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Play this substantially Modified NES Guardian LEgend

Started by optomon, March 11, 2010, 06:55:09 PM

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arseniy

#255
I love his bright pallete!
His video stuck for a while all the time. We had a blind run by some guy here in Russia also. He could not make it in 4 hours.

fireball

This was just over 5, didn't realize he was dropping frames early on as I wasn't there.  I will probably try a blind-ish attempt at it sometime soon.  Blind-ish because I've seen a fair bit of video of it.
I died.

Shredder

#257
I have completed this game for 3 hours 40 minutes on February 16, but video turned out with same "dropped frames" and because of this I decided not to post it.

Afterwards I recorded only last boss without the bugs:
http://www.youtube.com/watch?v=9FgjB9FcHZA

optomon

Quote from: fireball on March 02, 2015, 04:16:24 PM
There was a big blind race of this about a week ago.  5 people raced it blind, mostly TGL runners.

http://www.twitch.tv/shinerccc/c/6217173

ShinerCCC was the only person to finish it (due to length mostly, 4+ hour races tend to die), so I'll only link to his VOD, but it also featured both the WR holder for 100 and any%.  Sadly I couldn't compete in it as I was working, and also sadly no one had posted here before the race, as it was fun times (for what I could watch), ah well.

I just watched that whole thing. Took a long time to download, but was worth it. Closest thing I've seen to a Guardian Legend gaming party. I liked how they knew everything about the original game and it's quirks and nuances. The reactions from Shiner are priceless. He used a lot of tactics involving the double saber and the backshot weapon.



fireball

Quote from: optomon on March 13, 2015, 03:22:01 PM
I just watched that whole thing. Took a long time to download, but was worth it. Closest thing I've seen to a Guardian Legend gaming party. I liked how they knew everything about the original game and it's quirks and nuances. The reactions from Shiner are priceless. He used a lot of tactics involving the double saber and the backshot weapon.

Glad you enjoyed it.  I really wish I had posted something here earlier.  We TRY to know anything there is to know (especially what can save us time), and we've even found out a few quirks for ourselves.   There were a few times when I had pondered trying to ask you about some oddity we were trying to figure out, like how boss spawn RNG works, or various nonsense like that, as you you'd be more likely to know then anyone else (or more accurately, have a better idea of where to start to look), but decided not to waste your time.  If you did find oddities about the game when you were playing with it, I'd love to know any of them.  Partially for fun, partially for science. 
I died.

arseniy

Russian guy who's also TGL runner said that the max damage you can do to the boss per hit is 5 HP no matter of the strength of the bullet/subweapon.

fireball

#261
Quote from: arseniy on March 14, 2015, 11:11:44 AM
Russian guy who's also TGL runner said that the max damage you can do to the boss per hit is 5 HP no matter of the strength of the bullet/subweapon.
Yep, It's why we use fireball and the saber lasers throughout the game.  Fireball first because it always does max damage, then move to saber laser for the most part as it applies the damage more consistently.  It seems as if bullets and special weapons are counted under a separate cap as well due to certain quirks with bosses (taking bullets to the face seems to increase damage on bombardiers, but major bosses don't take collision damage, and your saber would kill them anyway, this implies that your bullets are not hitting them, or that bullets hitting you above a boss hitbox causes damage), but I haven't set up a test to verify that myself. 

--edit-- If bullets do damage, it goes against something here, www.gamefaqs.com/boards/587320-the-guardian-legend/64314055 which is amazingly detailed and accurate.  So I really don't know what makes it so you can do certain bombardiers a phase faster by eating bullets.


Oh right, we also use sabers because for whatever reason hitting a boss with it deactivates their body hitbox for hitting you, so you can sit inside of them.

--edit-- also does the Russian runner have any method that I can follow him, even if it's in Russian I'd have fun seeing what I can gather from his runs.
I died.

arseniy

#262
Awesome info. I think he talk about all the things mentioned there.
His run without subweapons:
http://www.youtube.com/watch?v=E0mc3Jih_Xw
And previous stream(unfortunatelly not on youtube and broken to 4 parts).

PT1: http://vk.com/video?gid=6922735&z=video-6922735_167260288%2Fclub6922735%2Calbum-6922735

PT2: http://vk.com/video?gid=6922735&z=video-6922735_167260652%2Fclub6922735%2Calbum-6922735

PT3: http://vk.com/video?gid=6922735&z=video-6922735_167260763%2Fclub6922735%2Calbum-6922735

PT4: http://vk.com/video?gid=6922735&z=video-6922735_167260921%2Fclub6922735%2Calbum-6922735

I don't think you will find anything new tho as things are told in russian. One thing I heard now watching begining it is that if you keep have "fun with "select""(I dunno what exactly it means) in the flying stages the hit box of enemies is moved.

arseniy

I asked him, he said actually he picked the info exactly from that link you provided  ;D

Shredder

#264
Hi
I did some work on the game.

