Patch update
Page 5 of 8 • 1, 2, 3, 4, 5, 6, 7, 8
Re: Patch update
I made a Revision of the bare-Hand fighting patch.
- now you can have a gfx indicating sword Level 0, that Shows a bare Hand (Karate chop):
- more important: I enabled A-button and select button use at the beginning chapter (it is natively disabled until you found your uncle)! So now you can use your bare hand fighting without being forced to use the srm startup modifier and start at Hyrule Castle or whatever. You can just have the out-of-bed intro.
- now you can have a gfx indicating sword Level 0, that Shows a bare Hand (Karate chop):
- more important: I enabled A-button and select button use at the beginning chapter (it is natively disabled until you found your uncle)! So now you can use your bare hand fighting without being forced to use the srm startup modifier and start at Hyrule Castle or whatever. You can just have the out-of-bed intro.
Information: Knock-out enemies with your punches and the net!
Rom: any ALTTP rom without header
Screenshots:
Ips Patch: http://bszelda.zeldalegends.net/stuff/Con/stun_hand_net.zip
Additional info: The damage is like boomerang (enemies get paralyzed for a few seconds). This is a perfect hack if you want to have Link find his sword somewhat later in the game (and not want to have him absolutely defenseless as in PW start).
The new version will let you use your sword and save also from the start when you awake in bed (enabling this was necessary to use the A-button and select button, which are usually disabled until you met your uncle).
Also you find a version "with gfx" (- both for native and Euclid's 24 items menu), which will make a hand as sword Level 0 appear in your menu.
Code address:
main code at 0d/b4d0 (squeezed inbetween goldpotion and feather)
Conn- Since : 2013-06-30
Re: Patch update
Again a bug found, this time in the Pegasus boots (game crashed after making a new game).
Please reapply the hack in
https://www.zeldix.net/t400-direction-change-while-running-with-pegasus-boots#3877
Somehow I did this correct in the all-in and the pu Version, so don't worry, SePH
Please reapply the hack in
https://www.zeldix.net/t400-direction-change-while-running-with-pegasus-boots#3877
Somehow I did this correct in the all-in and the pu Version, so don't worry, SePH
Conn- Since : 2013-06-30
Re: Patch update
Puzz request to skip monologues with L-button made their way in the complete items hack:
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
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- Since : 2013-06-30
Re: Patch update
I tried I believe feather patch v23, and even though it didn't say so in the readme for it, there's yet another bug, a MAJOR one if you don't prepare for it. When you use the ability and land inside the running villager in kakariko village, you will enter an indefinite loop. It's great it ignores enemies and projectiles, but it's a bit buggy, and cheap as well(cause there is no such thing as a cool-down for the ability, or possible limited use for it).
Would using the magic meter or a cooldown timer be more efficient for it? I feel the ability is far too cheap as-is currently. Other than those problems, the only thing I may have to get used to seeing is Link's animation.
Would using the magic meter or a cooldown timer be more efficient for it? I feel the ability is far too cheap as-is currently. Other than those problems, the only thing I may have to get used to seeing is Link's animation.
Chagmen_Lietons- Leever
- Since : 2014-04-15
Re: Patch update
Thanks for reporting this bug, I fixed it (sent also a pu Version to SePH)
feather v24 update:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
As for dodging other sprites, compare it with the boots. The boots are faster, you can Change direction and kill enemies. Also, you can't control where you stop with the feather, so if there is a clutch of Monsters, you can dodge one, but bump in another... while a Monster clutch can be easily killed using the boots. The feather dodge is thus in the end weaker than the boots.
I cannot Change the Animation though, you're free to try that yourself.
feather v24 update:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
As for dodging other sprites, compare it with the boots. The boots are faster, you can Change direction and kill enemies. Also, you can't control where you stop with the feather, so if there is a clutch of Monsters, you can dodge one, but bump in another... while a Monster clutch can be easily killed using the boots. The feather dodge is thus in the end weaker than the boots.
I cannot Change the Animation though, you're free to try that yourself.
Conn- Since : 2013-06-30
Re: Patch update
Oh yeah, one more bug(even as of v24). If this ability is acquired before getting the master sword, you can bypass the barrier at Hyrule Castle, and head straight to the Dark World before the mirror. Didn't really bother with messing with this till earlier. Going to test out on more objects. Will update this specific post on the others I find however. Objects like the spike wheel found in later dungeons, and the round bouncing thing that bounces you back when Link and other enemies comes in contact with it I believe might be two more concerns with this ability. Also, was it on purpose to force the bunny Link to not be able to use this as well?
Chagmen_Lietons- Leever
- Since : 2014-04-15
Re: Patch update
good that you mention this, so don't give the feather before the master sword.
both the bumper and the spike wheel can also be avoided with the cape.
