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Post by Conn Tue 15 Apr 2014 - 12:10

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):
Patch update - Page 5 All-in33

- 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:

Patch update - Page 5 2_zps2c513fc9

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
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Post by Conn Wed 23 Apr 2014 - 6:34

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 Wink
Conn
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Post by Conn Fri 2 May 2014 - 19:02

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
Conn
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Post by Chagmen_Lietons Thu 8 May 2014 - 23:57

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.
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Post by Conn Fri 9 May 2014 - 8:13

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.
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Post by Chagmen_Lietons Sat 10 May 2014 - 18:46

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?
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Post by Conn Sat 10 May 2014 - 20:54

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?!
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Post by Puzzledude Sun 11 May 2014 - 6:28

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 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.

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.
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Post by Conn Sun 11 May 2014 - 8:28

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.
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Post by TheRealLegendofZeldaFAN1 Wed 4 Jun 2014 - 17:27

Good Job Man i like it and like you avatar
 Very Happy 😂 
TheRealLegendofZeldaFAN1
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Post by Conn Wed 4 Jun 2014 - 17:57

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 Wink

https://www.youtube.com/watch?v=6Qqf1EkBEYE
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Post by Conn Fri 20 Jun 2014 - 9:57

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
Conn
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Post by Conn Thu 24 Jul 2014 - 4:58

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.
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Post by Conn Tue 29 Jul 2014 - 7:30

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
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Post by Conn Tue 29 Jul 2014 - 14:02

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
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Post by Conn Wed 30 Jul 2014 - 5:09

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
.
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Post by Conn Thu 31 Jul 2014 - 14:10

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.


I can't go to the left from the sword icon anymore at Chuck. It will only show these three for one frame only and then go back to the sword again. And when I choose to throw the Lifebelt, Link will throw the Fire Mushroom instead. And the mushroom is not among the items I can choose to throw.
Patch update - Page 5 LegendofZeldaThe-ALinktothePastU_noheader-Copy2024_zps1b05a2eaPatch update - Page 5 LegendofZeldaThe-ALinktothePastU_noheader-Copy2025_zps7ab98363Patch update - Page 5 LegendofZeldaThe-ALinktothePastU_noheader-Copy2026_zpsb7bbdc1b
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Post by Conn Fri 1 Aug 2014 - 3:41

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
Conn
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Post by Conn Wed 27 Aug 2014 - 12:19

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:



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

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Post by Puzzledude Wed 27 Aug 2014 - 12:50

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).

Patch update - Page 5 Block-bounce2
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Post by Puzzledude Wed 27 Aug 2014 - 13:20

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.
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Post by Conn Thu 28 Aug 2014 - 13:02

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?
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Post by Conn Sat 6 Sep 2014 - 1:17

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)
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Post by Conn Sun 28 Sep 2014 - 6:04

I found a bug (again) with the goldstar:

Patch update - Page 5 Image211

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
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Post by Conn Sun 28 Sep 2014 - 8:33

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
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