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Author Topic: Zelda 1 Redux / The Legend of Zelda Redux  (Read 187316 times)

Thirteen 1355

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #560 on: December 27, 2020, 08:40:32 am »
Option 2 does make me think of something, though (regarding the warps). You could, instead of showing the position of the stairs through text, show the directions of the locations instead. West=graves, etc.

Could help with knowing which direction you'd end up in or knowing which other locations are close by.
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ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #561 on: December 27, 2020, 11:58:37 am »
Option 2 does make me think of something, though (regarding the warps). You could, instead of showing the position of the stairs through text, show the directions of the locations instead. West=graves, etc.

Could help with knowing which direction you'd end up in or knowing which other locations are close by.

What do you mean by the direction you end up?

Thirteen 1355

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #562 on: December 27, 2020, 12:39:57 pm »
When you warp, you end up at, for example, the forest. But if you haven't visited the forest before, you  don't know where you are. You could either leave it that way, or make it clear in which cardinal direction each area is.

When you want to go to a certain location quick, it might help to know which warp would end you up closest to said location. You may know the location you want to get to is in the east, but you might not yet know the graveyard (where you can warp to easy) is in the east as well, which makes taking the graveyard warp get you closer to the location you want to reach.
Helicoptering about till I find some ROM hacking treasure.

ifightdragons

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #563 on: December 27, 2020, 04:36:12 pm »
When you warp, you end up at, for example, the forest. But if you haven't visited the forest before, you  don't know where you are. You could either leave it that way, or make it clear in which cardinal direction each area is.

When you want to go to a certain location quick, it might help to know which warp would end you up closest to said location. You may know the location you want to get to is in the east, but you might not yet know the graveyard (where you can warp to easy) is in the east as well, which makes taking the graveyard warp get you closer to the location you want to reach.

Interesting points, but just using directions might be a bit vague for many players. This could be remedied by for example going with "West: Graveyard")

kittenchilly

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #564 on: December 27, 2020, 04:39:19 pm »
I notice this hack fixes the magic wand's weird collision thing. Does this also center the sword hitboxes? As in this video: https://www.youtube.com/watch?v=FBk-QkzMeIk

pleasejust

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #565 on: December 27, 2020, 06:39:15 pm »
I don't think it's a big deal. You will learn where each warp leads to by just going through it and looking at your location on the map. The way you have it now, Shadow, is perfect imo.

lexluthermiester

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #566 on: December 27, 2020, 09:52:51 pm »
Question, are all these recent changes still compatible with the LAGFX patch?

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #567 on: December 27, 2020, 10:06:30 pm »
I could probably change the namings from Graves, Beach, Hills and Woods to North, East, West and South, to match their locations in the map.
Though I'm still not sure which one to go for.

Question, are all these recent changes still compatible with the LAGFX patch?

Partially.

I did port the entire graphical patches to MMC5, but I'd not recommend anyone to try them now, until everything is settled and more properly structured. There's still some things to iron out on my end in terms of organization, and I have yet to fix compatibility with some features of Redux MMC5. I just haven't got the time to properly set everything up and push it to GitHub.

I'm also still seeing how I will handle the entire project in GitHub, as the bump in version in terms of commits will be huge. I might probably add both MMC5 & MMC1 to the same repository under different folders for both research and archival purposes.

lexluthermiester

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #568 on: December 27, 2020, 10:43:34 pm »
Fair enough.

The Github plan sounds like a good idea.
« Last Edit: December 29, 2020, 06:24:18 am by lexluthermiester »

Asaki

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #569 on: December 28, 2020, 12:58:32 am »
  • [DONE] Make the Blue tunic more vibrant

You didn't like the shade that I chose? :)

https://www.romhacking.net/hacks/3846/

I just clicked a shade that looked okay (the colors in the palette editor don't exactly match the real thing), and I liked it so much that I kept it, after making sure that it didn't blend in with any backgrounds.
It looks a lot like the BotW color, but that wasn't my intent. Honest.

zikey

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #570 on: December 28, 2020, 08:01:11 am »
Hi, nice hack/compilation. Have a bit of feedback.

