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Post by Conn Thu 9 Oct 2014 - 9:48

Alright thanks! This is in any case much better and makes more sense.

edit:

Yes, however tools were really not meant as a "project".
I was meaning a new category in ressources called "Projects" listed in the same Level as Tools, patches and documents, not as sub-section of Tools. This way you have all the small hacks (innovative, asm, single codes) below patches and all the Projects as an own category -without having These 2 big sub-section in patches (as it is now, but this is also fine for me).
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Post by Puzzledude Thu 9 Oct 2014 - 11:44

Conn wrote:Alright thanks! This is in any case much better and makes more sense.
I was meaning a new category in ressources called "Projects" listed in the same Level as Tools, patches and documents, not as sub-section of Tools. This way you have all the small hacks (innovative, asm, single codes) below patches and all the Projects as an own category -without having These 2 big sub-section in patches (as it is now, but this is also fine for me).
Oh, yes, I can do that. This seems more logical now, since I know the tree goes quite "far", so without those 2 sections, there is one "branch" less.
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Post by Puzzledude Thu 9 Oct 2014 - 12:05

Ok, it is done now:

-Resources
-----Projects
---------Complete hacks
---------Hacks in the works
---------MQ hacks
---------Hacks with unknown status
---------Abandoned hacks
-----Tools
-----Documents
-----Patches
---------Innovative
---------ASM
---------All in one
---------Single codes
---------Sprite hacks
-----Graphics
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Post by Conn Thu 9 Oct 2014 - 12:09

womderful and much better than having it together.
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Post by Puzzledude Thu 9 Oct 2014 - 18:31

Yes, I also changed the Small hacks into Innovative hacks (since you mentioned this and are the main author of those), and the All-in rom was renamed to All-in patch.
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Post by Conn Wed 22 Oct 2014 - 3:12

As many of you followed the thread, it seems like I was able to make the msu-1 patch completely sd2snes compatible (my deepest thanks to mwreichelt at this place and the playtesters TheRetromancer and EmuandCo).
Hopefully it is 100% debugged.
Here's the hack:
https://www.zeldix.net/t453p100-enable-msu-streaming-music

Also there are some flickering in native zelda - e.g., after flute Transport going into menu or pressing select while the bird is still on Screen. I fixed this here
https://www.zeldix.net/t385-original-alttp-bug-fixes

Both hacks are now preapplied in the all-in template:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
Conn
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Post by Conn Fri 24 Oct 2014 - 13:48

Thanks to Ikari_01 we were able to improve the msu-1 patch even further (took 11 Versions to minimize flickering).
Now it should work alright and I'd say the new Version is safe and perfect enough to use it!
http://bszelda.zeldalegends.net/stuff/Con/zelda3_msu.zip

Of course also the all-in template has been updated:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

.

Conn
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Post by Conn Mon 27 Oct 2014 - 15:07

Again an update to the msu1. Ikari has even more optimized the Transfer of the data and also the optional Video has been fixed.


http://bszelda.zeldalegends.net/stuff/Con/zelda3_msu.zip

Of course also the all-in template has been updated:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
Conn
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Post by Conn Sat 29 Nov 2014 - 7:04

There were some complains about e.g., the feather making the game too simple as you can dodge monsters. What might be possible is to freeze the Player after using it for a second.

Also I am a bit unhappy with the fairy flippers diving. What could be done here is to drain Magic using the diving ability.

Tell me your thoughts about my hacks.

Edit:
ok I added a delay to the feather. After you used it you freeze for a fraction of a second, this however is enough time to Monsters to hit you (so no more cheating with this Feature is possible). New v.26
https://www.zeldix.net/t394-roc-s-feather
All-in has been updated. I also sent you a pu Version, seph per mail

as for the fairy flippers I am unsure what to do. Actually the dodging is only necessary on overworld as dungeons hardly have Monsters beneath the Surface.
I am against making the dive Lasting a certain amount of time. Possibly I couple it to Magic cape drain.

Edit2
Alright. I made the diving Feature drain a ~small~ amount of Magic. Really not much and you still can dive a Long time.
I only want People to not abuse the dodging Feature of the fairy flippers on the overworld, so it better costs at least a small bit to use it (but it also Drains Magic in dungeon dives, so make sure you can refill your Magic somehow).


Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Conn
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Post by Conn Sat 29 Nov 2014 - 15:19

some Feedback would be nice if anybody can test the new

http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

- I dunno whether the not-move Phase of the feather is too long
- the Magic drain of diving is too Little

I made it through try/check and Intuition but I Need other opinions here Wink

Edit: uhm, I edited it myself as I think it is too Long/little
feather delay 20->18 (one quarter less)
diving Magic drain 30->18 (double fast, but still slow)
all files been updated- if you Need the address to alter it as well SePH, let me know
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Feather v.27
https://www.zeldix.net/t394-roc-s-feather
Conn
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Post by Conn Tue 10 Feb 2015 - 17:02

Patch update:
when playing the flute in a dungeon (on overworld it normally calls the bird, indoors it was formerly unused), it will now make secret platforms visible (similar to lightning a torch or using ether). It will drain magic according to your upgrade (10, 8 or 4 magic meter points). So it could be regarded as a (poor) lens of truth now. When encountering an area with secret platforms you may need to warn players that it will drain magic to use. With the feather you now have the possibility to add really hard to find treasures (make invisible platforms somewhere you only can reach with the feather, and that lead to a treasure).

Patch update - Page 7 All-in10

Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
Conn
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Post by Conn Tue 10 Feb 2015 - 18:19

Well, bro, dunno what you hacked but I tested and no prob.

But there's a Problem with my last hack... it does not work in Caves. I will fix this tomorrow Wink
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Post by Conn Wed 11 Feb 2015 - 7:15

I hope the same. If it still doesn't work, countercheck on your pc with zsnes or whatever. When I Play it works... also Keep in mind that the all-in is a template to be adjusted in HM. I didn't adjust the game to find the extra items in chests (you can only test them using the attached srm).

I made the flute compatible to Caves as well:
Please redownload/reapply:

Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Patch update - Page 7 All-in11

Note, it will only work in rooms where the cgram Colors are missing - I do not know the HM adjustments to enable invisible floors:
Patch update - Page 7 Image810
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Post by Puzzledude Wed 11 Feb 2015 - 9:11

This is just great
Patch update - Page 7 All-in000

Also, is it possible to release this as an ASM code, since it is difficult to find this specific code in the All-in file.

Ironically some emulators are capable to cheat this, so you see the floor regardless (without litting the torch). But yes, this is a HM choice of the room palette, to not be able to see the floor by default, and to be able to see, when the torches are lit (just a matter of HM pal edit of the room, which is easy to do).



When I download, I notice srm on the list. What can I do with srm?
I really don't know why you are involved in any kind of romhacking community. The art of romhacking usually means that the person must be intelectually above average; to be able to "hack" the rom, which you are not, if you don't know, what to do with the srm save file.

Isn't it obvious, that you put it into whatever folder the emu reads the saves from and start the game with all the items, so you don't need to solve the entire game from the beginning before you even get the flute, to test the whole thing.

Using foreign srm (the one from Alttp) on the all-in file (which is a hacked game) can also have negative (crash) results.
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Post by Conn Wed 11 Feb 2015 - 10:40

Great that you appreciate the patch, Puzz Smile

I'm rather happy that you've asked about the asm, I noticed a mistake; I made a RTL instead of a JMP back. Usually this results in an immediate game Crash; this time the code swallowed it but usually it breaks later then, so please redownload:
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip


Some "bugs".
(1) If the torch is lit before using the flute you cannot use the flute. If you use the flute and then light a torch, the floor Switches from flute-green to the torch-blue Color, but when the timer of the flute reaches "00" the floor gets invisible again, regardless of the torch still burning.
(2) Using ether makes the floor invisible again
but both "bugs are very Little, and not worth Fixing (as I doubt I can too without writing a Monster asm)



Here's your asm (but please test whether it works, I made it out of a disassembly:


Code:


;header
lorom

org $07A3FC   ; jump to free space when flute was played
JMP $22F200

org $01CE82
JMP $22F270   ; jump to free space if countdown is running to make  floors invisible again
NOP

org $22F200    ; main code
LDA $1B        ; are we in a dungeon?
BNE $04    
JMP $07A400   ; overworld: jump back to execute call bird routine
JMP $F2B0     ; we are in a dungeon

execute:  
LDA $7EF37B   ; do we have magic upgrade?
TAX             ; store it to X        
LDA $7EF36E   ; load magic meter points
SEC                    
SBC $22F260,x   ; substract the value in dependence of magic upgrade
BCS $09      ; are we below 00 (no magic?
end:    
LDA #$3C
STA $012E   ; play error sound
JMP $07A3DA   ; continue with normal routines
STA $7EF36E   ; store new value to magic meter
REP #$30        
LDA #$8D81   ; load dark green color            
STA $7EC5F6   ; store to cgram
LDA #$12A5    ; load light green color  
STA $7EC5F8   ; store to cgram
SEP #$30  
LDA #$C0     ; set countdown timer (c0 is the value also the torches are lit)    
STA $04FF     ; store to countdown ram
INC $15      ; flag to update cgram
LDA #$01          ; flag to indicate we are in flute mode
STA $7F5030   ; use free ram to have the flag
JMP $07A3DA   ; continue with normal routines