All in all this makes the feather a strong item, which should be given late in the game... simple as that.
can bunny link use any item?!
both the bumper and the spike wheel can also be avoided with the cape.
All in all this makes the feather a strong item, which should be given late in the game... simple as that.
can bunny link use any item?!
Conn- Since : 2013-06-30
Re: Patch update
The feather can avoid all that, but this really isn't a bug, it's more like a shortcut. For instance, you can bypass the electric barrier with the Cape as well, that's why the Cape is later on in the game.Chagmen_Lietons wrote:Oh yeah, one more bug(even as of v24). If this ability is acquired before getting the master sword, you can bypass the barrier at Hyrule Castle, and head straight to the Dark World before the mirror. Didn't really bother with messing with this till earlier. Going to test out on more objects. Will update this specific post on the others I find however. Objects like the spike wheel found in later dungeons, and the round bouncing thing that bounces you back when Link and other enemies comes in contact with it I believe might be two more concerns with this ability. Also, was it on purpose to force the bunny Link to not be able to use this as well?
The bunny can not use any items.
All together the Feather is a fragile item. That's why the original authors used a different strategy with the feather in Link's awakening. You simply avoid what's on the floor, but all other collisions stay the same.
Puzzledude- Since : 2012-06-20
Re: Patch update
The feather collision is really something problematic, though I like the dodge Feature, which is an alternative to using the boots, I can retrace some People want this item to glide over pits as only Feature.
However, as you see when watching the Animation, it is the "Link got hurt mode" active, this code is collision free (so this Feature wasn't on purpose by me, but in the end I considered it as a nice side effect). But even if you'd like to renounce on it, I cannot code this since the complete code would must have to be rewritten. And as you see, we are currently at v24, so you'll understand that I surely do not have the energy for this.
However, as you see when watching the Animation, it is the "Link got hurt mode" active, this code is collision free (so this Feature wasn't on purpose by me, but in the end I considered it as a nice side effect). But even if you'd like to renounce on it, I cannot code this since the complete code would must have to be rewritten. And as you see, we are currently at v24, so you'll understand that I surely do not have the energy for this.
Conn- Since : 2013-06-30
Re: Patch update
Good Job Man i like it and like you avatar
TheRealLegendofZeldaFAN1- Newcomer
- Since : 2014-04-12
Re: Patch update
Thanks Dude - I hope my hacks will have some further utilization once the flagship (PU) is finished ^^
My Avatar is Subaru Sumeragi from X-1999 , the best and most sad Anime ever made
https://www.youtube.com/watch?v=6Qqf1EkBEYE
My Avatar is Subaru Sumeragi from X-1999 , the best and most sad Anime ever made
https://www.youtube.com/watch?v=6Qqf1EkBEYE
Conn- Since : 2013-06-30
Re: Patch update
we are at v25 with the feather now but there is good News. You cannot glide through bumpers and electric barrier with the feather anymore, so These are only passable with the Magic cape:
feather v24 update:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
feather v24 update:
http://bszelda.zeldalegends.net/stuff/Con/feather.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
Conn- Since : 2013-06-30
Re: Patch update
Through the beta test playing of PU I noticed that the pebbles for the slingshot are restored to arrows when falling through a pit or dying.
I fixed this in the
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
and the
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
Puzz and Moegami, you can simply reapply the 24_all.ips part of the complete_items.zip to have it fixed.
I fixed this in the
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
and the
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
Puzz and Moegami, you can simply reapply the 24_all.ips part of the complete_items.zip to have it fixed.
Conn- Since : 2013-06-30
Re: Patch update
Another small fix with the somaria and Goldstar (Goldstar didn't work when a somaria block was on ground). This fix will remove the block when you use the Goldstar.
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
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- Since : 2013-06-30
Re: Patch update
I found and fixed another bug. When opening the desert Palace and go then to an upgrade Pond you automatically throw in an item (also found through pu playtesting).
This time it is the warp away Palace guards with book mudora, so everybody using this hack, reapply
http://bszelda.zeldalegends.net/stuff/Con/bm_warp.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
This time it is the warp away Palace guards with book mudora, so everybody using this hack, reapply
http://bszelda.zeldalegends.net/stuff/Con/bm_warp.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
Conn- Since : 2013-06-30
Re: Patch update
Again a bug; moegami found that the game freezes when collecting a Crystal in zsnes (snes9x has no Problems strangely). Pu is not involved since you get the ring in a chest.
I fixed this
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 fixed this
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- Since : 2013-06-30
Re: Patch update
Sorry for updating almost daily, but through pu playtesting some bugs with my hacks are revealed.
Here's a bug I fixed as well:
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
Dunno whether Puzz will update the pu beta fix as well.
Here's a bug I fixed as well:
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
Dunno whether Puzz will update the pu beta fix as well.
