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Messages - ActionGamer

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Personal Projects / Re: Legend of Zelda Overworld Randomizer
« on: October 09, 2020, 02:13:10 pm »
Coolio cant wait to see it all done

Personal Projects / Re: Zelda 1 Map Generator
« on: October 07, 2020, 10:22:10 am »
Just manually in fceux. It would be cool to generate the tile data automatically by reading it directly, but for now it's a manual step for any hack with custom graphics.

Did you use any software? If so which one?

Personal Projects / Re: Legend of Zelda Overworld Generator
« on: October 04, 2020, 11:26:27 am »
Thanks for the support! I think it'll be a lot of fun when its done.

Progress Update

I've been building more biomes and features. I hit a wall at one point where I was running low on column data. Without being too technical, there's a limit to how much rom space you have for designing screens. Looking through the rom's data, I found a chunk of 0x6B0 (1712) unused bytes at the end of Bank 5. The place where that data lived originally had about half that space, so this was a nice find, especially after all the research I did when I thought I had to expand the rom and move the data to a blank bank. There's still a limitation of 256 total unique columns, but I think I can stay under that with some clever decision making in the procedural generation.

After I moved that data out, I realized that the screen layout data immediately preceded the data for columns. Since that following data is now blanked out, I'm able to use that to add more screen layouts. There's a total of 130 layouts needed (128 screens plus the two interior cave screens) and the rom seems to only allow 128 total layouts regardless of space. This means I need to use the same layout on two screens, which isn't so bad because originally, I needed to find 7 screens to use the same layout on. This allowed me to be more strict in the conditions required for a screen to be qualified as an option to clone. For example, I can now ensure the four screens surrounding the cloned screens match, allowing me to control the width and style of the edge tiles.

Okay, enough technomumbojumbo!

To better manage my progress on actual screen building, I made a little chart:

Each biome has to be generated individually and special screens (dungeon entrances, fairy ponds, armos screens, etc) differ slightly from biome to biome. Additionally, each biome has has its own rules for their design... A forest screen looks much different than a mountain screen, and that difference is more than just using trees vs rocks.

Also for my sake of sanity, Biomes that aren't designed yet just have ground tiles, which you'll see in the following screenshots.


A couple examples of the whole map:

You can see the undesigned screens are blanked out of all features.

And here's a bunch of neat screens I liked that were generated...

Starting screens:

A Dock screen:

Overworld Item can be on lakes and the planks going in other directions:

More varied Graveyards:

Any Road:

Fairy Ponds:


And then just some random screens I liked:

Do you have any idea when the next build will be ready to download?

Personal Projects / Re: Zelda 1 Map Generator
« on: October 04, 2020, 10:37:55 am »
How did you screenshot the PPU viewer for this application to work?

UPDATE 10-5-2020:

I managed to fix the stair glitch, replacing the stairs where you get the raft with the passage, and putting the raft in a different room with a boss that you need to defeat in order to get it. Let me know if there are any more glitches, also keep going with quest 2 see if you guys can find any glitches there.

Download Link for The Legend of Zelda: Fall of Hyrule (Prototype v25):

Personal Projects / Re: The Legend of Isaac (The legend of Zelda NES hack)
« on: September 29, 2020, 01:36:25 pm »
The Legend of Isaac

So I've just started working on this hack in which we can play as Isaac from The binding of Isaac in The Legend of Zelda from the NES.


The goal of this hack is having the following features:
  • New story
  • New graphics based on The binding of Isaac
  • New overworld and dungeons


The titlescreen and the sprites of Isaac are already working ingame.

I still have to think how Isaac will attack. In the original game Link uses a sword, but Isaac usually attacks using his own tears. So haven't decided yet how it should work.

Not available yet

I love the new title screen. It looks amazing so far. If you want me to bug test it and help you with music or anything with the hack, I'd be glad to help out.

UPDATE 9/29/2020:

I managed to fix the Level 5 flute glitch, but for some reason I don't know how to fix the level 3 stair glitch where if you go back in the stairs leading to the Manhandla, you go to an item room and cant get out.

