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Zelda 1 Redux / The Legend of Zelda Redux

Started by ShadowOne333, October 10, 2019, 12:04:03 PM

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ShadowOne333

Quote from: lexluthermiester on March 20, 2020, 03:04:39 AM
If 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.

Thank you for the hotfix, lex! :D
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 :)

Mandrasx

#181
I'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.gifv


The 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

ShadowOne333

#182
Quote from: Mandrasx on March 20, 2020, 05:11:18 PM
I'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.gifv


The 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

I replied to you through PM, but I'll post it here quickly :P
Those are some lovely Lynels for sure, I knew I had seen some Lynel sprites in the Oracle or Awakening games, but I just didn't look deep enough.

I already implemented the Lynel sprites to the LA GFX Optional patch (the Lynels look great in-game!), updated the graphics .bin files for said patch, and also took some time to update the Hearts in the HUD to better resemble those from Link's Awakening, just to keep the overall theme of LA more consistent. :)

Mandrasx

Hey, 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.png


The modified gfx bins:

https://drive.google.com/open?id=1Y5JeGghI0u95HBEfNrhl15DTQ-SQrCPl

ShadowOne333

#184
Quote from: Mandrasx on March 25, 2020, 04:29:30 AM
Hey, 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.png


The modified gfx bins:

https://drive.google.com/open?id=1Y5JeGghI0u95HBEfNrhl15DTQ-SQrCPl

Ah yeah I didn't really test the GFX graphics that well.
I knew Zelda 1 did something odd for the obtain item graphics, in which it only uses half of the walking down sprite, and the other half is the one used for the Story Text, where Link is holding the "Please read the instruction manual" scroll.

I took your suggestions and now fixed the odd pixel, and also the sprite for Obtaining Item, and reworked it a bit so it looks good in the intro text:



As for the suggestion about removing Link's shading, I could make it that way, or I could simply modify Link's palette, as it's just a one byte change to modify the brown colour to something else.
Here are some quick tests I did (In order: Original/Mockup #1, Mockup #2):



Let me know what do you think!

Also, I have FINALLY tested the Optional patches compilation from the source code, and have fixed all the compilation errors it threw, so now compiling them should be possible by simply uncommenting the optional line in main.asm
That should make all of the optional patches work :)

mdtauk

Mockup #2 gives a good contrast, but how well does it work against both light and dark backgrounds.

Vanya

Quote from: mdtauk on March 25, 2020, 04:22:08 PM
Mockup #2 gives a good contrast, but how well does it work against both light and dark backgrounds.

This.

Mandrasx

#187
Yeah, I was thinking removing the shading kind of drains too much detail out of the sprite...

Really the green tunic is the problem as it has a higher luminosity than the skin tone, so it doesn't properly create the shadow effect. The red/blue tunic colors work a lot better. I was messing with changing green tunic from 29 to 19 and using 06 or 07 as the outline, as the GB version has a practically black outline.


Mandrasx

#189



I was going to say a bunch of stuff about the colors... but I realized my real problem is I've been trying 'fix' the overly garish FCUEX palette (above). Things like Link's color scheme seem to have better contrast with nestopia_yuv, quicknes, UnsaturatedFinal, SmoothFBX, Wavebeam, etc.


darthvaderx

The Zelda1_Redux.ips file came wrong this time, when I put the patch on the rom what appears is the New GFX version
See my hacks channel including some of my works:

https://www.youtube.com/user/MyWashington2/videos

ShadowOne333

Quote from: darthvaderx on March 27, 2020, 04:03:01 PM
The Zelda1_Redux.ips file came wrong this time, when I put the patch on the rom what appears is the New GFX version

Oh sorry, I did compile the new maing and new GFX IPSs on my PC, but I forgot to commit the changes.

It should be fixed now :)

Vanya

Can I just say, right quick, how much I detest that design for the tektites? Anything but that, please?

Pleiades7

Quote from: ShadowOne333 on March 27, 2020, 10:18:43 PM
feedback is always welcome :)

A 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.

ShadowOne333

Quote from: Vanya on March 31, 2020, 04:14:34 PM
Can I just say, right quick, how much I detest that design for the tektites? Anything but that, please?
You mean the originals or LA ones?
Quote from: Pleiades7 on March 31, 2020, 08:41:47 PM
A 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.
That's planned, actually.
One of the points is to redo or retouch most of the sprites to be more akin to the official artwork of each character/enemy.
I already have some mockups made for a couple enemies, but I have yet to work on that in its entirety.

Given how easy it is to implement, I'm leaving it on the end of the TODO list, but if anyone has some sprite mockups, be my guest!
You guys can post them here for sure.

lexluthermiester

Quote from: ShadowOne333 on March 20, 2020, 10:38:22 AM
Thank you for the hotfix, lex! :D
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 :)
Sorry 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!

bogaabogaa

#196
I 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.

Spider Patch file: https://www.dropbox.com/s/xi97vva2zst4b3t/patch.txt?dl=0
IPS for PRG1: https://www.dropbox.com/s/lt2fwksggbfr82o/QuaterHeartContainers.ips?dl=0

Quote from: bogaabogaa on March 31, 2020, 04:17:46 AM
If 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.


*NEW

Here is a patch with quarter heart and HUD indicator.
https://www.dropbox.com/s/lt2fwksggbfr82o/QuaterHeartContainers.ips?dl=0

As promised I will share a SpiderPatch here too!
https://www.dropbox.com/s/xi97vva2zst4b3t/patch.txt?dl=0

The 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.php
There 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.
CV ROM DiscordServer
https://discord.gg/PvFgxRg

ShadowOne333

Quote from: lexluthermiester on April 01, 2020, 12:26:28 AM
Sorry 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!

Don't worry! It for sure has been strange as of late, but no hurries :p
I'll await for your screenshot to make the appropriate changes, thanks!

Quote from: bogaabogaa on April 01, 2020, 10:17:39 AM
I 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.



Oh interesting!
So basically, what you did was add a custom icon and entry for a Heart Pieces counter?
I did add one for the Arrows, but that's as far as I went, I haven't really tried implementing it yet at all outside of just displaying the arrow in the HUD, no counter yet at all.

Very neat stuff!
Let me ask, from your tests, what RAM and SRAM offsets did you find were unused?
This might help for both the arrow and the 999 rupee counter too, and if there's enough unused memory, also a way to save to SRAM the number of hearts you saved the game at (as long as it is anything aboe or equal 3 hearts).

I'll take a look at your posts and replies, it's incredible information for sure, it will help a ton.
Many, many thanks!

bogaabogaa

The 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.
CV ROM DiscordServer
https://discord.gg/PvFgxRg

The3Dude

Quote from: bogaabogaa on April 01, 2020, 10:56:39 AM
The 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.

Oh my gosh, I totally still need to check that!

I let you know what I find later, Shadow and bogaa.
~The3Dude~