org $22F260      ; magic meter drain dependent on your upgrade
db $10, $08, $04 ; 10=meter drain Points when no upgrade, 08=L1, 04=L2 upgrade

org $22F270   ; restore invisible floors when countdown is over
DEC $04F0,x   ; check if countdown is running
BEQ $04    
JMP $01CE93   ; if not return to game
CPX #$0F        ; are we in the last countdown for flute ($04ff)?      
BEQ $04    
JMP $01CE87   ; no, - return
LDA $7F5030   ; is the free ram flag set
BNE $04
JMP $01CE87    ; no, - return  
LDA #$00                
STA $7F5030   ; unset flag
LDA $7EC5F6    ; check if torch is lit
CMP #$40
BEQ $11          ; if yes branch $11 bytes
REP #$30  
LDA #$0000   ; make bg again to black
STA $7EC5F6
STA $7EC5F8
SEP #$30    
INC $15       ; set update cgram flag
JMP $01CE93   ; return

org $22F2B0   ; extra check (had to test some stuff so this is here
REP #$30                
LDA $7EC5F6   ; check if specific bg is black
BEQ $05    
SEP #$30                
JMP end      ; it is not black so cancel rest of code
SEP #$30                   
JMP execute   ; it is black so we continue




Last edited by Conn on Thu 12 Feb 2015 - 18:15; edited 6 times in total
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Post by Puzzledude Wed 11 Feb 2015 - 12:00

I tested this out:
Works normally (flute ouside calls bird), flute inside, no effect unless the room has special floor, then:
use flute= green floor appears until the timer runs out (uses magic)
light torch= blue floor appears until timer runs out
torch+flute= flute disabled
torch+ether= no effect
flute+torch= green floor changes to blue floor, floor disappears when flute timer gets to 0 (although the torch is still lit)
flute+ether= floor disappears

If the hack-maker thinks of any of the above as a problem, simply don't include torches in this room.

I will probably use this ASM in the IQ hack.

Hex decoded (i.e. upper ASM assembled with Xkas and tested):
CE82
DE F0 04 D0 0C --> 5C 70 F2 22 EA

3A3FC
A5 1B D0 DA --> 5C 00 F2 22

117200 (new code)
A5 1B D0 04 5C 00 A4 07 4C B0 F2 AF 7B F3 7E AA AF 6E F3 7E 38 FF 60 F2 22 B0 09 A9 3C 8D 2E 01 5C DA A3 07 8F 6E F3 7E C2 30 A9 81 8D 8F F6 C5 7E A9 A5 12 8F F8 C5 7E E2 30 A9 C0 8D FF 04 E6 15 A9 01 8F 34 50 7F 5C DA A3 07 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 10 08 04 00 00 00 00 00 00 00 00 00 00 00 00 00 DE F0 04 F0 04 5C 93 CE 01 E0 0F F0 04 5C 87 CE 01 AF 34 50 7F D0 04 5C 87 CE 01 A9 00 8F 34 50 7F C2 30 A9 00 00 8F F6 C5 7E 8F F8 C5 7E E2 30 E6 15 5C 93 CE 01 00 00 00 00 00 00 00 00 00 00 C2 30 AF F6 C5 7E F0 05 E2 30 4C 1B F2 E2 30 4C 0B F2


Last edited by Puzzledude on Wed 11 Feb 2015 - 12:19; edited 2 times in total
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Post by Conn Wed 11 Feb 2015 - 12:16

Sorry Puzz, again a bug:

The bug creates a new torch when blowing the flute as you can see in this screenshot:
Patch update - Page 7 All-in12

Fixed (redownload):
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

The Problem was here:
Code:

INC $15      ; set update cgram flag
JMP $01CE87  ; return

must be
INC $15      ; set update cgram flag
JMP $01CE93  ; return
I already fixed this in the above asm, in your hex code it is here:
E2 30 E6 15 5C 87 CE 01 00 00
-> E2 30 E6 15 5C 93 CE 01 00 00


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Post by Puzzledude Wed 11 Feb 2015 - 12:26

Just noticed that extra torch. It appeared once the green floor disappeared. But the torch had no use (could not be lit), and disappeared again after leaving the room.