Does anybody know how to fix it or what to do?

UPDATE 9-26-2020:

The Legend of Zelda: Fall of Hyrule (Prototype Version 24) has been released to bug test. I've fixed the glitches ev everyone told me about, including a part in level 8 where you get the skull key even though you're now supposed to get it in Level 9. I fixed that problem too.

The rest of the glitches I fixed include:

  • The Potion Lady text not appearing.
  • A Bunch of Armos stairways leading to nowhere.
  • Level 5 you can now get the flute.
  • Text glitches in the over world caves.
  • Burned bush that puts you on top of another bush when you come out into the overworld.
  • A bunch of Overworld fixes.
  • The Zelda question mark glitch in Level 8.
  • The unreachable stairwell in Level 9.
  • And lastly, the 2 level 4 glitches involving sound bytes and wizzrobes.

I haven't tested to see if these things are fixed yet, due to the fact that I don't have time to, due to other things in my life. So please if these glitches are still here, let me know.

Download the Zelda: Fall of Hyrule (prototype V24) ips patch here:

Oki I'll fix them, btw did you get the letter for the potion lady before you went to her?

Personal Projects / Re: Legend of Zelda Overworld Randomizer
« on: September 18, 2020, 03:57:47 pm »
Finally!!!!!!!! Someone is cool and smart enough to make a tool like this.

UPDATE 9/14/2020:

I managed to fix all of the dungeon maps for Quest 1 so that way they're on the right and not on the left where the hearts are, and I added dungeons for Quest 2 that are from The Legend of Zelda: Triforce Power that you could never access before because it was a one quest only Zelda hack. Also, I fixed some other errors in the over world and dungeons that I and other people have noticed too. However there are two problems with Quest 2's dungeons. The first problem is only Dungeons 1-6 have been changed, and the second problem is the maps for those dungeons are still on the left and not the right. I'll fix them in the next prototype when I have the time to do so.

With that being said The Legend of Zelda: Fall of Hyrule Prototype V19 is ready to be bug tested:

What's the current issue with the dungeons, precisely?

When I remade the dungeons in my hack, they shifted back to the left instead of staying on the right. Is there anyway I can change it back?

I cant I dont know how to do that. It's only like that because of the zelda 1 redux patch

UPDATE 9/8/20:

I've updated the things that the bug-testers have told me about in the last reply (except for the maps in dungeons, and the link backwards out of dungeon thing I do not know how to fix that 2nd glitch). I also changed around level 9, and added something extra to get the skull key, so you might wanna play it again to see if it works.

LoZ: FoH Version 16 IPS Patch Download:

PS: I'll update the lost woods when I release the next prototype patch.

September 09, 2020, 09:20:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
UPDATE 9/9/20:

I've updated and fixed the other things that the bug-testers have told me about that I missed in Zelda Fall of Hyrule v16. The Lost Woods design has been changed, and Link doesn't exit the levels backwards anymore. The only thing I have not fixed is the maps to the First Quest dungeons but thats because if I move the maps to the right like it's supposed to be in this hack, the maps don't show up in the dungeon editor. So until i know everything is fixed in the dungeons, I wont update the maps because I need to edit them.

LoZ: FoH Version 17 IPS Patch Download:

UPDATE 9/6/2020:

Updated the link in the first post to download the patch because it wasn't working and turns out I'm not allowed to upload a rom to the forums either. So I updated the link to be a IPS patch, which is also right here for your convenience:

UPDATE 9/3/2020:

Waterfall animations are now working properly in The Legend of Zelda: Fall of Hyrule. Also, If you want to bug test the prototype rom. The download link to version 14 is now available on the first post on page 1.

Do you  want feedback about your beta hack here or you want me to pm you my feedback?

PM me the feedback

UPDATE 8/19/2020:

I managed to add a waterfall animation thanks to bogaabogaa on but it's not working correctly at the moment. As you can see in the gif there is a glitchy line inbetween the tiles. if anybody can tell me how I can fix this problem that would be great.

Link to post with patch:

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: July 07, 2020, 10:00:29 am »
Is there any update about how the projects going?

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