Conn- Since : 2013-06-30
Re: Patch update
This warp away Palace guards with book mudora is haunting me, still a Problem with the deseert palace, reapply
http://bszelda.zeldalegends.net/stuff/Con/bm_warp.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
.
Edit: also the monologue skip (some dialogues like triforce were not skipable fixed:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
http://bszelda.zeldalegends.net/stuff/Con/bm_warp.zip
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
.
Edit: also the monologue skip (some dialogues like triforce were not skipable fixed:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
Conn- Since : 2013-06-30
Re: Patch update
Puzz ran into a bug in the native code when bouncing back with Pegasus boots from a wall and hitting a moveable block with your back - this block will be moved then.
Here's a code to prevent this (also compatible with PU, SePH), without the code Players may be able to cheat on the puzzles.
code can also be found here (scroll to the bottom):
https://www.zeldix.net/t405-blocks-moveable-multiple-times
Here's a code to prevent this (also compatible with PU, SePH), without the code Players may be able to cheat on the puzzles.
- Code:
lorom
org $07c79f
jsl $07fc40
nop
org $07bd62
jsl $07fc40
nop
org $07fc40
STA $02C2
lda $5d
bne $02
dec $61
lda $61
rtl
code can also be found here (scroll to the bottom):
https://www.zeldix.net/t405-blocks-moveable-multiple-times
Conn- Since : 2013-06-30
Re: Patch update
And this is how it looks like in Hex
3BD62, (old values 8D C2 02 C6 61)
22 40 FC 07 EA
3C79F, (old values 8D C2 02 C6 61)
22 40 FC 07 EA
3FC40,
8D C2 02 A5 5D D0 02 C6 61 A5 61 6B
In my oppinion this code is really necessary, since it is strange that the authors of the original made this mistake. You can namely push a block down if the pit is up of it, and another object above the pit. If you run into this object, you bounce across the pit and move the block in mid air. You fall down a pit and restart at the entrance. The impossible has occured (block moved down, while the pit was above the block).
3BD62, (old values 8D C2 02 C6 61)
22 40 FC 07 EA
3C79F, (old values 8D C2 02 C6 61)
22 40 FC 07 EA
3FC40,
8D C2 02 A5 5D D0 02 C6 61 A5 61 6B
In my oppinion this code is really necessary, since it is strange that the authors of the original made this mistake. You can namely push a block down if the pit is up of it, and another object above the pit. If you run into this object, you bounce across the pit and move the block in mid air. You fall down a pit and restart at the entrance. The impossible has occured (block moved down, while the pit was above the block).
Puzzledude- Since : 2012-06-20
Re: Patch update
Some more testing results:
basis
wall--1st square--2nd square--3rd square--4th square--5th square
1 square is one floor unit
1.) normal bounce of the wall (if runing left and hitting the wall):
Link falls on the 4th square of the wall
(because of the wall-bounce bug, Link could, in theory, move the block, which is standing on the 2nd square, all the way to the 5th square, since he lands on 4th).
2.) bounce with the pushable block in the way:
start: Link on 1st, block on 2nd square:
-one bounce into the left wall- block moves from 2nd to 3rd square
-another bounce into the left wall- block moves from 3rd to 4th square
-another bounce into the left wall- block remains on 4th square (and does not move on 5th)= limit reached.
Seems like the bug gets debugged itself on the last square (Link is falling down). So we had 2 enitre squares bugged. This means the block can be moved from 3rd to 4th square, desipte the fact, that the 2nd square is a pit, spikes (or anything non solid but otherwise passible by air). This could also be deep water. Souch block could be moved without or with flippers.
3.) bounce with the new code implemented:
Link on 1st, block on 2nd square:
-one bounce into the left wall- block remains on place
Link on 1st or 2nd, block on 3rd square:
-one bounce into the left wall- block remains on place
Link on 1st or 2nd or 3rd, block on 4th square:
-one bounce into the left wall- block remains on place
The upper is true for bouncing left-right or up-down, since the game reads those two movements separately. The same if the block is multi-pushable or pushable one time. The same if the multi-pushable block was not yet moved, or was moved. It can be moved normally after the bounce.
basis
wall--1st square--2nd square--3rd square--4th square--5th square
1 square is one floor unit
1.) normal bounce of the wall (if runing left and hitting the wall):
Link falls on the 4th square of the wall
(because of the wall-bounce bug, Link could, in theory, move the block, which is standing on the 2nd square, all the way to the 5th square, since he lands on 4th).
2.) bounce with the pushable block in the way:
start: Link on 1st, block on 2nd square:
-one bounce into the left wall- block moves from 2nd to 3rd square
-another bounce into the left wall- block moves from 3rd to 4th square
-another bounce into the left wall- block remains on 4th square (and does not move on 5th)= limit reached.
