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Winter C3 2021 Content Spotlight
Mirann's "SMAS-Styled Hack" Demo!
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"Legend of Zelda: Seeds of Time"
Forum Index - SMW Hacking - Works in Progress - "Legend of Zelda: Seeds of Time"
Pages: « 1 2 3 4 5 614 15 » Link - Thread Closed
Well, I don't have any updates. In fact, I'm stuck.

Updates will be very slow until I can get somebody to teach me some more about sprite ASM. I'm beating my head against the wall trying to figure out the stupid display tables and tilemaps, which is pretty frustrating when there's no documentation on the subject, and it seems that the people who have the knowledge are hesitant to teach it.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok, so I resolved the sprite issue. I have boss #2 now, which will probably end up being boss #1 (Or big boss #1, since there will be a mini-boss early in the game.)

This is the end of the first "Level". I've decided that Link must find a sword, so he will have to do a few things without a weapon at first, and rely on jumping to kill foes. It's not the Master Sword, but I haven't decided on a name for it yet.

The glyph stone to the right will have a message. I also want to make a sprite that acts like the stone eye statues in OoT, where they only talk if you hit them with the sword.



Some other things I've done:

-Removed the "lives" system. It just doesn't fit the game. When you die in any other Zelda game, you just start over at the beginning of the area, and there are no lives, except in Zelda II, which was lame-o anyways. It will be the same here, except you will have midway points in the dungeons.

-I have new sword animation. I did the best I could to remove the stupid spinning, which looked absolutely ridiculous. Now it's more of a direct stab, which looks a lot like Zelda 1. It's not exactly what I would like, but it's the best I could do with what I have to work with in the original code and not spend a ton of time writing new ASM code. This led to the below...

-I've removed spin jumping, for two reasons. 1. Changing the sword animation made it look dumb. 2. I feel like it didn't fit a Zelda game at all, and I don't like puzzles where you have to spin jump off of enemies to progress. I don't think that's how the spin jump was intended to be used, and I see it a lot in hacks.

That's all for now.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
That looks very awesome, I want it now. :D

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Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
That looks beatiful and all those ASM changes you mentioned sound like you're getting closer and closer to making a good side-scrolling Zelda. Try to surpass Zelda 2!

One suggestion for your screen though, if you still have graphics space, I suggest shading the right set of stairs similarly to the middle set. That way, they would match the lighting.
I actually thought of that, and have been trying to find a way to squeeze it into the GFX file. I may have to cut corners (no pun intended) to get it to work.

[edit]
Now that I think about it, I can use SP2 since I don't have anything else in the room besides the pedestal and the stone tablet. That gives me a whole GFX file to work with.

Thanks for the compliment!

Kc,
And I want Buried Treasure now! ;)

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
InvisibleCoinBlock, this looks great.

The changes you have made seem very nice, and your ExGFX is great. But, on the stairs, I suggest removing the front steps because this is 2-d, not 3-d.

I demand a video!

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FUCK KILL STEAL SHIT
Are you going to make it so Link can shoot beams like in his old games?
Peace!Layout by Erik557 & LDA.
Thank you!








Originally posted by Steam Ripper
I demand a video!

He has a bunch of videos here.

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Need a simple Background for your post? Use my New Old Layout Generator v. 0.9
I put the front stairs on it because I want it to appear as a pedestal with four sides. If I only had two, the triforce symbol would look odd. I think when I fix the shadows on the other side, it will look right.

No beams from the sword in this game. Since that would take a lot of extra coding, and I already have a projectile weapon, it doesn't make sense.

[?]

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I think this is looking great! I'm a huge Zelda player, and this being done to SMW is just awesome. I've seen a few of the videos for it on YouTube. I can't wait until it's done. ^_^

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I must say that I couldn't believe the video showing Link fighting against an Aquamentus(SP?) especially the way you made Link stick his sword out like that. This is really starting to look impressive with the obsessive attention to detail that really hints at the same kind of dedication that provoked a ZC guy to create a Gradius Shooter based off of Zelda Classic. It is almost like you are making Link to the Past II with the SMW Engine. Impressive.

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I am not a hacker by trade, I am an observer and I can be very observant. I tend to lurk around here to prolong the good experience of playing the original SMW. Whatever can add onto it is something that I will definitely do when I am bored which is often. And I will rarely post and give praise when needed to the hacks that may make me interested to relive memories.

