am for Link's Awakening remake, I'm feeling in the mood to share the game's new title screen and opening premise.

For Marin's game, the story is her trying to escape the island after Link vanishes.  She sets sail in search of her friend, but the relentless storm around Koholint prevents her from getting far.

(https://i.imgur.com/N5rzYQh.png)

(https://i.imgur.com/D68t1wp.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on February 14, 2019, 10:37:57 am
Wow, that looks amazing! Nicely done man.

And yeah that direct was awesome. Makes me wonder if we'll see remakes of the Oracle series or even.. dare I say it.. Adventure of Link
It certainly motivated me to push further through my current Let's Play. I should only have 3-4 eps left to record now :3

I do want to mention, the color dungeon in Link's Awakening DX feels like a bit of a waste to be entirely honest. Like it's a great dungeon but everything they added, the tile monsters, the jump floors, the shield wielding ball enemies you roll into the right hole.. A lot could be done with those extra mechanics *wink wink, nudge nudge*
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 14, 2019, 11:08:50 am
Thanks Shade Aurion!  Really means a lot!  :)

It's interesting that you mention Color Dungeon.  Just thinking about it gives me chills, ha ha.  The way Nintendo implemented that into LA DX is very weird to me.  Everything about it works independently from the rest of the game, so it has a lot of conflicts when trying to use assets from that in other places.

I did expand the color dungeon room data a bit, though, so there will be more rooms.   :woot!:
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Dreamwhale on February 16, 2019, 10:17:12 am
This looks really, really good! Frankly I'm more excited about your hack than about the remake.  :)

One thing I was wondering: would it be possible to make the power bracelet (if included in the hack) context-sensitive, so it does not need to be manually equipped/unequipped?

By "context-sensitive" I mean the power bracelet will activate automatically on one of the buttons (e.g. B) whenever bumping into a specific objects like throwable rocks. You'd still have to press the button+D-pad to lift said object. It's probably a bit tricky to make it feel natural, but it would make item switching a bit less cumbersome.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 16, 2019, 06:24:30 pm
This looks really, really good! Frankly I'm more excited about your hack than about the remake.  :)

One thing I was wondering: would it be possible to make the power bracelet (if included in the hack) context-sensitive, so it does not need to be manually equipped/unequipped?

By "context-sensitive" I mean the power bracelet will activate automatically on one of the buttons (e.g. B) whenever bumping into a specific objects like throwable rocks. You'd still have to press the button+D-pad to lift said object. It's probably a bit tricky to make it feel natural, but it would make item switching a bit less cumbersome.

Ha ha, thanks!   :)    Also, yup!  I've already made the bracelet a passive item.  That was one of my first priorities for this, since it was a pain having to equip/unequip it constantly in the original.  It is auto-assigned to the A button.

I've been working on implementing a main hand/off hand mechanic.  B = main hand, A = off hand.  Certain things will work better while equipped on the main hand.  I've mostly just experimented with this, so nothing concrete, yet.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Nimpak on February 18, 2019, 07:11:26 pm
I'm wondering what the difficulty of the game is going to be like. I wouldn't want the game to be insanely challenging, but I'd love to see more enemy variety. Link's Awakening had a lot of interestingly designed enemies that either rarely appeared, or weren't used with many other enemies or hazards. I also wonder if the wooden sword you start out with is going to be weaker than the sword you normally start with in Link's Awakening?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 19, 2019, 04:22:00 am
I'm wondering what the difficulty of the game is going to be like. I wouldn't want the game to be insanely challenging, but I'd love to see more enemy variety. Link's Awakening had a lot of interestingly designed enemies that either rarely appeared, or weren't used with many other enemies or hazards. I also wonder if the wooden sword you start out with is going to be weaker than the sword you normally start with in Link's Awakening?

My goal is to make the difficulty fair and reasonable.  It won't be kaizo difficult - not even a little hint of kaizo will be found.  Level design has been done with some guidelines in place.  No pixel perfect maneuvers, no insta deaths, basically no kaizo stuff, etc.  Enemies will be evenly positioned, and you'll never be overwhelmed by an abundance of enemies.  I've taken into consideration a lot of the feedback I got from my Hero Mode hack for Link's Awakening, as well.  :)

Everything has a safe, logical solution, and doesn't require you to exploit any weird glitches or quirks of the original game.  Like clipping though stuff, or using invincibility frames to get past obstacles.  If it wasn't in the original game, it won't be in here either.

