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Zelda - Link's Awakening Hack WIP (update thread)

Started by IcePenguin, June 01, 2016, 08:35:01 AM

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Thirteen 1355

Helicoptering about till I find some ROM hacking treasure.

Bahamut ZERO

QuoteI 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
Like Super Mario Land? Then you'll love my first completed Rom Hack: Maniac on the Run!

Thirteen 1355

Helicoptering about till I find some ROM hacking treasure.

IcePenguin

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!  :)

Googie


IcePenguin

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:




Satoshi_Matrix

Really really excited to play this on my GB Boy Colour once it's done!

IcePenguin

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

lexluthermiester

Quote from: the_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

Nice! This looks so awesome! Are you going to do open/public beta testing?

assassin

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.

IcePenguin

Quote from: lexluthermiester on February 15, 2017, 05:05:01 AM
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


Quote from: 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.


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!) 




lexluthermiester

Quote from: the_icepenguin on February 15, 2017, 04:06:25 PM
Hopefully closer release.  There is still a lot to do.  :P

Cool, would love to participate.

Quote from: the_icepenguin on February 15, 2017, 04:06:25 PM
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.

Satoshi_Matrix

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.

assassin


njosro

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?

IcePenguin

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


Quote from: 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.
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.

Quote from: 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?
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.

Kea

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!

IcePenguin

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
[close]

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

Satoshi_Matrix

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?

IcePenguin

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.