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Zelda 3 Single Hacks; For your choice
Topic Started: Aug 11 2013, 10:16 PM (6,135 Views)
Conn
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Maybe I have time this evening yet.

NO, there's not much difference. But I hacked this game 10 years and made a cut. It's more psychological I guess and the fact that I don't want to hack 2 games parallel. I'm retired, this time for real.

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Duke Serkol
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Ah yes, psychologic effects and computers, I know how that is. Sometimes, just the way my files are organized determines how I feel about working on them.
A neat folder with few files in it feels inviting while one with dozens has some kind of intimidating effect, even if I only need to work with just two of those.
I can't even begin to imagine what it must be like to stare at a folder dreading the mess of code that waits for you in there ;)
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Conn
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So here's my last patch for bszelda (really I had no fun at all).
Also did it the hard way with vram replacement of the /2 with /4 (which nearly was... think about a fitting word).
Since it doesn't downgrade (not even through the bat) you can replace the native tile and this will do the trick!

http://bszelda.zeldalegends.net/stuff/Con/ast_l2meter.zip


I will give the patch a short evaluation time (I don't expect many bugs) and then I'll upload and prepatch the MQ versions (works on both AST and MQ).

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Duke Serkol
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Con,Oct 9 2013
03:28 AM
did it the hard way with vram replacement of the /2 with /4 (which nearly was... think about a fitting word).
Since it doesn't downgrade (not even through the bat) you can replace the native tile and this will do the trick!

So... basically it's like a redirect? It points the game to another memory bank where you could fit the 4 tile?

Well, any way you made it, awesome results! :D

Quote:
 
then I'll upload and prepatch the MQ versions (works on both AST and MQ).

I can handle that, if you prefer (you seem really tired of dealing with this stuff... and you evidently wouldn't have if I hadn't asked wheter or not the code was in AST too, so it's kinda "my fault" ;))
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Conn
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No I did a replacement of the /2 tile. As soon you get the second upgrade, it will be transformed into /4. It's the same tile in the same bank but only repixeled.

i did some tests. Critical: dying, new game etc. But it works fine in my tests... anybody should make a test though.

Ah, patching mq3, and mq4 is easy ^^

as for the site: I don't merge it with complete item hacks (this will give problems with the complete patch)....and this actually isn't a new item.
So you should place it below pot smashing...?

Please send me an update list if you want to handle it.

btw:
attached is a pic of the vram. You see, there's no free space left (next to the "!" is maybe one but this also could be used for black-no item).
I framed the /2 with red. When you get the upgrade it will be overwritten with /4 and everything is fine ;)

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Duke Serkol
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Con,Oct 9 2013
11:23 PM
I don't merge it with complete item hacks (this will give problems with the complete patch)....and this actually isn't a new item.
So you should place it below pot smashing...?

Yup.

Quote:
 
Please send me an update list if you want to handle it.

Will do after the testing is done and the patch has the Official Con Seal of Approval :)

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I framed the /2 with red. When you get the upgrade it will be overwritten with /4 and everything is fine ;)

I see, neat trick!
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Conn
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best is maybe you test in w2 at bat, carry (or not) the srm to w3 rescue the priest, die, start over, start new; carry the upgrade into w4 with a srm, see if you still have it, die start over... that stuff ^^

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Conn
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So, here's what you've waited for:

The all-in rom:

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

Start with the first save-state to visit the grand fairy. Throw in your powder to receive the L3 meter, throw in your bombs to gain the... what????!!!!!! Cool ;)

Start with the second save-state to check out all other items (walk until rescuing Zelda to get them all). Use your flute to visit the witch!

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Duke Serkol
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Cool is right!
Unfortunate though that due to the game's limitations they can only be used on the overworld. I would have loved to try those on some bosses (like Vitreous whom I used to fight with bombs)

Anyway, there's a problem with the text when you get them: the words "button but" don't fit into the box and wound up above the line below them (I can put up a screenshot, if you want).

Also I think you forgot to apply the break vases patch, but that's no big deal of course, it's a simple matter to apply it later.
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Conn
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ok, fixed that, added the pott destroy, also a patch that makes you move the blocks unlimited time (only! if you have titan's mitt).
Furthermore, I added the icerod freezing water, but not with a gfx that replaces the tiles (so they look like mud but it they are working).

Redownload from above

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Duke Serkol
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Magic Upgrade patch is up!
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Conn
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phew I'm getting sick of implementing new items.
New additions: Nimbus and Fairy Flippers:

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Hack: Golden Star, Force Boomerang and Worn-out Glove, Nimbus, 4 digit rupee, second magic meter upgrade, superbomb, Fairy Flippers
Author: Euclid, SePH, PuzzleDude, Erockbrox, Conn
Information: This hack lets you gain many brand-new items: an upgraded hookshot (golden star with L3 sword strength) and upgraded magic boomerang (force boomerang with L2 sword strength. Also implemented also the worn-out glove from AST that lets you lift only one rock per screen and a nimbus to summon good bees.
Further implementations: it gives you 4 digits rupees so you can collect up to 9999. Also implemented is a further magic meter upgrade at the fat fairy pond. Throw in the powder pouch and you will upgrade the magic meter power drop a second time after the bat (now it only takes 1/4 of the magic). Contains now also an optional superbomb and Fairy Flippers that let you walk on the ground.