For enemies, I've tried to make them more varied, with enemies appearing in more places that you'd normally see them in.  There are limitations to this, though.  Placing an enemy on 1 screen also affects the screens adjacent to it.  Then the screens adjacent to those screens are potentially affected.  It sorta creates a chain reaction, ha ha.  With that said, I've done my best to use every enemy type regularly.  New enemy types is something I've been looking into, but would require extensive ASM to get working.  And AI in itself can get quite complex.  It's something I'm very interested in, but I can't make any promises.  Only time will tell...

The wooden sword is weaker than the the original level 1 sword, and it doesn't get any abilities that other swords will get. (4 in total)  I originally made it so the wooden sword did no damage, but after while, it got pretty tedious not being able to kill enemies with the wooden sword.  So I settled on making it as weak as possible, while still being able to defeat enemies.  Think about A Link to the Past.  Killing a red guard would take 4 hits with your basic starting sword.  Then with the most powerful sword, they could be defeated in 1 hit.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Prince Valmont on February 19, 2019, 02:52:24 pm
Are you keeping the screenshots you've made in the three years you've been developing this? I think it would be fun to look back on the finished product to see how it's evolved.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 19, 2019, 06:24:52 pm
Are you keeping the screenshots you've made in the three years you've been developing this? I think it would be fun to look back on the finished product to see how it's evolved.

Hmm, that's a curious question!  I might be able to find a few.  This project actually began in early 2014, and any images from back then would look vastly different.  Ha ha.  I never took a lot of screenshots during the early days since I didn't make post this topic until a couple years into development.  I will look to see if there are any, though.  If I do, I'll post them.  :)

Edit:

I loaded up one of the old backups from April 2014, and took some screenshots.   One of where the current Mysterious Cave is in the forest, and one for the house on the beach.  I posted recent images of these areas a few posts ago.

You'll be able to see from the comparison, that the level design has gone through many, many revisions over the years.  :P

Spoiler:
2014:
(https://i.imgur.com/n3fZmlq.png)

2019:
(https://i.imgur.com/RQzbfcu.png)

Spoiler:
2014:
(https://i.imgur.com/CRDYKyt.png)

2019:
(https://i.imgur.com/skOUNTj.png)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Prince Valmont on February 19, 2019, 11:33:57 pm
Wow! They are vastly different! How fun is it to mold something new out of this? Making an entirely new experience out of something everyone knows and has played countless times? That's got to feel awesome.

Thank you.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on February 19, 2019, 11:45:25 pm
That is the best part of ROM hacking, I think.

The best compliment I ever got for a hack I did was when my friend told me that one of my early attempts at a Castlevania hack felt new, but eerily similar.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 20, 2019, 06:05:57 am
It's really fun and exciting!  There have been times where I would work on this all day.  Sometimes even at the expense of sleep, ha ha.  For me, making games, or romhacking, is more fun than actually playing them.  I still love to play, as well, though.  When the Link's Awakening remake arrives, I'll probably be playing that for a long time.   :laugh:

Here is another comparison, for 2014, 2018, and 2019.  I posted an image of this pond last year, but haven't shown the most recent version of it.  In 2014, it was still Manbo's Pond like in the original game, but now it's something different - which is probably a little obvious!  What could the strange tile be?   ;)   Here are the images:

Spoiler:

2014:
(https://i.imgur.com/9eJ3zkL.png)

2018:
(https://i.imgur.com/txQyuyk.png)

2019:
(https://i.imgur.com/dXlG888.png)

Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Prince Valmont on February 20, 2019, 12:30:56 pm
IcePenguin, those look incredible.

I'm very eager to see what kind of dynamics you've implemented.

This reminds me of when I found the old alpha/beta screenshots of Link's Awakening and compared them to what the final game looked like. It's like viewing the game as a very fluid-like work of art, always changing form. I view ROM hacks like fanfiction: they're made by people who love the source material so much that they didn't want the magic to end when the story did. Keeping it alive by giving it a fresh approach is, in my eyes, the greatest love letter one could give a game.

Awesome work.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on February 20, 2019, 03:25:36 pm
IcePenguin, those look incredible.

I'm very eager to see what kind of dynamics you've implemented.

