11 March 2016 - Forum Rules
Started by Aclectico, October 10, 2020, 10:07:09 AM
Quote from: Aclectico on October 20, 2020, 11:37:31 AM1. I'm reluctant to make the "breakable tile hints" more visible. The thought was to make something for players to reference if they were looking closely - but not too "in your face." Do others wish the tiles were more obvious?2. The dungeon color scheme was actually referenced from BS Legend of Zelda. Do others feel they are too dark as well?
Quote from: Aclectico on October 17, 2020, 08:45:48 PMAs far as shrubs go, some hints are in the works for screens that have burnable shrubs. However, the hint may not be what most players would expect.
Quote from: Pee wee on October 20, 2020, 02:51:56 PMThanks for explaining this to me, @Aclectico. I really appreciate everything you've done. PD. Another game?? are you up for it? Regards.
Quote from: guppy on October 21, 2020, 11:01:56 PMI've completed the first quest through Level 7 now.I will say that I wish that the hint for the no-fairy pond was a little bit less obvious than it is.
QuoteIn regard to the fonts used in the game, the clear choice for this would be something that resembles the fonts from Zelda III: A Link To The Past. The version of the HD Remake that I'm playing now looks more like Comic Sans, and isn't ideal. I don't like the idea of using the font from Diablo. Zelda has its own aesthetic and this remake should do its best to adhere to it.
QuoteAlso I noticed this graphical glitch on the pause screen:The missing piece of the triforce is represented by 3 squares rather than a smoothly drawn triangle. It seems there's a missing tile/sprite to fill in the halves of the two squares that would make the missing piece look right
Quote from: guppy on October 21, 2020, 11:01:56 PMI agree Link to the Past font would probably be ideal - However, character spacing limitations of the base game make that font look a little funny. Unfortunately, there would be too much space between the tall and skinny characters. In any case, version 1.1 of the pack is now available for download and the font has been changed. Can you link to a save state? I'd like to investigate the behavior of the base game here that's running in the background with the graphic improvements turned off.
Quote from: guppy on October 22, 2020, 10:15:35 AMI updated to 1.1, and I do like the new font better. It's too bad the LTTP font has spacing issues.About the triforce graphic glitch, I didn't think to create a save state, but I'll see if I can re-create the bug, and if so I'll post a link to it.October 22, 2020, 01:55:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)Here are two save states for debugging:Triforce draws incorrectly on inventory screen (pieces 5-7).Another glitch: If I have Bombs, Prescription to buy medicine, and no Boomerang in inventory, if I try to cycle through my B-items using Select, it gets stuck on the Prescription, and will not cycle through the rest of the inventory.Download: zip file
Quote from: gzip on April 04, 2020, 02:46:01 AMI've fixed this issue in my hack, A New Light. It's my first attempt at assembly though (directly in hex as well), so it could probably be coded better. It still might be helpful. The addresses are the same since I used the redux code as a start (thanks!). There's still one issue in my code that if you have the letter and no boomerang it won't cycle (this doesn't happen in my hack since you start out with the boomerang).
Quote from: ShadowOne333 on October 22, 2020, 03:52:17 PMSo it is a known issue, but sadly that very last bug hasn't been fixed yet.Simply get the boomerang asap or deliver the letter as quick as possible to get rid of the bug
Quote from: Aclectico on October 22, 2020, 04:13:30 PMThanks for the feedback. Most people probably find the boomerang first anyway (since it is located in the first dungeon). Because of this, I'm hoping a relatively small proportion of players actually encounter the bug. With that said, if that last pesky bug ever does get fixed, I would be very interested to know
Quote from: FeRcHuLeS on October 22, 2020, 11:01:07 PMHello I want to post a bug the HUD map disappear at the menu screen in dungeons I thought was because of RA's core (Mesen)but It happened using the latest standalone emulator.
Quote from: lexluthermiester on October 23, 2020, 04:51:27 AMI think I found a glitch. Can't see anyone else has mentioned it. Whenever Link goes down a cave/level entrance he disappears, same with coming back out.
Quote from: Aclectico on October 23, 2020, 09:18:09 AM2. The second issue is related to the running animation. There is a limitation of the current running functionality that has probably bothered me the most. But it would appear it's not as much of a noticeable issue for others. I'm surprised (and happy) no one has mentioned this yet – But, Link's running animation occurs when a player is pressing a directional button. Below is the memory check used:<condition>LinkIsMoving,memoryCheckConstant,FA,>,0,FThe reason this memory check is used rather than the native walking functionality is because more frames were added to running then what is present in the vanilla game. As a result, something needs to trigger Mesen to cycle through a multi frame running animation. This memory check is the best and most reliable option found so far (KYA uncovered it).
Quote from: mkwong98 on October 23, 2020, 09:35:00 PMI think the best alternative is to hack the ROM to use one frame for running and the other frame for idle similar to your Metroid HD pack.
Quote from: ShadowOne333 on October 22, 2020, 03:52:17 PMThe issue with the item cycling is a known one.The current implementation of the Item Toggle through the Select button is a reworked routine, which gzip tweaked further to avoid some more issues it had. However, the only current side-effect this has is that if you have the letter in the inventory and no boomerang, then the items won't toggle.So it is a known issue, but sadly that very last bug hasn't been fixed yet.Simply get the boomerang asap or deliver the letter as quick as possible to get rid of the bug
05:BFC0:A9 01 LDA #$0105:BFC2:AC 56 06 LDY $065605:BFC5:20 C8 B7 JSR $B7C805:BFC8:AC 56 06 LDY $0656 ; load current item into Y05:BFCB:C0 10 CPY #$10 ; compare current item to 16 (letter is 15)05:BFCD:10 03 BPL $BFD2 ; branch if greater than or equal to 1605:BFCF:4C DE BF JMP $BFDE ; otherwise skip to return05:BFD2:A9 08 LDA #$08 ; load rod value into A05:BFD4:8D 56 06 STA $0656 ; set current item to rod05:BFD7:AC 5F 06 LDY $065F ; load rod status into Y05:BFDA:C0 01 CPY #$01 ; check if has rod (1)05:BFDC:D0 01 BNE $BFDF ; branch back to beginning if no rod (0)05:BFDE:60 RTS ; otherwise return05:BFDF:4C C0 BF JMP $BFC0 ; jump back to beginning so correct item is set
Quote from: gzip on November 15, 2020, 07:01:06 PMI think I have this fixed now. Here's the new implementation. Basically it relies on the vanilla code to change the item if there's no magical rod rather than assume there's a boomerang.Code Select Expand05:BFC0:A9 01 LDA #$0105:BFC2:AC 56 06 LDY $065605:BFC5:20 C8 B7 JSR $B7C805:BFC8:AC 56 06 LDY $0656 ; load current item into Y05:BFCB:C0 10 CPY #$10 ; compare current item to 16 (letter is 15)05:BFCD:10 03 BPL $BFD2 ; branch if greater than or equal to 1605:BFCF:4C DE BF JMP $BFDE ; otherwise skip to return05:BFD2:A9 08 LDA #$08 ; load rod value into A05:BFD4:8D 56 06 STA $0656 ; set current item to rod05:BFD7:AC 5F 06 LDY $065F ; load rod status into Y05:BFDA:C0 01 CPY #$01 ; check if has rod (1)05:BFDC:D0 01 BNE $BFDF ; branch back to beginning if no rod (0)05:BFDE:60 RTS ; otherwise return05:BFDF:4C C0 BF JMP $BFC0 ; jump back to beginning so correct item is set
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