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Time: 2010-09-02 09:29:01 PM
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Tip: Take advantage of easy to install Patches in your hack. The Fade fix patch should be considered if you use custom palletes for your BG.
"Legend of Zelda: Seeds of Time"
Forum Index - SMW Hacking - Hack Discussion - "Legend of Zelda: Seeds of Time"
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Oh thank god!
I was afraid I'd never here from this again! It's such an awsome hack
Oh yes! I totally forgot about this hack, because i was never hearing about it.
I'm really glad to hear you're still working on this, ICB. :)
Alright, here it is! Something new (Finally).

I've been working on the boomerang sprite since September (the SMB3 boomerang I released was a result of trying to figure this out). With a great suggestion from Skwaa, I was able to make it work.

The item select function was a result of me running out of button combinations for using items (I had L and Y for deku nuts, R and Y for bombs, which left room for nothing else). So I busted open Translhextion and all.log and changed the 'item fall when select is pressed' routine to change an empty RAM address for usable items, which, in turn, changes the item in the box to match it.

I can't wait to play this hack, it's looking so awesome. =D
keep it up ICB! ;)
Also, nice item invetory, this hack'll definetly be a featured hack when it's released.
Holy crap, that is awesome ICB. I wish I was good at ASM to do something like that.
WOW !
This item-switch system looks great :)
Last edited on 2009-01-27 07:43:14 AM by Maxderdachs.
Heh, I commented this, I'm sure I did.

Anyway, the ASM knowledge you hold is incredible, ICB. I love the fact that you don't give up on many of these features, unlike alot of people. It seems that everything you have wanted in this hack has worked perfectly, that is a sign of true dedication and it looks absolutly bloody amazing bud.

Not only the ASM but the GFX and what I've seen of the gameplay/level design look fabulous, you have certainly introduced the zelda world into SMW rather brilliantly.

I can't wait to play this fantastic looking hack!

Originally posted by InvisibleCoinBlock
Alright, here it is! Something new (Finally).

I've been working on the boomerang sprite since September (the SMB3 boomerang I released was a result of trying to figure this out). With a great suggestion from Skwaa, I was able to make it work.

The item select function was a result of me running out of button combinations for using items (I had L and Y for deku nuts, R and Y for bombs, which left room for nothing else). So I busted open Translhextion and all.log and changed the 'item fall when select is pressed' routine to change an empty RAM address for usable items, which, in turn, changes the item in the box to match it.

VIDEO


Will the boomerang be able to pick up items?
Last edited on 2009-01-27 08:29:02 AM by KTurbo.
That's truly incredible. Looks like a real zelda game!
Hey ICB the ASM looks very impressive, it has all come together as a very solid looking recreation of Zelda. I have been patiently waiting for an update so I am glad to see this hasn't been forgotten.
Wow! That feature is really good:) I can't wait to play this hack:)
Hey ICB!Do you also use my ripped BG from AlttP?

This Vid is also awesome!
This hack is maybe the best hack ever! :D
Last edited on 2009-01-30 05:55:09 PM by X-King.
That gonna be the BEST HACK EVER!
Very awesome the vidéo!
I c'ant wait for this hack!
But when you will post a démo or
the hack?
Very, VERY COOL!!! I can't wait to try this out!
You should bring the spin jump back but make it show as Link Jabbing his sword downward similar to the way Link jumped in Treasure Island.
There needs to be more SMW stuff in the hack. And this would be great for temples ya know. As for your last video, great stuff Dude, great stuff. Like somebody else asked, can your boomerang pick up items?
Why should there be more SMW stuff in the hack? It's a Zelda hack using the SMW engine. The further away from SMW he manages to make it the more impressive it becomes. I don't see why he'd want to make it closer to SMW.

But that's just me.
I am impressed by your work! I shall really like knowing how advance your project. Good luck ! (and sorry for my bad english)
Some new stuff today!

Copied from the screenshot/vid thread.

I've redone my Link graphics because the other ones looked shoddy. Also, check out the new desert level I'm working on. I'm using the Gerudo Valley theme for this one.

Photobucket

The fly is from Zelda 2 (The graphics, anyways). It's just a graphical edit of a beezo. The other sprite, though, is a Swamola from LTTP. It's an edit of the venus fire trap, but it shoots a projectile to Links current location, and with an extra bit set, it is red and shoots 2 projectiles and takes two hits.

Yes the cacti hurt link.

Photobucket

The red thing is a Armos. It is stationary and gray until Link gets near it, then it changes palettes and hops near him. It can be killed with four hits or a bomb will do the trick. The little brown dude is a Leever! It travels across the sand and then digs back down to hide for a few seconds, then pops up again somewhere else.

The final thing I want to show is a little project that developed from the boomerang idea, when I was trying to hijack the sprite states. In all the Zelda games, when you kill an enemy, you get a random item. This patch does that.


I like the old Link GFX WAAAAYYYYYY Better. It gave it a LttP feel. But that's just my opinion.

Just wondering though, how far are you on level design?
If you saw them side by side in game (Not on video) you'd probably like the new ones better. The feet on the old one sucked, especially while swimming and running and jumping, and he was just too short. I'm still working on it, so I may change the head to look more like LTTP, but we'll see.
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