First there is a bug or glitch regarding the map. Sometimes it gets garbled/corrupted:



An optional patch to remove it would be good - broken things give me anxiety.

Also the optional patch to restore original GFX doesn't work. Octoroks still look crosseyed. Is the git optional patch not compatible with the latest thing you posted on 26th?

Another issue: Apparently I can buy blue tunic for 250 rupees while only having 195? It keeps decrementing past 0 (but still says 0).

Edit: One possible enhancement could be to improve the directional controls. There seems to be a priority of UP/DOWN, so if you press LEFT/RIGHT when UP/DOWN is active, it is ignored. However, if you press UP/DOWN while LEFT/RIGHT is active, it will immediately move Up or Down, which seems to manifest in unintended movements. This can be fixed by prioritizing the first-held button. So if Left is held, and Left+Up is held, you won't go up because Left was first. Same should happen when holding Up first then Left. I think this would be a good improvement because I kept thinking my D-pad was broken - its the game that's wonky here.
« Last Edit: December 29, 2020, 02:51:07 am by zikey »

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #571 on: December 30, 2020, 07:27:08 pm »
You didn't like the shade that I chose? :)

https://www.romhacking.net/hacks/3846/

I just clicked a shade that looked okay (the colors in the palette editor don't exactly match the real thing), and I liked it so much that I kept it, after making sure that it didn't blend in with any backgrounds.
It looks a lot like the BotW color, but that wasn't my intent. Honest.

I didn't even remember your hack to be honest haha :P
I just changed it based on the idea that the default color for the blue tunic was too light.

What palette color did you use? I can't remember if I used $22 for mine.

Hi, nice hack/compilation. Have a bit of feedback.

First there is a bug or glitch regarding the map. Sometimes it gets garbled/corrupted:



An optional patch to remove it would be good - broken things give me anxiety.

Also the optional patch to restore original GFX doesn't work. Octoroks still look crosseyed. Is the git optional patch not compatible with the latest thing you posted on 26th?

Another issue: Apparently I can buy blue tunic for 250 rupees while only having 195? It keeps decrementing past 0 (but still says 0).

Edit: One possible enhancement could be to improve the directional controls. There seems to be a priority of UP/DOWN, so if you press LEFT/RIGHT when UP/DOWN is active, it is ignored. However, if you press UP/DOWN while LEFT/RIGHT is active, it will immediately move Up or Down, which seems to manifest in unintended movements. This can be fixed by prioritizing the first-held button. So if Left is held, and Left+Up is held, you won't go up because Left was first. Same should happen when holding Up first then Left. I think this would be a good improvement because I kept thinking my D-pad was broken - its the game that's wonky here.

That sounds to me like it's not the proper base ROM, the moved graphics for Automap makes it seem that way.
Make sure you are using the proper base ROM for it.

And yeah, right now don't use the stuff I posted on the 26th.
That's for development/testing purposes.

Stick to the stuff on GitHub if you want to play through it and give it a personal playthrough.
The zip is mainly for other users/devs to test and debug on their side.
« Last Edit: December 30, 2020, 07:34:17 pm by ShadowOne333 »

kaine23

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #572 on: December 31, 2020, 12:33:12 am »
cant wait to see this go live to try it!

Asaki

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #573 on: December 31, 2020, 08:20:27 pm »
What palette color did you use? I can't remember if I used $22 for mine.

Oh gosh, I would have to check, but I want to say it was 1C.

lexluthermiester

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #574 on: December 31, 2020, 11:14:06 pm »
cant wait to see this go live to try it!
You can. The link is in an above post. I think..

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #575 on: January 02, 2021, 10:24:52 pm »
Thanks to the help of Bogaa, and a lot of trail and error on my side, I managed to get a fully revamped Credits/Staff sequence, with the full name of the developers in display, so that it matches those from Zelda 2 Redux.