My worst enemy in Mario isn't Bowser but my controller that keeps on getting disconnected from the inside. Might be my memory count.
Thanks for the compliments, Mericles.

The Aquamentus is finished, except for flashing when he gets hit. For some reason, the code clashed with the cape hit code, But He's now shaded and walks back and forth exactly like the original. He takes ten hits with the sword to kill.

Pay no attention to my "test Room". The game obviously won't use Switch Palace GFX.


There's another sprite coming soon (hopefully) that 1024 made (and I helped a little with, or trying to help with. Everything I think of, he's already tried it. hehe.). It's a stationary POW switch that pops back up after the time is up, like some of the switches in Zelda games. It will obviously be used for many of the dungeon puzzles. There's one more feature that 10 wants to add, so hopefully it will be ready for an upload soon. I'm going to borrow some of the code to hopefully make a sprite that acts like the traditional Zelda blocks that sets a trigger after moving one space to the left or right. Unfortunately, there will be no "Secret" music from the Zelda games since it's impossible to do SFX with addmusic.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Great. How can you make graphics so good?
I think those Aquamentus graphics are from Legend of Zelda: Oracle Of Seasons, am I correct?

This looks quite promising, really. It's good but I bet Kaeru and I's Triforce Island project would be better this. It's still good though.

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CP_foothills has been canned. Therefore, this space is once again blank.
From what I understand, Triforce Island is off. If so, it's a shame. His GFX rips were great. Hopefully, he's still working on it. I don't really see one or the other as better since they're so different, with separate stories and features. I would take them as different chapters of the Zelda world, sort of like playable fanfic. :)

The Aquamentus is, indeed, from OoS, but acts more like the original Zelda version. There will probably be two versions in this game. The second will be a sort of miniboss that jumps and pounds the ground after struck with the sword.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Originally posted by Remnic
I think those Aquamentus graphics are from Legend of Zelda: Oracle Of Seasons, am I correct?

This looks quite promising, really. It's good but I bet Kaeru and I's Triforce Island project would be better this. It's still good though.



No offence, but I defenatly prefer the look of this, having bombs/sword ASM etc, and from what I recall I can't remember yours having that in, either way they are both great hacks, but I think this has that uniqueness and has more edge to it.

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Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Oh no, it's still going. We're just being a little secretive. :P
Also, I dunno what will be best, but I really like how this is going. I hope you get to finish it. =)

Could you make a video of the Aquamentus? I really wanna see how it behaves. =D
Sure. I'll try to get a short vid later tonight.

I'm excited to know that your hack is still in the works! It'll be great to have two new fan-made Zelda adventures out there.

[?]

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Well a good short video is on Invisible Coin Block's Youtube account, it is probably the only one that hasn't been posted on here as it is on the front showing Link slashing around a green Aquamentus.

But, yeah, if you have made some progress ICB, it would be good to show a video on here updating the one on your account. Especially since I haven't seen the purple version before.

BTW, I remember asking 100 questions about using ASM to give Mario a sword slash attack like Link. It is good to know that that capability is there in at least one form.

I also thought that Triforce Island was not in the works anymore, I was looking forward to it as it is also very authentic. I love love Zelda so much that I am looking forward to both. Whatever happened to that Chrono Trigger remake though, Kaeru? You showed a few mightly impressive videos, on the appropriate Screenshot thread, and than made the project vanish. Hopefully this, Triforce Island and A Yoshi's hack will all come out at the same time. What more could one ask for?

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I am not a hacker by trade, I am an observer and I can be very observant. I tend to lurk around here to prolong the good experience of playing the original SMW. Whatever can add onto it is something that I will definitely do when I am bored which is often. And I will rarely post and give praise when needed to the hacks that may make me interested to relive memories.

My worst enemy in Mario isn't Bowser but my controller that keeps on getting disconnected from the inside. Might be my memory count.
Here is a short video of the Aquamentus sprite.

<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/AGL9qQzulrQ"> </param> <embed src="http://www.youtube.com/v/AGL9qQzulrQ" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

He doesn't have the fireball spitting open-mouth frame yet (It's drawn, but I have to learn how to make it change to the third frame when he spits fire).

Also, I don't know what that clicking is in the audio. It's not me hitting the keys.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Pages: « 1 2 3 4 5 614 15 » Link - Thread Closed
Forum Index - SMW Hacking - Works in Progress - "Legend of Zelda: Seeds of Time"

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