11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
bank 2; org $a635 //PRG $a635jmp RefillHealthorg $a830RefillHealth:lda $66f //Make halth container equal to current healthand #$f0sta $66flsrlsr lsrlsradc $66fsta $66fjmp $eba1
Quote from: ShadowOne333 on December 09, 2020, 01:22:16 PMI think the reason why I started using the .b/.w specifications was because I had an issue some months ago with a specific opcode being output as $XXXX instead of $XX like I needed it to by leaving it as default, so that's why I started specifying .b/.w/.l to each opcode from there on, to avoid such a thing.I know xkas does output what it thinks is the correct opcode given the code definition.
Quote from: bogaabogaa on December 10, 2020, 12:46:58 AMI would be interested to see the file that made it fail. I could imagine the architecture was not defined. But I might also be wrong on this and the assembler does have a bug. I don't think the NES has any /.l opcode.
Quote from: bogaabogaa on December 10, 2020, 12:46:58 AMGreat to hear you make progress with the graphics. I really just copy pasted PPU pages to CHR banks. I did make the animation as a proof of concept.Still need to work on the automap stuff. Haven't found time so far.
Quote from: ifightdragons on December 10, 2020, 05:53:57 AMThis isn't very important, but might be a very neat QOL addition.There's a secret room in which you're given a choice of 3 paths. They're basically teleports to different areas of the map:https://legendsoflocalization.com/media/the-legend-of-zelda/first-quest/take_any_road_comp.pngMaybe adding a small text hint below each staircase as to where they lead, could be quite useful?I don't remember where they lead off the top of my head. But if one of them leads to the graveyard, it could simply say; Graveyard (or Graveyard Path).
Quote from: ShadowOne333 on December 10, 2020, 11:57:42 AMThere's like 3 or 4 caves that let you choose a path for warping to another place.And the issue? They all use the same text.It could probably be done by assigning another text for the other 3-4 caves, but all of the text and pointers are already being used in the game, so I have no free text to use for them.
Quote from: iridium_ionizer on December 12, 2020, 02:57:07 AMOne way to design your way around that limitation would be designate where the three paths lead to in the overworld screen above the shortcut cave. Numbers 1, 2, 3 OR rock, forest, water OR statue, grave, forestOf course this assumes that you want to redesign the overworld, and it also assumes that you are willing to let accessibility / convienience dictate the design of 4 overworld screens.
Quote from: ShadowOne333 on December 12, 2020, 10:58:21 AMSounds like a good workaround, but Zelda's limitations come again to screw things over.You are limited to either two palettes for a particular screen, and those are specifically either one color for the outer or the perimeter of the screen, and another for the inner portion of it.
Quote from: iridium_ionizer on December 12, 2020, 03:27:05 PMYeah, I know. I was just trying to get full resolution screengrabs from the ZeldaTech editor in a hurry.
Quote from: illuminerdi on December 14, 2020, 11:14:42 AMThis is an awesome patch, thanks to everyone for their hard work on it.Is there any possibility for an optional patch with "less visible" (but still different) clues? I feel like the cave wall cracks and the "withered" trees are still pretty easy to spot. I even turned on blargg's NTSC filter and I could still see them pretty clearly - especially the cave wall cracks, I feel like those are practically smacking the player in the face. I'm sure some people like the more visible clues, so I'm not lobbying to get rid of those, just looking for a more challenging option that uses some of the previously-posted suggestions for those of us looking for a challenge but who don't feel like having to randomly bomb walls and burn trees. That was such a pain when I was a kid - I remember actually sticking my face right up next to the screen trying to see if there WAS some kind of very slight pixel difference on those tiles so that I could learn to "spot" them, so even 7 year old me felt like there *should* be a difference...
Quote from: bogaabogaa on December 20, 2020, 06:03:02 PMI been working on the Automap file. I changed it to use name table so I had to restructure a lot of things. The file works with MMC1 and MMC5. I also added that the map will disappear in caves.- Shadow removed the MAP from CHR instead the name table stuff. This need to be added to the CHR.- The move_maps.asm did have the nametable and did overwrite it. This is added in the automap.asm. So you need just to patch the pointer in the movemaps file.- There been also changes to the MMC5 Patch. Mainly to make space in the last bank. I also disabled settings I think are not necessary.This are all the changes I can recall you need to change on your side @shadow. A other good thing I added in the new Automap file that I copy stuff to different RAM pages. The coded is not needed. I also put some ascii text so people get a idea where they can put code when they view it in the debugger.I think most caves will remove the map to be viewed. But not for the cave where you access different areas. This could be a other project to hack something in that room that will tell you where it goes. There could be some code added to remove the map. All it needs is a flag. Writing $01 to CPU $7f02 will draw the map. Making it $ff will make it blank.Still early stage so I am glad when people find more bugs and report them.- I did not test with the optional patches!- In the patch folder is a Redux.ips with MMC5 added and all the normal patches applied. If anyone feels like testing early stuff https://www.dropbox.com/s/8g8d2d7n80o3tg9/The-Legend-of-Zelda-Redux-PRG0.zip?dl=0Update:- I think it would be cool to have some extra columns used in a optional patch. I do think people might use this as a base for a hack so it is nice to have things working properly and may be provide a example.- The teleport room is probably not a easy change but a good challenge. If you code it in you could put a sprite over his head that changes accordingly when you get near the stairs. Sure it is a lot of work to do. Update2:- I tested the optional patch that rearranges bosses. That one would need a different CHR arrangement. Or CHR Swap Fixing.Update3:This looks bad too. There should be a flag to stop the animation when needed. And then have something to stop it for that room.Not really happy with the current tile arrangement. Would be cool to have water in one in two rows. Then have the next rows for something else. Like this you could have animations just turned on when a special event happen. Or have a second one with a different speed. Sure might be more a thing for a actual hack..
// This is needed for Original MMC1 bank 2;org $8A7F incbin code/gameplay/automap_tiles.bin// Automap tiles for MMC5bank 8; org $22B00 incbin code/gameplay/automap_tiles.binbank 10; org $29300 incbin code/gameplay/automap_tiles.binorg $2A300 incbin code/gameplay/automap_tiles.binorg $2B300 incbin code/gameplay/automap_tiles.binbank 11; org $2C300 incbin code/gameplay/automap_tiles.bin
// Dungeons 1-9 1st Questbank 3;org $8006 // 0x0C016// Graphics pointer for Dungeon 3 dw $9A9B // Dungeon 3 GFX, Originally $987B (D8 7B)org $8022 // 0x0C032// Graphics pointer for Dungeon 7 dw $A7DB // Dungeon 7 GFX, Originally $9FDB (DF DB)
Quote from: bogaabogaa on December 22, 2020, 09:42:03 PMIn this patch I Fixed the most game breaking Bugs.https://www.dropbox.com/s/5zdbm0gtdro9e7h/Zelda1_Redux.ips?dl=0Also added Different Text to the path guy.The animation stuff mentioned above is not done.. Still glad for feedback on bugs. I did share code in my old post. Since there are some dependency's for many patches by now. This is true without MMC5 too. There should be a group of redux patches that need to be patched.Then you can list the once where it is not a issue to swap in and out. Else it can be confusing for the user why things just break. The main reason why this exist are the expanded tables. For example I moved the Hud preset layout so I could expand it. By bow many patches make use of that or need the location where the old table was and find garbage..MMC5 will not be dependent for the people that worry. A goal is to make as many patches work independent as possible.
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