11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
Quote from: lexluthermiester on March 20, 2020, 03:04:39 AMIf I understand you correctly, that's the patch I lent assistance in. Let me look into it and I'll chime in shortly.EDIT1; Confirmed, that's a thing that I missed. Let me fix it and I'll get a new patch posted shortly.EDIT2; Fixed. Here's the link to the new IPS patch. https://www.dropbox.com/s/0b78ixdnnuqni1s/Rearranged%20Bosses%20Fixed%5B20-03-20%5D.ips?dl=0@ShadowOne333 I changed the red Darknuts to yellow Wizrobes as that was the enemy set selected. If that is incorrect, let me know and I'll switch it around to have the Darknut set. Also, that set included the Lanmola's. I think I may have overlooked changing the Digdogger to Lanmola's. That was set as well. It's been a while since we last discussed this so I don't remember which way you wanted it.
Quote from: Mandrasx on March 20, 2020, 05:11:18 PMI've always sort of preferred the Link's Awakening graphics (Cute or Modern Classic Edition) but the one imperfection that bugged me was Shrouded Stalfos replacing all the Lynels on Mt. Doom! There IS a Lynel from the Oracle of Ages/Seasons games but its horizontal sprite is much wider than 16x16.Using YY-CHR I was able to modify la_gfx03.bin and insert a slightly condensed version of the Oracle Lynel in place of the Stalfos. The sideways sprite is modified to fit 16x16, and the up/down sprites required no changes:https://i.imgur.com/AfzrwqO.gifvThe below attachment includes:--An ips patch of the basic Redux + LA GFX with Lynel (apply to clean PRG0 rom).--Source code stuff:The main.asm, optional.asm, and LinksAwakening.asm files configured to compile the basic Redux + Links Awakening GFX from the /code directory (move the three la_gfx.bins and these optional + LinksAwakening asms from /optional to /code).**NOTE: In order to compile this I had to move the la_gfx.bins, optional.asm, LinksAwakening.asm into the /code folder and adjust main.asm to INC the LinksAwakening.asm directly instead of going through the optional.asm. For some reason simply uncommenting the appropriate things was resulting in 'file not found.'--The modified la_gfx03.bin.--The above preview pic + an in-game pic.--A Bishawk save state with Link outside the Blue Sword cave with one Lynel onscreen (for in-game observation).https://drive.google.com/open?id=1jUW9dwzd2F3n7p6W68QXY6SEV1BBeBtg
Quote from: Mandrasx on March 25, 2020, 04:29:30 AMHey, there are a few other things I think are a bit off with the LA graphics -- the most notable is the extraneous green pixel outside Link's hat in one of the sprites. Also the 'item acquired' pose is kind of messed up. The rest is possibly subjective, but I think the default NES palette doesn't work well with how the three colors are used on Gameboy. Here is an info-graphic explaining everything:https://i.imgur.com/Q09opYt.pngThe modified gfx bins:https://drive.google.com/open?id=1Y5JeGghI0u95HBEfNrhl15DTQ-SQrCPl
Quote from: mdtauk on March 25, 2020, 04:22:08 PMMockup #2 gives a good contrast, but how well does it work against both light and dark backgrounds.
Quote from: darthvaderx on March 27, 2020, 04:03:01 PMThe Zelda1_Redux.ips file came wrong this time, when I put the patch on the rom what appears is the New GFX version
Quote from: ShadowOne333 on March 27, 2020, 10:18:43 PMfeedback is always welcome
Quote from: Vanya on March 31, 2020, 04:14:34 PMCan I just say, right quick, how much I detest that design for the tektites? Anything but that, please?
Quote from: Pleiades7 on March 31, 2020, 08:41:47 PMA fun addition to all of this would be optional hacks that included updated graphics for the monsters and other things. I noticed one other ongoing hack similar to this that is trying to be a graphically enhanced Zelda.While you are shooting for the best possible version of the original Zelda, it might be cool to include updated graphics for some things (kinda like you did for Link).Just my 2 cents. Otherwise, fine work! Love the changes. Can't wait until this is done.
Quote from: ShadowOne333 on March 20, 2020, 10:38:22 AMThank you for the hotfix, lex! I just went ahead and added the fixed IPS to the GitHub page, and also updated the source code of the patch with the new changes.Check them out and let me know if everything works properly
Quote from: bogaabogaa on March 31, 2020, 04:17:46 AMIf you do testing it is good if you can do multiple things in a play-through to save time overall. I guess making list of the enemy health and damage tables is one of them. When you look for not used values use breakpoints. In the picture you see some of free values in SRAM. There will be writes when saving and loading but only $00 values. I am interested to see when you can finish describing a table. I don't know how to beat the game and it is always a big time factor to properly test things. *NEWHere is a patch with quarter heart and HUD indicator.https://www.dropbox.com/s/lt2fwksggbfr82o/QuaterHeartContainers.ips?dl=0As promised I will share a SpiderPatch here too!https://www.dropbox.com/s/xi97vva2zst4b3t/patch.txt?dl=0The benefits of the Spider Patch are that you can edit things. I can add a bunch of things you can enable or disable.Get the patcher here: http://spiderdave.com/programs.phpThere is a link to the git. Then download the folder from there.It looks like this:You will need to look at the config file and tell it where to find the ROM to patch and where to put and how to name it after.Then open and run a patch file to mod your ROM.The patch file has a simple format. First you might add "offset 10" this will skip the header and I can write PRG addresses now.Here how to put values after a new offset: put "offset" "values" "more values till end of line"If you like to describe something use a / "everything after a slash will be ignored by the patcher. Comment here till end of line!If you like to disable something just comment it out with slashes.My example might be confusing since I explained my research. This might be useful to understand it when doing further changes.Look at the examples of SpiderDave they explain a lot more.When I make further changes I can just update this link with the Spider Patch.
Quote from: lexluthermiester on April 01, 2020, 12:26:28 AMSorry I didn't get right back. Life has been bizarre lately... You're very welcome, glad to help! I did find that the Links Awakening IPS has a few GFX glitches when applied to the newer IPS. I'll get some screenshot posted soon. Otherwise everything looks good!
Quote from: bogaabogaa on April 01, 2020, 10:17:39 AMI did see on git that you are working to add a arrow counter. I will quote myself were I added a patch that does basically the same. I did make the the full heart container to a fragmented one. That one needed a entry in SRAM and the HUD table. To make it happen I had to be expand the table in SRAM and on the update table at CPU $302. Read the patch file for the DavePatcher. It will explain formats and what I put on what place. It might need slight changes for Revision 0.
Quote from: bogaabogaa on April 01, 2020, 10:56:39 AMThe heart counter is saved to your save table in SRAM.CPU $677-67b seems to be free space that will go into the save table. I told the 3Dude to test it fully. I told him to test $67f too but he did not report that one false yet.I do look at the ROM for a bit over two weeks now so I am not that familiar with the game.
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