11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
Quote from: darthvaderx on July 10, 2020, 05:50:13 PMZelda II two players, would this be a good option for the project?http://www.romhacking.net/hacks/5243/
Quote from: Jeville on July 31, 2020, 05:24:23 PMCan I ask what the offsets are for enemy health and strength?
Quote from: bogaabogaa on March 24, 2020, 06:17:43 AMIt is more about how to "find" make documents of enemy health/damage table..Here might be other offsets of interest: https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:ROM_mapThis table will probably be hard to find in the disassembly till they are documented well then you might get lucky with a good search.
Quote from: bogaabogaa on August 02, 2020, 03:03:22 AMI had in mind to make a walk-through of what goes into mapper conversion. How to add some CHR banks and make code for some animation. This would be some text and work to cover properly. It just crossed my mind that you will only use this for the waterfall? I think you could be a bit more ambitious when you go all the way to add a mapper there could be some of the features in full use.. Else it is not really worth.. (It would be great to add it anyway as this might be used as learning material to do hacks. May be someone will find better use for it)Here what crossed my mind. You have CHRram and you can just write a routine to update some PPU addresses. CHRram does allow for some incredible effects. Just look at Battletoads to find some of the possibility.I tested with Legend of Zelda and 30 byte is too much but 20 byte+ every frame seem to be no problem. I made some prove of concept code for you to improve on. Since I think you like a challenge and get better at coding for the NES. Not sure if this is easier then addin CHR but for sure a different challenge. Here my prove of concept code at work in a video.https://youtu.be/jFygmah8_poHere the code to work with. You can give me feedback as usual what you think and how it goes.https://www.dropbox.com/s/tch7u0tuwm3qm3o/ZeldaWaterFallExample.zip?dl=0Notes:- There are some additional notes at the beginning of the code where graphic pointers are if you like to work on the MMC5 Stuff.- Task for the WaterFall routine in the normal game is to add 2 more tiles. Then write code to control the animation. (You would need to spread it in a smart way to not conflict with the limit..)
Quote from: bogaabogaaIt just crossed my mind that you will only use this for the waterfall? I think you could be a bit more ambitious when you go all the way to add a mapper there could be some of the features in full use.. Else it is not really worth.. (It would be great to add it anyway as this might be used as learning material to do hacks. May be someone will find better use for it)
Quote from: lexluthermiester on August 08, 2020, 09:56:32 AMQuestion for ShadowOne333;Would there be room for a new version of an existing item? The "Magic"(infinite) Bombs would be a very interesting addition! The mechanics are present(Magic key), perhaps a substitution? I would happily give up the magic key for magic bombs.That aside, I've run through both quests and found no further glitches or problems. This mod is ready for prime-time and it's own official RHDN project page!
Quote from: Cyneprepou4uk on August 08, 2020, 03:34:51 PMI have experience working with MMC3
Quote from: Cyneprepou4uk on August 08, 2020, 07:25:06 PMIf by disassembly you mean that pastebin link you've posted, I didn't find any CHR banks swithching in it.bank 3, 0xC94B -> 0xD16B - no idea what that means exactly. NES memory? ROM file? Pastebin? Github?Keep in mind that I've never played this game, so I don't know where the waterfall is, or anything else for that matter.I need a patch with working MMC3, different tiles for waterfall, and a savestate for FCEUX when you are on the screen with waterfall. I'll come up with something.
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