This reminds me of when I found the old alpha/beta screenshots of Link's Awakening and compared them to what the final game looked like. It's like viewing the game as a very fluid-like work of art, always changing form. I view ROM hacks like fanfiction: they're made by people who love the source material so much that they didn't want the magic to end when the story did. Keeping it alive by giving it a fresh approach is, in my eyes, the greatest love letter one could give a game.

Awesome work.

Thanks Prince Valmont!  Those words are really encouraging.  I just hope that one day I get to finish it.  Life is full of twists and turns, so who knows.  I've been working on this project for so long, that it's become like a normal part of my life, ha ha.  I guess it will be done when it's done, and when that happens, hopefully it's something worth showing.  Marin is one of my favorite characters in the series, so I'm doing my best to give her a game fitting for her story.  Though it won't be some grand story, there are limits to what I can do, ha ha.   :laugh:
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Dreamwhale on February 22, 2019, 03:57:00 pm
Ha ha, thanks!   :)    Also, yup!  I've already made the bracelet a passive item.  That was one of my first priorities for this, since it was a pain having to equip/unequip it constantly in the original.  It is auto-assigned to the A button.

I've been working on implementing a main hand/off hand mechanic.  B = main hand, A = off hand.  Certain things will work better while equipped on the main hand.  I've mostly just experimented with this, so nothing concrete, yet.

Holy Batbracelet :o, you're the best!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Zeemis on March 01, 2019, 09:06:22 pm
Keep at this, I really want to help with bug testing when you get to a point you're ready for it.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on March 03, 2019, 01:54:47 am
Keep at this, I really want to help with bug testing when you get to a point you're ready for it.

Sure thing!  It'll probably be a while before that time comes, though.  :P  There are still quite a few things not in place, but when it's in a state that is ready for playing, I'll probably look for some people to play test.  For now, the focus is just on refining a lot of what's been implemented, and I still have to design some dungeons for Link's game.  Marin's dungeons are complete, but I'd like all of them to be done before any serious play testing starts.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Zeemis on March 03, 2019, 10:32:37 pm
Awesome, any chance we can get more screenshots or a video?
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Vanya on March 04, 2019, 01:37:39 am
You can count me in for playtesting! :)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on March 04, 2019, 03:27:43 am
Here's a video.  I'm still planning to update this area, so it may look different at release.  Also, it's not a dungeon, but instead an optional side quest.  :P

https://youtu.be/9Kqf0RmgOqc
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on March 04, 2019, 03:17:18 pm
Looks great!  :beer:
*subscribes*
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: lexluthermiester on March 14, 2019, 08:46:18 pm
I do appreciate all the feedback you've given!  It has given me some ideas I want to try out, so hopefully they work out.  No telling what will happen, but if anything comes of it I'll make an update for it.  :)

Much agreed!  Speaking of Marin, here is an image of her visiting the town shop.  She is inspecting the shop's new inventory.

(https://i.imgur.com/oeHdPWK.png)
This looks interesting!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on March 27, 2019, 12:55:40 am
Hey IcePenguin. Strange and off topic question but i've been thinking about this for awhile and you're the only one working on an indepth LA hack atm and pulling no stops working with ShadowOne333 of AoL. Could the side view sections of Link's Awakening be elaborated upon and used for say, most of the games for something of an Adventure of Link remake? Personally i'm working on a top down Action Adventure remake of AoL and am about half done with Western Hyrule but as far as side view goes, LA had a pretty nice set up, it was just very constrained to certain sections and small rooms.

To back on topic, as i'm sure you know Link's Awakening had a bunch of cut content - https://tcrf.net/The_Legend_of_Zelda:_Link%27s_Awakening
Do you think any of the cut music will make it into your games. The remix of the intro music might make a good intro jingle as might the item acquisition fanfare. Might be worth making use of some of that chest data in rooms with no chests also if you're keeping aspects of the original game too. That way, even though you'd be adding things, they were already in the game once and were cut, or still are and unused, or in the case of the intro remix, require a certain name so many people didn't see/hear them.

I had another question I really wanted to ask but I forgot. Oh well, next time XD
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: IcePenguin on March 29, 2019, 07:49:01 am
Hey IcePenguin. Strange and off topic question but i've been thinking about this for awhile and you're the only one working on an indepth LA hack atm and pulling no stops working with ShadowOne333 of AoL. Could the side view sections of Link's Awakening be elaborated upon and used for say, most of the games for something of an Adventure of Link remake? Personally i'm working on a top down Action Adventure remake of AoL and am about half done with Western Hyrule but as far as side view goes, LA had a pretty nice set up, it was just very constrained to certain sections and small rooms.

