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Messages - Goodnight

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So, I've been wondering if anybody has actually used this patch.
It's a bit too risky for me to give it a try, but I appreciate the effort and still will watch the progress from the thread.
Yeah I understand... they just had to do a banwave as 3DS modding was getting easy and feature-rich. Thanks for the comment/support anyway!

Added a minor update to the patch, with a new link on MEGA.nz.

So, I've been wondering if anybody has actually used this patch.

Anyway this is just a little bump to mention that it's been updated a couple times, most recently to v0.8.5 on June 24. It looks like I've patched everything I possibly can without getting some major help from the mod community. There are even a couple things that I've changed to purple but haven't yet figured out how to actually insert them into the patch. Find me (HelpTheWretched) on GBAtemp if you want more info on what's going on!

Purple is the best color. I am totally down for restoring the purple community with this Link.

THE best. It's really fun to play with, too! As you may know, my surname IRL pretty much means "the purple" in some weird language, so this was a must.

If anybody's having trouble compiling this patch, PM me and I'll help.

If anybody wants to help me with updating, that'd be great! I'm trying to look into BFLYT and BFLAN files, two proprietary formats Nintendo uses for UI's / Layouts, but Tri Force Heroes uses a weird hybrid of the 3DS and Wii U versions of the files.

Zelda Projects / [3DS patch v0.8.65] Tri Force Heroes - Purple Link
« on: June 08, 2017, 10:30:04 pm »
Hello again, everyone. It's been a spell since we last got together. Today I bring to you:

The Legend of Zelda: Tri Force Heroes - Purple Link restoration project
A working 3DS game patch that brings our beloved Vio back into the fold!

Using this patch requires:
1) A 3DS with Custom Firmware and the ability to install .CIA files
2) A decrypted .CIA copy of the Tri Force Heroes V2.1.0 update (US version only), a free update which can easily be dumped if you have Custom Firmware, or found on a warez site.

Download: TFH_Purple_RomFS_v0.8.65.rar (27.4 MB)
This archive contains the files and instructions to decompile, modify, rebuild, and reinstall the V2.1.0 update with Purple Link taking Green Link's place.

Current patch version: 0.8.65
There are still some remnants of Green Link, which will eventually (hopefully) be patched out. See the included README.txt for more info. Requests for custom Miiverse stamps are also being taken.

Additional screenshots:
Show content

Important Note!
In late May, Nintendo dropped a worldwide banhammer on modified 3DS systems, preventing them from playing online. After some community sleuthing, the theory is that Nintendo checked their server records for systems that had used software with unauthorised Title IDs (16-digit hexadecimal numbers) while connected to the Nintendo Network. So, a future ban can be avoided by always turning off wireless communications while using unauthorised software and clearing your Activity Log before signing in. See https://gbatemp.net/threads/regarding-the-recent-3ds-banwave.471781/this GBATemp thread for more info.

This patch can safely be used online, provided that you erase any traces of actually installing it. It uses the normal Title ID and doesn't modify any code that affects gameplay. The modified textures/colours are only seen on the user's side, so anybody you meet online will see Green Link as usual.

Audio / Re: Help! TLoZ NES Sound! (I'm calling you Dayjo!)
« on: August 01, 2014, 09:55:41 pm »
It's been years since I've logged in, and HOLY CRAP my account still exists and I remembered the password.

Anyway , back to the topic. First of all those aren't Dayjo's rips, they're just hosted on his servers. That site and the sound rips are really mine! I'm not complaining, it's actually amusing. Yes, the site says "HelpTheWretched", but take look at the index page's source, on one of the first lines. :P

This shoreline sound has been requested several times before and it's right at the top of my to-do list, along with a couple other missing or needing-an-update LoZ sounds.

FrozenFire is basically right - it uses the NES audio's noise channel, which is also used for drum beats in the LoZ overworld. It'll need to be recorded in several takes and then merged; I might even have to write a script in order to be EXACT in removing the drum beats. But, it won't be hard, and once my 'personal issues' are dealt with in the next couple months, it'll be ready!

Regarding the Link's Awakening shore sounds, thanks for going ahead and cleaning them up. I like to do that when it's severe/distracting, otherwise I supply the sounds 'as-are'. The actual issue though, is the bit-depth of the GB audio. It only allows for 15 volume levels of a given sound, so any fading is subject to the clicks from the volume level suddenly jumping. Minor difference, just wanted to point that out. ;)

Any further questions, please e-mail at the address on "Dayjo's site" because I almost never drop by ZFGC anymore. (No offense, I just don't usually have time!)