Seems like the bug gets debugged itself on the last square (Link is falling down). So we had 2 enitre squares bugged. This means the block can be moved from 3rd to 4th square, desipte the fact, that the 2nd square is a pit, spikes (or anything non solid but otherwise passible by air). This could also be deep water. Souch block could be moved without or with flippers.
3.) bounce with the new code implemented:
Link on 1st, block on 2nd square:
-one bounce into the left wall- block remains on place
Link on 1st or 2nd, block on 3rd square:
-one bounce into the left wall- block remains on place
Link on 1st or 2nd or 3rd, block on 4th square:
-one bounce into the left wall- block remains on place
The upper is true for bouncing left-right or up-down, since the game reads those two movements separately. The same if the block is multi-pushable or pushable one time. The same if the multi-pushable block was not yet moved, or was moved. It can be moved normally after the bounce.
Puzzledude- Since : 2012-06-20
Re: Patch update
No worries, Puzz and I took already care of most bugs (at least those we were able to fix), the rest is HM Edits. The bug list seems imense but in the end everything should be small and easy to fix.
I think most important now is to set all dungeons in a raw layout. Once you ported Puzz remaining dungeons and readjusted maybe some item chests (as I was suggesting), Euclid can take over (or you maybe can work parallel; you the HM Edits, Euclid maps and Sound). Do you still have my patch to reenable the map menu slide I sent to you at Sa 31.May.2014 08:49? If not I can send the patch to you again.
So above fix and the 3rd menu slide enabling patch (for Euclid's maps) must be applied to have catched up with the asm again.
As for MSU, it has least priority for now. I mean the code is inside the game and you only Need the audio/Video files. In my opinion you shouldn't take care of this at all and leave the Audio to Clow and Erock, maybe also somebody has skills to create the Video?
I think most important now is to set all dungeons in a raw layout. Once you ported Puzz remaining dungeons and readjusted maybe some item chests (as I was suggesting), Euclid can take over (or you maybe can work parallel; you the HM Edits, Euclid maps and Sound). Do you still have my patch to reenable the map menu slide I sent to you at Sa 31.May.2014 08:49? If not I can send the patch to you again.
So above fix and the 3rd menu slide enabling patch (for Euclid's maps) must be applied to have catched up with the asm again.
As for MSU, it has least priority for now. I mean the code is inside the game and you only Need the audio/Video files. In my opinion you shouldn't take care of this at all and leave the Audio to Clow and Erock, maybe also somebody has skills to create the Video?
Conn- Since : 2013-06-30
Re: Patch update
Puzz found a small bug with Euclid's bomb jump disable code
It was
04/18dd: f0 -> 80
Problem is that at $5e the value for Speed slowdown isn't reset so Link will remain in slow Speed. to prevent use the new code:
At
04/18DD, change F0 33 a5 00 85 into F0 02 64 5e 60
(if you already changed f0 33 to 80 33 Change it back to f0 02 of course)
(all-in ips has been updated as well)
It was
04/18dd: f0 -> 80
Problem is that at $5e the value for Speed slowdown isn't reset so Link will remain in slow Speed. to prevent use the new code:
At
04/18DD, change F0 33 a5 00 85 into F0 02 64 5e 60
(if you already changed f0 33 to 80 33 Change it back to f0 02 of course)
(all-in ips has been updated as well)
Conn- Since : 2013-06-30
Re: Patch update
I found a bug (again) with the goldstar:
Strangely, it happens only in this room. I checked oam and the ball-tile is there actually, so I dunno why this happens. Maybe some weird thing with sprite priority (when I make a screenshot the ball shows correctly, so I had to make a printscreen to show above image).
Edit: was able to fix this, please check the post below:
Strangely, it happens only in this room. I checked oam and the ball-tile is there actually, so I dunno why this happens. Maybe some weird thing with sprite priority (when I make a screenshot the ball shows correctly, so I had to make a printscreen to show above image).
Edit: was able to fix this, please check the post below:
Last edited by Conn on Sun 28 Sep 2014 - 8:34; edited 1 time in total
Conn- Since : 2013-06-30
Re: Patch update
Uh, seems I was able to fix it. Again all hacks/patches have been updated:
all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
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
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
Conn- Since : 2013-06-30
Page 5 of 8 • 1, 2, 3, 4, 5, 6, 7, 8
Similar topics
» Ocarina of Time 2D Update!
» Patching SNES9X to simplify MSU1 hacking...
» FYI/Update
» Link to the Past Hack (Play as Saria)
» Letterbomb's Z3 Romhacks Update Archives
» Patching SNES9X to simplify MSU1 hacking...
» FYI/Update
» Link to the Past Hack (Play as Saria)
» Letterbomb's Z3 Romhacks Update Archives
Permissions in this forum:
You can reply to topics in this forum