List of Changes:

1. Expanded ROM to 256 KB (128 KB of free space)

2. Rewritten bank switching program, as a result, it has been freed 66 bytes in the fixed bank (3D734 - 3D775 in ROM, D724 - D765 in RAM). These bytes also can be used for romhacker's needs

3. Fixed bug with "unbeatable last boss after pressing select":
Quote from: Shredder on July 02, 2014, 02:39:36 PM
I've found some bugs with last boss. If you press "select" when blue boss just appeared on screen, but yellow not yet, the yellow becomes red, thus you have TWO red "waiting" bosses and game becomes impassable because you need to beat yellow to disclose red.

4. Fixed bugs with "knocking out an infinite number of power ups by EE" and "walk through vertical wall by pressing diagonal if you have 5 or more shields". These are original game bugs.

http://wiki.nesdev.com/w/index.php/Programming_UNROM
Bank switching program in TGL located at D705 - D7A9 (RAM), for example D705 - D723 switches banks #00, #03, #04, #05 and #06. New banks can be switched by writing 87-8E into D76D-D774 respectively. Following code, for example, switches bank №08 for using:

LDA #$08
BNE $D707


Good luck in the hacking! :bluelanderbig:

arseniy

Quote from: Shredder on July 31, 2016, 06:09:54 AM
Hi
I did some work on the game.

List of Changes:

1. Expanded ROM to 256 KB (128 KB of free space)

2. Rewritten bank switching program, as a result, it has been freed 70 bytes in the fixed bank (3D738 - 3D77E in ROM, D728 - D76E in RAM). These bytes also can be used for romhacker's needs

3. Fixed bug with "unbeatable last boss after pressing select":
Quote from: Shredder on July 02, 2014, 02:39:36 PM
I've found some bugs with last boss. If you press "select" when blue boss just appeared on screen, but yellow not yet, the yellow becomes red, thus you have TWO red "waiting" bosses and game becomes impassable because you need to beat yellow to disclose red.

4. Fixed bugs with "knocking out an infinite number of power ups by EE" and "walk through vertical wall by pressing diagonal if you have 5 or more shields". These are original game bugs.

http://wiki.nesdev.com/w/index.php/Programming_UNROM
Bank switching progam in TGL located at D705 - D7A9 (RAM), for example D705 - D726 switches banks 00, 03, 04, 05, 06. New banks can be switched by writing 87-8E into FFF2. Following code, for example, switches bank №08 for using:

PHA
LDA #$08
BEQ $D706


Good luck in the hacking! :bluelanderbig:

This can be posted as a separate topic as well. I wonder if anyone try to improve this hack.

"Fixed the diagonal walk" - OMG, I hope there wont be annoying red walls patterns then XD

Shredder

#266
Quote from: arseniy on July 31, 2016, 07:07:28 AM"Fixed the diagonal walk" - OMG, I hope there wont be annoying red walls patterns then XD

You can set two bytes 18412-18413 (in the ROM) to D0 11 if you wish to return this "ability" :D

Quoise Games

Quote from: Shredder on July 31, 2016, 06:09:54 AM
Hi
I did some work on the game.

List of Changes:

1. Expanded ROM to 256 KB (128 KB of free space)

2. Rewritten bank switching program, as a result, it has been freed 64 bytes in the fixed bank (3D736 - 3D775 in ROM, D726 - D765 in RAM). These bytes also can be used for romhacker's needs

3. Fixed bug with "unbeatable last boss after pressing select":
Quote from: Shredder on July 02, 2014, 02:39:36 PM
I've found some bugs with last boss. If you press "select" when blue boss just appeared on screen, but yellow not yet, the yellow becomes red, thus you have TWO red "waiting" bosses and game becomes impassable because you need to beat yellow to disclose red.

4. Fixed bugs with "knocking out an infinite number of power ups by EE" and "walk through vertical wall by pressing diagonal if you have 5 or more shields". These are original game bugs.

http://wiki.nesdev.com/w/index.php/Programming_UNROM
Bank switching progam in TGL located at D705 - D7A9 (RAM), for example D705 - D725 switches banks 00, 03, 04, 05, 06. New banks can be switched by writing 87-8E into D76D-D774 respectively. Following code, for example, switches bank №08 for using:

LDA #$08
BNE $D705


Good luck in the hacking! :bluelanderbig:

Thanks for this! Can you apply these changes to the standard TGL rom as well?

Shredder

#268
I've updated game and instructions now. Some code were optimized.  8)

Quote from: headfonez on August 04, 2016, 11:25:28 AM
Thanks for this! Can you apply these changes to the standard TGL rom as well?

Yes, of course. See next topic:
http://theguardianlegend.com/forum/index.php/topic,2022.0.html