Zelda Projects / Re: The Midnaphone
« on: June 15, 2010, 10:42:44 pm »
Well, glad you guys at least got a little kick out of it.

Yeah I know it's not too useful, but Midna deserves some fangames damnit, and some people might just want some voices for ringtones or system sounds.

Like the feedback form says, I'm open to any ideas that would make this thing more useful for anyone.

Zelda Projects / The Midnaphone
« on: June 02, 2010, 12:04:04 am »
Sorry for the crappy, quick post. Got no internet access at home and I only have a few minutes left at the café.

Coming to you 3 years after its time:
The Midnaphone

Download - 4MB

Enjoy! There's a feedback form included in the zip.

Audio / Re: Gameboy Zelda Dark World Hybrid
« on: April 28, 2010, 07:31:32 pm »
I kinda really want to listen to this mix. Can't download anything that isn't a website on this machine. So I'm hitting "notify" to remind myself later. Such a thing requires typing a reply. Can't wait to hear this.

Audio / Re: [request] Two sound effects needed
« on: December 31, 2009, 10:34:44 pm »
Background Sounds -> OOT_ForestTemple_PuzzlePiecesFall might also make a decent crumbling sound.

Other Sounds -> OOT_DekuSprout for the crashing.

I'd like to suggest more but I'm not on my own PC right now.

Audio / Re: [request] Two sound effects needed
« on: December 27, 2009, 09:16:54 pm »
For #1 maybe the sound from Ocarina of Time when you center the view with Z-target. There are actually 2 sounds, one of them is pretty short and sounds like a stone floor scraping.

Now that I think of it, that might work for both, if you make the first one (creaking/crumbling) a bit quieter and lower-pitched.

After 4,000 sounds I'm starting to forget what I've got available. ;)

Coding / Re: Probs with Goodnight's pushing
« on: October 25, 2009, 01:15:59 am »
What Mamo said. You'll either need naming consistency or a huge list of each variable name for each object... I think we know which is better. :P Feel free to change the variable names in my own engines/examples; as long as you change them all, it will work the same.

So I'm guessing that the problem might be that you have those pieces of code in different "execute code" Drag & Drop blocks. If the variables are initialised with the var statement, then they're wiped from memory at the end of the block, even if they're all in the Step event.

If that fails then please post a copy of the .gmk (you can remove all the objects/sprites/sounds except for the ones relevant to this problem, so nobody will steal them) and we can see exactly how your objects are set up. Something must have been moved around because I don't recall seeing any errors like this when I wrote the engine.

Of course there's always the work-around of putting:
Code: [Select]
In the Create event, but that doesn't really fix the problem.

Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: October 19, 2009, 01:23:21 am »
I haven't bothered looking at many WIPs lately, but Nice Work!

If you want to get that timer operational, there should be a copy of my Majora's Mask clock engine somewhere on these boards. You'd just have to remove the day limitations and change the speed, which is easy since the code is all commented. Come to think of it, the clock's frame in your screenshots looks an awful lot like the one I drew. ;)

Some other old examples I made could be easily upgraded for a newer GM with better coding. You mentioned having certain items or characters work with targeting - that was the 2nd ever thing I made with GM. It included a dynamically updating order for multiple targets based on distance & priority, and an optional feature that makes Link's movement curve around the target, but that part would have to be re-written to work with your movement code.

If someone can figure out how to change sound pitches in GM7, I could remake the 1st thing I made with GM; an Ocarina engine that was only good with 5.3. You could actually hold and bend notes, record and play back, etc.

Also, this is the same thing I said to TRM many years ago: I think the shading on the Temple of Time's teleport pad is backwards, because there's a big light source coming from the door. :P

Entertainment / Re: Your favourite game music remix?
« on: October 18, 2009, 02:29:39 am »
Thanks for that link Dan, didn't know there was an uncut version.

No, I don't have the patience to post more favourites, but an OCR regular name ilp0 just released a remix album of (almost) the entire Mega Man 1 soundtrack. Very good and worth checking out. Some of his OCR-published songs are wacky and amazing.


Entertainment / Re: It's Simply a Matter of Time
« on: October 18, 2009, 02:26:55 am »
Yeah, I don't want to jump into anyone else's arguments, just got a few cents of my own. That was a pretty good read and a real sense of growing danger is something I always felt was missing from most Zelda games, but couldn't really put my finger on exactly what the feeling was.

