A Link to the Past: Retold
Zeldix :: Zelda III Hacking :: Hacks Database :: Finished
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20190508
A Link to the Past: Retold
Patch Download v.1.40
- Code:
https://mega.nz/file/gvJ0FaCY#H1Pc1fNYNAz9X7uqdcp3s8R45I5ipLumH4BPAV4Fngg
The patches need to be applied on ALTTP (US), no header. You need a UPS patcher.
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I'm a few years late to the party. But here we go.
This is the result of 2 years of fiddling, tweaking, learning ASM and HEX, all to pull this off. I hope you enjoy.
This hack edits nearly every room(Visual edits mostly, layout stays the same), most dialogue, and many, many gameplay aspects of ALTTP.
Major changes:
-Any Dungeon, any order. You still need to get the three pendants first, but the order of the pendants, then later of the crystals, is 100% up to you.
-Items are no longer inside their respective dungeons. You will now have to explore, talk to NPCs, and venture off the beaten path to find items. (Think about how you find the Icerod)
-The combat difficulty has been increased. Significantly.
-Several shortcuts have been added to the overworld. (Like in A Link Between Worlds)
-Dialogue has been re-written while keeping the same overall messages in tack.
-Almost every single room has been visually redesigned with added detail.(Layouts are mostly the same) Just look at Link's house or Hyrule castle and you'll know what I mean.
-New sprites have been added while keeping to the original style. Nothing should stand out too much.
-Magic now regens, but it’s incredibly slow. This cuts down on frustration, but doesn’t make magical items fully OP.
-Pits no longer hurt you. This hack is intended to be played on mobile. Bad touch-screen controls should not be the reason you get a game over.
Also contains:
- Make Silver Arrows Double Fast By Conn
- The Legend of Zelda - DX By Puzzledude
- 24 Item Menu By Conn and Euclid
- Original sprites by Euclid, heavily modified by Kyim
- Original ALTTP bug fixes By MathOnNapkins and Conn
- Random and Special Treasure Dig Up By Conn
- Direction Change while running with Pegasus Boots By Conn/AST Team ^_^
- Detailed Description:
Item Relocation:
Firstly, almost every item’s location is heavily hinted at by an NPC. No luck in required to find them. All you have to do is be thorough about talking to everyone and exhausting their dialogues. I love how many hacks change item location, but few of them actually give you in-game guidance on where to find said items. This means you have to follow legends and rumors to find mythical artifacts to slowly build your adventuring arsenal to take on whatever may come your way. If you can’t find something, ask around Kakariko. The hints are not subtle. Many of the items have been swapped with Heart Piece locations, if push comes to shove, following a HP Collection Guide will likely find you all the items. If all else fails, the ReadMe spells it out. Most of the Big Chests within the dungeon now contain Heart Pieces (A bit like Twilight Princess). This may seem underwhelming for a big chest, but Heart Pieces matter MUCH more now because of the:
Difficulty:
The first thing you will notice, gameplay-wise, is the difficulty. Everything hits for roughly double damage, with the weakest enemies still able to shave off an entire heart. ALTTP used to be hard when I was a kid, but that was because I wasn't good at video games. The challenge is all but lost now. This gives the game an almost Dark Souls feel to it, though not quite as punishing. This one tweak changes so much about the game. Such as:
-Bottles, Fairies, and potions are now much more important. You'll need them if you want to make it through the game without multiple deaths. (Healing potion is basically estus now. Fairies are akin to the Resurrection Nodes in Sekiro)
-Heart Pieces are valuable. Honestly, in the original ALTTP, collecting 100% of the HP upgrades was more about completion than it was about efficiency. This changes that. You'd better get every. Single. One. of those Heart Pieces if you want to save Hyrule. Seriously. Ganon will ROFL Stomp you.
-Items become more viable. When was the last time you used the Cane of Somaria in combat? Probably never. Did you know it can be used as a floor trap to hurt enemies who walk into it? Or as a barrier to bounce multiple enemies back when you're over whelmed? Probably not. Because the difficulty of this game didn't require you to experiment and utilize each tool to its full potential. This, hopefully, will.
-Areas become daunting. In the early game, if you wonder into the wrong area, or underestimate a foe, you will likely get one-shotted(Keep Fairies on you!) This happens less and less as you progress, but that feeling of vulnerability and apprehension stays with you.
-The Shovel matters SO much. If you are stranded, without hearts, arrows, or rupees, but you have your trusty Shovel, you're in luck. Digging anywhere now gives random rewards to restock and replenish your hero. The Digging game has been removed because of this. The Heart Piece is now somewhere else.
In defense of this, I’d like to say that ALTTP is designed in such a way that, if you think things through, are clever, and take your time, you can get through 100% of this game without ever taking any damage. There are tons of No-Hit runs on YouTube. One guy even did it one-handed. This hack doesn’t change anything about that. If you’re dying a lot, it’s your fault. Learn from it and try to get creative.
Shortcuts:
The main one is just north of Link’s house. It connects the castle area to the Blacksmith’s workshop. This is pulled right out of A Link Between Worlds and makes so much sense. There is also a mini shortcut in the area near the Kakariko House of Books that cuts down on traversal time. That area was so tedious.
North of Link's house.
Near the Kakariko House of Books.
-The Ice Palace is now open, so you can just walk right in.