This is how the Credits look in-game now:



You can try it out right now!
Also, I have updated and properly organized the GitHub repository to accommodate both the MMC1 and MMC5 versions of the hack that we currently have.

The MMC1 version is the one that was available previously, but updated with all the new stuff added, while the MMC5 version is on-pair with main Redux now, and it's the version that currently has animation in the overworld working!

The MMC1 version does have an animation.asm file, but there's still work yet to be done for it to work properly.
The Automap tilemap needs to be added to the first 4 banks to work properly, and we also have to move the graphics that we want to have animated, to an extended area of the ROM so that we can work exclusively with the graphics and not worry about the existing code in the game screwing us over related to space.

One last thing...
The MMC5 version doesn't have optional patches yet.
The alternate graphic patches should be working, but I haven't got around to making their IPS patches yet, so in the meanwhile, the MMC5 version will have no optional patches. You could possibly patch the ones from the MMC1 version over to the MMC5 one (the non-graphical ones), but there's no guarantee those might work 100%.
I know the GFX patches will NOT work on MMC5, and I believe the Rearranged Bosses won't work neither, but you guys can try the other ones and let me know if they work or not in the MMC5 version.

Enjoy!



Oh gosh, I would have to check, but I want to say it was 1C.

Just checked, you used $21 :P
I remember I went through all the shades of blue in the NES, and I went with $22 because $21 looks a bit too bright, while both the Green and Red tunic are kind of moot in color, so I wanted to keep it in the same tone as those.
« Last Edit: January 02, 2021, 10:33:15 pm by ShadowOne333 »

kaine23

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #576 on: January 03, 2021, 08:04:30 am »
oh i cant wait to try this and see what the optional patches do!

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #577 on: January 08, 2021, 06:11:22 pm »
While the MMC5 hasn't seen any bugs being reported as of yet, I decided to try to tackle the MMC1 animation that Fiskbit laid the groundwork for in the meanwhile.

I successfully implemented animated water and waterfall using Fiskbit's code. This is how it looks in game right now:



I basically took only the water tiles from all the frames, and then went ahead and did the proper PPU transfers for it.
The animated tiles work as expected.

However, there's still 3 issues to handle for a full implementation:
For Point #2 (Cracked walls on OW), I did try to send the Visible secret tiles to the PPU $1540-$15FF for each bank frame, but that didn't seem to work at all. Same thing happened when I tried to do something similar just for testing for the Automap tiles (i know it isn't supposed to be done that way, but just wanted to check what it did). The Automap tiles being at $1300 and end at $14FF.
I am not sure if that's because the PPU transfers are locked to a certain PPU range to work with the animation frames (since the water tiles do work fine). What's the actual range for usage of animated frames in the PPU?
The repository at GitHub has been updated with the latest changes towards MMC1 animation, so if anyone wants to play around with it, it's available under "MMC1/code/animation/animate.asm". To compile it properly, simply comment-out the animate.asm file from "main.asm".

IcePenguin

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #578 on: January 11, 2021, 12:06:05 am »
I successfully implemented animated water and waterfall using Fiskbit's code. This is how it looks in game right now:



I basically took only the water tiles from all the frames, and then went ahead and did the proper PPU transfers for it.
The animated tiles work as expected.

Awesome!  It'll be exciting to see these in game.  What's going on with that bush?  Do you have plans to animate the bushes or possibly other things?

Asaki

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #579 on: January 17, 2021, 01:07:11 am »
Just checked, you used $21 :P
I remember I went through all the shades of blue in the NES, and I went with $22 because $21 looks a bit too bright, while both the Green and Red tunic are kind of moot in color, so I wanted to keep it in the same tone as those.

Ah, yep, 21. 1C must've been the Pac-Man hack I did (which I think I changed to 2C the last time I modified it).
I thought 21 looked perfect, on real hardware at least. But it's your patch :)