Rom: Expanded (min 1.5 MB) ALTTP (US), without header

Main code: multiple

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

Contains:
Three versions (native menu, 24items menu, PW Version (Goldstar only))

Use this ASM to make further walls that can only be bombed with a superbomb!

Code:
 


; This asm is for making more walls superbomb-able only
; WRITTEN: by Conn
; THANKS TO: -MathOnNapkins' Zelda Doc's

; You can only make screens normal-bombable / superbombable
; this asm can add screens where super-bombs are required to open the wall
; make a normal bombable wall (item 86-bombable) and adjust the screen whether a superbomb is required
; the asm contains 3 screens (two are disabled by ";" semicolons, if you need more
; simply copy/paste the cmp #$screen/bne/jmp routine for as many screens as you need  

;header
lorom

ORG $1bc90d     ; go to the code that handles hammer-destroyable objects
JMP $b790       ; insert a jump to unused space

org $1bb790     ; go to unused space
cmp #$005b     ; check screen1 - pyramid of power (screen 005b)
bne $03         ; if it is run superbomb check; else check screen 2
jmp $c912        

;cmp #$0037     ; check screen2 - remove semicolons and give another screen
;bne $03         ; if it is run superbomb check; else check screen 3
;jmp $c912        

;cmp #$005b     ; check screen3 - remove semicolons and give another screen
;bne $03         ; if it is run superbomb check; else jump to normal bomb routine
;jmp $c912      

jmp $c91e       ; normal bomb routine.


Screenshots:
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Conn
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And here's the Rom to test:


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

(also part is the Pegasus boot direction Change, Gold potion, feather, block sword destroy, unlimited block move etc...)

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Duke Serkol
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Amazing as always!

But... are you sure you don't mean "pray for divine bees"? ;)

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Conn
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Again some updates. I was able to implement the superbomb in dungeons. Also fairy flippers, slingshot (replaces L1 bow), lucky shield, hurricane spin are new ;)

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


Screenshots:
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Quote:
 

Hack: Golden Star, Force Boomerang and Worn-out Glove, Nimbus, 4 digit rupee, second magic meter upgrade, superbomb, Fairy Flippers, L4 Shield, Slingshot
Author: Euclid, SePH, PuzzleDude, Erockbrox, Conn
Information: This hack lets you gain many brand-new items: an upgraded hookshot (golden star with L3 sword strength) and upgraded magic boomerang (force boomerang with L2 sword strength. Also implemented also the worn-out glove from AST that lets you lift only one rock per screen and a nimbus to summon good bees (you get it by default from first firerod chest, if you want to exchange the order to get it from the second firerod chest, apply the optional exchange_nimbus_firerod.ips from the subfolder). Now it also has a L4 shield that lets you walk through spike blocks and have guaranteed item drops from defeated enemies. The first bow is replaced by slingshot and pebbles
Further implementations: it gives you 4 digits rupees so you can collect up to 9999. Also implemented is a further magic meter upgrade at the fat fairy pond. Throw in the powder pouch and you will upgrade the magic meter power drop a second time after the bat (now it only takes 1/4 of the magic). Contains now also an optional superbomb and Fairy Flippers that let you walk on the ground.

Update: now you can dive at the overworld and bomb the superbomb indoors ;)

Rom: Expanded (min 1.5 MB) ALTTP (US), without header

Main code: multiple

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

Contains:
Three versions (native menu, 24items menu, PW Version (Goldstar only))

Use this ASM to make further walls that can only be bombed with a superbomb!

Code:
 


; This asm is for making more walls superbomb-able only
; WRITTEN: by Conn
; THANKS TO: -MathOnNapkins' Zelda Doc's

; You can only make screens normal-bombable / superbombable
; this asm can add screens where super-bombs are required to open the wall
; make a normal bombable wall (item 86-bombable) and adjust the screen whether a superbomb is required
; the asm contains 3 screens (two are disabled by ";" semicolons, if you need more
; simply copy/paste the cmp #$screen/bne/jmp routine for as many screens as you need  

;header
lorom

ORG $1bc90d    ; go to the code that handles hammer-destroyable objects
JMP $b790      ; insert a jump to unused space

org $1bb790    ; go to unused space
cmp #$005b    ; check screen1 - pyramid of power (screen 005b)
bne $03        ; if it is run superbomb check; else check screen 2
jmp $c912        

;cmp #$0037    ; check screen2 - remove semicolons and give another screen
;bne $03        ; if it is run superbomb check; else check screen 3
;jmp $c912        

;cmp #$005b    ; check screen3 - remove semicolons and give another screen
;bne $03        ; if it is run superbomb check; else jump to normal bomb routine
;jmp $c912      

jmp $c91e      ; normal bomb routine.

Screenshots:
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Quote:
 

Hack: Gold Potion
Authors: Conn
Information: The witch will get a gold potion in her sortiment that shortens the time you need to charge your sword for spin attack (similar to AST). In contrast to AST it is permanently and you get a marker in the non-selective items in the menu.
Update: It now also has the possibility to make a hurricane spin. Press and hold the B Button during the first spin to spin multiple times while moving. It will drain magic.

Rom: ALTTP (US), without header. Contains 2 versions, one for native and one for Euclid's 24 items menu

Code Addresses:
07/7f80 (includes pot to witch)
0d/b200 (properties of gold potion)
Uses free ram 7E/007C

Zip URL:
http://bszelda.zeldalegends.net/stuff/Con/goldpotion.zip

Screenshots:
gold potion in shop / buying it with example message / goldpotion as marker in menu

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