To back on topic, as i'm sure you know Link's Awakening had a bunch of cut content - https://tcrf.net/The_Legend_of_Zelda:_Link%27s_Awakening
Do you think any of the cut music will make it into your games. The remix of the intro music might make a good intro jingle as might the item acquisition fanfare. Might be worth making use of some of that chest data in rooms with no chests also if you're keeping aspects of the original game too. That way, even though you'd be adding things, they were already in the game once and were cut, or still are and unused, or in the case of the intro remix, require a certain name so many people didn't see/hear them.

I had another question I really wanted to ask but I forgot. Oh well, next time XD

Good question!  That's something I've always thought about, as well, since Zelda II is one of my favorite games.  The side view areas in LA seem like they would be great for something like a Zelda II experience, but it would be a huge task to accomplish it well.  The side areas and top down areas are like two completely different engines.  Objects in one don't exist in the other, and don't have any functionality besides basic collision.  Things like locked doors would need to have new code.  Many things would need to be re-coded to work with the side view physics, as well.  (all objects, enemies, items, etc.)  I also feel that Link would need an overhaul since his side view movement isn't really that great compared to a real side scrolling game.  It's possible for sure, though!

As for using cut content, I don't think I will use any of it.  Most of everything has been changed, and there is even a new remixed song for the intro scene.  At some point there will be new music, as well.  (if everything goes well!)  I did utilize the unused dungeon floor data, though.  I was quite surprised to find that when hacking the game and seeing it displayed behind the actual dungeon map.  Honestly, though, dungeons floors don't really make sense with the default LA dungeon system, since it's technically just one floor per dungeon.

All that unused stuff is super interesting, so thanks for the link!  :)
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: lexluthermiester on March 30, 2019, 11:08:11 pm
Strange and off topic question but i've been thinking about this for awhile and you're the only one working on an in-depth LA hack atm and pulling no stops working with ShadowOne333 of AoL. Could the side view sections of Link's Awakening be elaborated upon and used for say, most of the games for something of an Adventure of Link remake?
Good question!  That's something I've always thought about, as well, since Zelda II is one of my favorite games.  The side view areas in LA seem like they would be great for something like a Zelda II experience, but it would be a huge task to accomplish it well.  The side areas and top down areas are like two completely different engines.  Objects in one don't exist in the other, and don't have any functionality besides basic collision.  Things like locked doors would need to have new code.  Many things would need to be re-coded to work with the side view physics, as well.  (all objects, enemies, items, etc.)  I also feel that Link would need an overhaul since his side view movement isn't really that great compared to a real side scrolling game.  It's possible for sure, though!
I've actually always wanted to see a remake of Zelda2 in the top-down view. The Link's Awakening engine seems like it would be a fun way to do that. Just a thought.

We now return you to your regularly scheduled topic.
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: mdtauk on April 01, 2019, 05:08:16 am
I've actually always wanted to see a remake of Zelda2 in the top-down view. The Link's Awakening engine seems like it would be a fun way to do that. Just a thought.

We now return you to your regularly scheduled topic.
Me too!!!
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Shade Aurion on April 01, 2019, 02:45:11 pm
I PMed Nightcrawler to see if posting a non-romhack in Personal Projects was allowed  :P

Spoiler:
Had to post in the gaming forum but here is the link - https://www.romhacking.net/forum/index.php?topic=28246.0
You've actually become a really big inspiration IcePenguin as has ShadowOne33 and your work together on Z2Redux
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: lexluthermiester on April 03, 2019, 03:46:41 am
I PMed Nightcrawler to see if posting a non-romhack in Personal Projects was allowed  :P
:thumbsup:
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: Exodus on September 08, 2019, 05:06:19 am
Hey IcePenguin,

are there any news on this outstanding project? Been nearly half a year since we last heard from you. :o
Title: Re: Zelda - Link's Awakening Hack WIP (update thread)
Post by: lexluthermiester on October 17, 2019, 03:47:10 am
Hey IcePenguin,

are there any news on this outstanding project? Been nearly half a year since we last heard from you. :o
No worries, he's alive. Likely just got busy with life. He's been on the site since 2006, he'll be around.