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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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ifightdragons

Quote from: Trax on December 24, 2020, 01:04:29 AM
To be honest, I think this 1-2-3 text is somewhat lame. It really feels shoehorned. Also, do you have different texts for each screen? Because shortcuts don't have the same order for staircases, depending on what screen you come from. Having little icons for each staircase would be better, in my opinion, but I understand that it would likely mean 3 more screens, new columns and some code hacking to select the correct screen accordingly.

Or, use "left", "center" and "right" to designate the destinations, instead of 1-2-3. Also, I would call the west shortcut screen "graveyard", and the bottom one "ocean" or "beach".

Left, center, and right might a bit too ambiguous.

bogaabogaa

Quote from: Trax on December 24, 2020, 01:04:29 AM
To be honest, I think this 1-2-3 text is somewhat lame. It really feels shoehorned. Also, do you have different texts for each screen?

I agree with this. The 4 screens do have individual text. I did expand the pointer table and moved the text to a different location in that bank.
Then put a hijack for the pointer read and when this text is selected I check for links position on the world-map to put a different text. This change will probably break tools for text editing in the game..

To hint where to go I use: woods, graves, hills, beach. It is short enough to put them on one line. What makes it look way better in my opinion.

I had like to put tiles (Icon) above the stairs instead of text. But the game does currently just allow for characters in the beginning of the ppu space. The goal is to give the player a clue where the way leads.

I changed it currently to this. I feel it looks cleaner and in theory you could give 4 more clues in every screen.



I been testing and tried to finish dungeon 7. But I needed to look up how to get past since I did not try to push every stone in the top right corner. You could address this issue when closing the door till found the secret to open both pathways. Not sure how many easy to miss things the game has but addressing them could make the game less frustrating for people who don't know it.
CV ROM DiscordServer
https://discord.gg/7QKpGC49Qk

ShadowOne333

Yeah I can see the text being somewhat shoehorned. As for each screen, Bogaa did a custom routine that changes which text is being printed for each of the 4 path screens, giving room for 4 new text dialogues exclusive to this implementation.

How's this for suggestions?

Option 1:


Option 2:


I could also probably ditch the "1-/2-/3-" and just have the words of the locations appears, without numerals, so they look a bit cleaner? There's that option too.

Option 3:

Vanya

Options 2 & 3 are better.
I'm partial to Option 3 though. And if you could reduce "CHOOSE YOUR PATH, YOUNG ONE." down to just one line so that there is an empty space between that text and the location labels, then all the better.

AdamDravian

Writer of the '80s-themed webcomic Satan Ninja 198X

Shadic


EthansDreamLand


lexluthermiester


LuigiXHero

Definitely prefer 3, but agree that the old man message should be one line to be a little cleaner.

jimstrom


ifightdragons


Morinis

ROM Hacker, Reviewer and Critic.

Don't Know What Else To Say So... <3 You!

bogaabogaa

I did make the animation a bit faster before the water drains.


Here other things I did address in the shared folder.

- MMC1 WaterFall fix. This should just work if you like to compile it without MMC5. A proper delay was needed to not collide with Automap workload.
- Added a Fix in the misc.asm file. The wand windup collusion on Links back is removed. Also added the routine for the beeping but did not change it. The beeping should stop after a view times in my opinion.
- Changed drops so the enemies that shoot arrows now drop them. Added a bit more 5 point rupees since grinding sucks.
- There was basic Ram values added that make it easier to manipulate animations if anyone likes to play with them.
- Documented some stuff on the credits and added some routines that are documented badly. (But might give the right ideas if you like to change them)

I will take a break from this project again. Here a repost of my link for people interested to test/share.
https://www.dropbox.com/s/8g8d2d7n80o3tg9/The-Legend-of-Zelda-Redux-PRG0.zip?dl=0
CV ROM DiscordServer
https://discord.gg/7QKpGC49Qk

DavidtheIdeaMan

This Zelda update remake looks great,hope it keeps getting better :) 

Thirteen 1355

I think it's pretty clear the stairs on the left are on the left, the stairs in the center are in the center and the stairs on the right are on the right.

I'd go with either 1 or 3.
Helicoptering about till I find some ROM hacking treasure.

Heaven Piercing Man

Quote from: Vanya on December 02, 2020, 05:26:41 PM
I also prefer hints to be subtle. If you put up a sign with a graphic of the item you should use on the spot it should be used, that stops being a hint and becomes an instruction.

How about a little ping when you enter that screen? It hints that you have to do "something"

ifightdragons

Quote from: Heaven Piercing Man on December 26, 2020, 02:01:39 PM
How about a little ping when you enter that screen? It hints that you have to do "something"

Neat idea, but it would very likely be way too obtuse. Many would probably think of it as a bug, even.

ShadowOne333

I went ahead and cleaned up option 3 a bit, here's how it looks right now:



If people are okay with it, then we'll go with this for the path screens.




Quote from: bogaabogaa on December 26, 2020, 12:47:30 AM
I did make the animation a bit faster before the water drains.


Here other things I did address in the shared folder.

- MMC1 WaterFall fix. This should just work if you like to compile it without MMC5. A proper delay was needed to not collide with Automap workload.
- Added a Fix in the misc.asm file. The wand windup collusion on Links back is removed. Also added the routine for the beeping but did not change it. The beeping should stop after a view times in my opinion.
- Changed drops so the enemies that shoot arrows now drop them. Added a bit more 5 point rupees since grinding sucks.
- There was basic Ram values added that make it easier to manipulate animations if anyone likes to play with them.
- Documented some stuff on the credits and added some routines that are documented badly. (But might give the right ideas if you like to change them)

I will take a break from this project again. Here a repost of my link for people interested to test/share.
https://www.dropbox.com/s/8g8d2d7n80o3tg9/The-Legend-of-Zelda-Redux-PRG0.zip?dl=0

Damn you managed to get the animation to stop for the pond screens when using the flute, that's amazing!
I took a peek at your code, and managed to implement it all properly.

I'll jump ahead and test the Credits address you posted, will update with anything I find.
In the meanwhile, I took the liberty of uploading both the MMC5 source code we have right now, and also I have added the latest MMC1 source code as well.

Latest Redux source code:
https://www.dropbox.com/s/rihbtgkwus0ddf2/Zelda1-Redux.zip?dl=0

The MMC5 has the latest code made by Bogaa for all the MMC5 source, modified Automap for it, and also slight changes to other files. The main thing here is the Automap with the MMC5 ASM.

As for the MMC1 code hasn't seen much changes lately, except for one new ASM file which NES Dev Forum's user Fiskbit worked on last week (which came out of nowhere). Apparently, this makes the MMC1 ROM to have CHR-RAM animations by using a method with a specific header type called NES 2.0. I have converted his code to work with the Redux code and the animation works in 4 banks. Fiskbit mentions that with his code, all that would be need would be to make the Automap tiles always be in the tile range $30-$4F in all banks, and move the overworld graphics to new banks, possibly bank 8 or above so we have enough space for the graphics.

Here's the NES Dev thread for those interested:
http://forums.nesdev.com/viewtopic.php?f=2&t=20858#p262366


Just to be clear, we'll keep pushing forward mainly with the MMC5 code Bogaa has worked on during the last months for the final release, but if the MMC1 method sees some evolution, we could probably have both an MMC5 version and also an MMC1 version for reproduction cartridge compatibility.

Vanya