It is fixed, when changing that byte from 87 to 93 (tested with the 93 byte and the fake torch no longer appears).
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Post by Conn Wed 11 Feb 2015 - 12:31

cool, now it seems another nifty patch is accomplished Wink
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Post by Conn Wed 11 Feb 2015 - 16:24

I also think this was my last hack for a time (but I said this frequently and frequently got a new idea. Guess I feel like SePH here having a burden which I also cannot release :p

I also tested the all-in further and could neither reproduce the bug, darkie spoke about with zsnes (formerly I used snes9x). Only thing I noticed is that you will get 4 super lamps on your way to Zelda, but this is because Nintendo wanted to go sure you have a lamp when going to the sanctuary and made several chests with lamp/5 rupee option. With my super lamp patch you always get a lamp, so remove those additional chests when using it with HM and just leave 2 (one for the lamp the other for the super lamp).

I think my hacks are so far finished so I also hope you guys can proceed with your projects. Since you requested a asm, Puzz, I hope you use nevertheless my complete items hack for GoT, for Morningstar/force boomerang and all the other nifty items I additionally hacked into. This last flute secret patch is also merged with the latest version of the complete items hack:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
you should always ensure to use the latest version, as there were also a lot of adjustments, bug fixes and so on... (also valid for Moegami - please reapply that patch Smile )
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Post by Puzzledude Wed 11 Feb 2015 - 16:38

In GoT I will definitely use around 80 percent of all your ASM codes. Everything will probably not be possible to add, due to some specifics.

Also, a lot will be used in the IQ hack (probably the first game to be released, where players will see your codes). Your ASM combined with some of my ideas can form some very interesting rooms to play.

If there are some minor things I will not use, it will surely be used by Moegami or Spane in their hacks, and of course I believe everything or at least 95 percent is used in Conker hack.
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Post by Conn Wed 11 Feb 2015 - 17:41

nice Smile I'd only recommend to reapply the complete_items hack for GoT instead of using only that flute_secret.asm (unless you requested that to use in a special hack like that iq hack). The reason is that I usually announce updates and bugfixes here, but I am not sure I always did ^^ so best is to reapply
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Post by Conn Thu 12 Feb 2015 - 4:15

Again a small update: I fixed the torch bug, so when playing the flute and light a torch afterwards, the floor is visible now until the torch burnt out:
Code:

LDA $7EC5F6    ; check if torch is lit
CMP #$40
BEQ $11          ; if yes branch $11 bytes

updatedabove asm as well as
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

I also looked into ether, but this is really something more complex, and way too Little to fix, just Play the flute again ^^
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Post by Puzzledude Thu 12 Feb 2015 - 11:39

Conn wrote:Again a small update: I fixed the torch bug, so when playing the flute and light a torch afterwards, the floor is visible now until the torch burnt out:
Code:

LDA $7EC5F6    ; check if torch is lit
CMP #$40
BEQ $11          ; if yes branch $11 bytes

updatedabove asm as well as
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

I also looked into ether, but this is really something more complex, and way too Little to fix, just Play the flute again ^^
Great. I think both of these are really not problems, since it is logical to have no torches in such rooms, where the Flute will be used to show the way.

By the way, I see you got pass the complex nature of uploading hacks on Romhacking and made the MSU-1 for SMW as well:
http://www.romhacking.net/hacks/2320/
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Post by Conn Thu 12 Feb 2015 - 13:17

Yes, I thought that maybe the torches are still used in early dungeons where you don't have the flute. Then there's my desire to squeeze all bugs :p

lol* yes, romhacking doesn't make it easy for contributors, my first Submission was rejected because I didn't give the iso name of SMW. I then just copied/pasted it from the Internet. But I also refuse to update my old Submission of bszelda as it is not very user-friendly to submit files there (and lots of improvements were made, I actually finished the Project after 10-12 years just 2 weeks ago on both AST and bszelda (rh compatibility, msu, new spc... ... ...).

SMW msu-1 works perfectly now; here's the Topic:
http://www.smwcentral.net/?p=viewthread&t=77056&page=1&pid=1195702#p1195702

But I think Kiddo still has Problems to find appropriate cd-Quality Music. Other than on Zelda there are only few orchestrated remixes.

Speaking of which... These themes are really beautiful:
https://www.youtube.com/watch?v=ySlhqWFk6MI&list=PLBdL0iJj-imbjg-BRh5a9UUUk_GI_J1kq
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