But I don't think the 3 Days in Majora's Mask is a good example. Depending on when you ask me, that game will be somewhere in my top 3 for the series. The "time limit" wasn't real though. It showed characters lives progressing and changing over that short course of time, which is a great point of interest, but you can rewind the time whenever you want and essentially be no further back in the quest, and it still gave you enough time to do plenty of exploring and dungeon crawling. I'd call it more of a simple (but deep in storytelling potential) game mechanic than an instilled sense of urgency.

On the other hand, there were several times in other major games where you think you've accomplished something, and it turns out things have turned for the worse. You get the 3rd spiritual stone and suddenly Zelda's running for her life. You take the Master Sword and you've inadvertently unleashed Ganondorf on the world, only to find out when you wake up as an adult. You think you've rescued Arryl, but not only does Link fail, he finds himself on Ganon's !@#$%-list. These are the kinds of story hooks that pull me in and give me just that sense of urgency, when they aren't overdone or predictable.

Not to mention, Twilight Princess did have a handful of those tense, time-limit situations, like being trapped on the fiery bridge, or carting the Zora prince through dangerous territory. Those were on the right track for the game IMO, and I would have liked a few more of those situations.

Main point from the article still taken though - all in all, whatsisname just seems to wait in the final castle to be defeated. I'd be happy if the next major Zelda game focuses on the big bad(s) causing more crises or forcing fast, important decisions, more than trying to be innovative with the dungeon puzzles and items.

Screw you Yahtzee, bombs and boomerangs and arrows are a staple of these games and I can't wait to collect them. XD

Entertainment / Re: Your favourite game music remix?
« on: October 03, 2009, 01:18:13 am »
Can't be bothered to find links at the moment. And I have thousands of remixes saved, so these are just a few faves off the top of my head. :P (Edit: okay, I added some YouTube links.)

A Boy and His Blob - "Cyborg Blobby" by Mazedude
Sonic 3 - "How Machines Fly" by Quinn Fox
Earthworm Jim 2 - "Invertebrate Retreat" by various
Final Fantasy X - "Via" by various
Zelda 2 - "Thelonius Temple High" by someone without a handle
Mega Man 3 - "Blue Balls" by Sukotto42

And a whole bunch more by analoq, Ryan8bit, CarboHydroM, Mazedude, Quinn Fox, pixietricks, Protricity, Jake Kaufman, Daniel Baranowski, zykO, Neskvartetten, Star Salzman, ahh that's enough for now.

But especially Quinn Fox.

Coding / Re: Looking for a HUD example
« on: September 02, 2009, 04:07:40 am »
I will assume you're using GM since the "lagging HUD" is a common problem. Try 4Sword's tips, or make sure that the object you're using to draw the HUD has a very low depth (like -1000000 to be on the safe side) so that it always gets drawn last.

Not seen it yet, but planning to. Seems interesting and gets good reviews. And killing nazis natzis never gets old.

(I want to say "corrected" but my inner Indiana Jones has a scolding stare right now..)

Graphics / Re: Return of Barinade (lttp-styled)
« on: August 26, 2009, 11:30:02 pm »
I think that for LTTP style, 4 frames would be perfect. 2 frames for each of the 2 positions you've drawn. The extra 2 frames essentially the same but with the tentacles moved a bit to make their "waving" look smooth. That could animate really well when the dude's spinning fast.

Hell, you do that and I might even program some movement & animation in GM.

ONLY slight problem is the top "attachments" don't extend very far so it might require some kind of cover-up sprite that connects them to the invisible ceiling.

Entertainment / Re: Michael Jackson? ALIVE?!
« on: August 26, 2009, 11:10:45 pm »
Michael Jackson? ALIVE?!
Yeah, the ambulance dispatchers and the coroner and toxicology team were all in on the job. ;P And to hide himself after, he probably got some plastic surgery, which was totally safe for him.

Heh I'm not even going to check the link... it's wishful thinking but, people are nutters.

Audio / Re: Underwater Chasm
« on: August 09, 2009, 04:11:37 am »
Good stuff, mate. The composing suits the title. My only suggestion: work those volume sliders a bit!

The opening piano has some low notes so it's a pretty powerful instrument in the piece; "Underwater" implies a bit of peacefulness so by the time the electric piano comes in, maybe have that faded out most of the way. The choir/string chords could also swell up and down a bit, maybe getting a bit louder on the 4th chord was has a "bigger" sound anyway.

Yeah, I don't really like critiquing things because people are usually happy with their work, but the notes you wrote are A-OK, so now I just think the dynamics in how they're used can make a big difference.

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