11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: ShadowOne333 on February 07, 2019, 01:38:23 PMIf that's so, not to sound rude nor ungrateful, but I have a little shadow of a doubt about implementing it.I still want players to get somewhat punished for getting a Game Over, and starting at the very screen they died in after a full Game Over seems like quite a push on the easier side (not a life-loss, for a single life spawning on the same screen is acceptable). Same for the experience loss after Game Over. I feel like the restart at the beginning of the palace is a good balance between making it just the right amount of difficulty.
Quote from: TheZunar123 on February 07, 2019, 02:56:43 PMWould it be possible to have a middle ground, like losing half your EXP if you game over? That could be a nice compromise.
Quote from: ShadowOne333 on February 08, 2019, 12:51:08 PMI already implemented it, but for some reason I do not get the same grey colours you are getting.I am getting some really vibrant white instead of the more toned down grey shades you get in the video.
Quote from: TheZunar123 on February 08, 2019, 11:27:32 AMOooh, I like that ^Reminds me of that section in Wind Waker where everything is frozen in black and white, then turns to color after getting the Master Sword.
Quote from: ShadowOne333 on February 08, 2019, 02:56:43 PMI'm using FCEUX 2.2.3 for Linux. I do get a strong white colour, but I think I found a nice workaround for this.Maybe I can go for either B8 or F8 instead of 19.It might not be the desired effect, but it can work.By changing it to either B8 or F8 (I think F8 looks the best), it creates some sort of darkened image of the original palette, and this can work as a way to tell the player that the screen is paused, instead of the grey one (since it looks too bright in my tests).What emu are you using?Also, just edited the grass with the animation you suggested Looks quite good! I'll leave it like that.
Quote from: IcePenguin on February 07, 2019, 06:55:19 PMAt 0x28C0 paste the following code:EE 24 05 AD 27 07 F0 01 60 A9 19 8D FE 00 60
Quote from: IcePenguin on February 07, 2019, 06:55:19 PMAt 0x28E0, paste the following code:A9 00 8D 4C 07 8D 25 05 8D 24 05 8D 67 05 A9 18 8D FE 00 60
Quote from: IcePenguin on February 08, 2019, 06:09:20 PMThe F8 value works now. I just made a dumb mistake when I went to test it earlier, ha ha. It is quite dark! Think it works well.Unfortunately, I couldn't find that "pause" display hack JaSp did many years ago. It might be on my old computer like all my old hacking stuff. (its in storage ) Anyway, glad to help!
Quote from: IcePenguin on February 08, 2019, 08:50:01 PMDoes this count? Spoiler[close]
Quote from: Trax on February 09, 2019, 01:03:21 AMIf you want to draw on screen, your best bet is to use the game's mechanisms for writing to the PPU. What I call "PPU Macros" are sequences of bytes written in RAM $302, $363 or $3A4. The data model is:AAAA NN DD ... FFAAAA = PPU AddressNN = Number of bytes to processDD = The data itselfFF = End byte (I think you can chain more than one command)In the case of the "PAUSE" drawing, NN would be 05, followed by the 5 bytes for the text tiles. Then, you have to find where exactly you want to print those tiles, in the correct name table offset, which is the AAAA part of the macro. This one likely involves some convoluted arithmetic, because of the scrolling and whatnot. RAM addresses $79-$7A are used to draw the Overworld tiles, so they may come handy.
Quote from: IcePenguin on February 09, 2019, 03:36:16 AMSo, I had this idea... The final boss of Zelda II is Shadow Link, right? So why not make him subtly more relevant (what? ) during the game? This was just a silly thought at first, but it turned out pretty cool, haha. All I did was add an extra visual cue for when you pause the game. Link cannot escape his shadow!Pausing gif:Spoiler[close]If you wanna use it, just change the following code from my previous post:Paste this code instead:EE 24 05 AD 27 07 F0 01 60 A9 F8 8D FE 00 AD 02 02 F0 06 A9 41 8D 02 02 60 A9 01 8D 02 02 60Basically it adds another branch, checking the direction that Link is facing using the sprite priority, and then changing his palette black. It has to do this check, so he faces the correct direction when pausing.
Page created in 0.286 seconds with 19 queries.