-Turtle rock is now no longer blocked by a LVL2 boulder. So go nuts.
-More in the ReadMe
Dialogue:
The story is the same. The themes are the same. The general message is the same. But things have been re-worded and re-written to be a bit less cartoony and a bit more believable. Zelda’s personality is now much less “You can do it, Link! Save us!” and more regal and straight forward. I mean, she is the ruler of a kingdom and her dad was just killed, one would think she’d be a bit more affected by that. Some more emotional moments have been edited as well to add more punch to them. The Fluteboy’s quest especially hits hard. The Kakariko villagers have had the most editing. Many of them now reference each other and imply more of a connection. Call it world-building, I guess. The Zora King has been completely redone, sprites and all. He is much less “GUWAHAHAHAF!” and more like the powerful warrior-king of an entire species, and he sells the flippers for 100 Rupees, as the 500 Rupees price was just needless padding. Some of the dialogue is pulled straight from the Nintendo Power ALTTP comic, just to tie it together more. The message on the Master Sword pedestal is a heavy nod to my favorite childhood film. The Pond of Happiness is now much more similar to the O-Mikuji traditions it’s based on, and now explains the hidden “Luck” system. Many other little changes here and there.
Rooms:
Link's House
Kakariko Inn
Sewer Entrance
The dungeon layout of mostly untouched, so if you have them memorised, you’re at an advantage, but the rooms all now have much, much more detail. They feel more like actual temples dedicated to the monsters that dwell within.
The NPC houses have all been revamped to feel much more “lived in”. I’m especially proud of the Inn, located in Kakariko Village, and Link’s house. BONUS! This hack finally addresses the age-old question: “If Link lives with his Uncle… Why is there only one tiny bed???” Playing the original after this makes the rooms feel naked.
Also cute Slimes!
TIPS:- Tips:
-Magic Cape = Dodge. If you're in a sticky situation, the cape can be used as a quick dodge to get past enemies or avoid attacks. Keep that in mind.
-I would suggest you get the flippers, Bow, Power Glove, Pegasus Boots, Book of Mudora, two bottles(With Faries), and as many Heart Pieces and Bomb/Arrow upgrades as you can afford before you take on whichever dungeon you decide to do first. You don't NEED all of this, but... It helps.
-USE. YOUR. ITEMS. In the original, most issues could be solved by sword spamming. Not so here. You'll need to use that boomerang to stun enemies, THEN to go town on the others so you don't get overwhelmed. You'll need to use your arrows, a lot, to keep enemies at a distance so you don't get ROFL stomped. You'll need to use your Magic Powder to turn those annoying red, bouncy, Antifaries into actual Faries to refill your bottles. Think things through. Slow down. Consider your options. Uses that arsenal of yours to its fullest potential.
-If you can't find the Cane of Somaria:- Red Cane Location:
- Use Magic Powder on the Cucco under the pot in a house in Kakariko.
-If you can't find the Fire Rod:- Fire Rod Location:
- It's on Death Mountain. You have to go into the dark world, jump down onto a seemingly empty ledge, then go back to the light world and enter the now accessible cave on said ledge.
-The Blacksmith’s partner has been relocated to a more logical location. (Of course he’d try to go home!) So you can reach him as soon as you enter the Dark World. I suggest you get the tempered sword immediately then head directly to the Ice Palace to get the Blue Mail. You’ll need both.
Good luck, Hero!
Last edited by Kyim on Sun 14 May 2023 - 17:02; edited 36 times in total (Reason for editing : Fixed download link :-))
Kyim- Since : 2019-05-08
A Link to the Past: Retold :: Comments
Make sure to click on the text on white to see what is hidden in my comment.
I am very deep into this hack and the flute only worked some, but now it stopped working and I can't get to Misery Mire(I thought maybe their is a programmed reason for this or it is broken perhaps.
The menu is kind of broken, but wasn't a problem for me.
Sorry for any trouble. I don't expect anything. Other than the troubles I had, I really liked this hack. I have many other hacks I can play. I don't know where I might have missed to go forward. There must be something. I can think of at least one place to check at this moment, but otherwise I am not sure.
Great job. I know it takes a lot of work to hack roms like these.
Edit:
So for now I guess I am stuck in this hack not knowing what direction to go.
Last edited by Wolfcat on Fri 10 May 2019 - 2:51; edited 5 times in total
I am very deep into this hack and the flute only worked some, but now it stopped working and I can't get to Misery Mire(I thought maybe their is a programmed reason for this or it is broken perhaps.
- I don't have these items so far.:
- The hookshot and the firerod. I also beat these dungeons: All the light world dungeons which goes without saying, the Palace of Darkness, Thieves' Town dungeon and most of the Swamp Palace, most of the Skull Woods dungeon. I didn't try the Ice Palace because I thought I need the firerod. I can't do the Turtle Rock without the red cane and firerod. I can't get to the Misery Mire dungeon because the flute is boken. And of coarse Ganon's Tower is not unlocked without all the crystals. Plus I had a glitch with the Eastern Palace where the last Armos Knight I defeated got stuck in the spikes above between the top wall and spikes, so I couldn't grab the heart to get the the pendant to drop, so I had to scale the Easten Palace to go foward.
The menu is kind of broken, but wasn't a problem for me.
Sorry for any trouble. I don't expect anything. Other than the troubles I had, I really liked this hack. I have many other hacks I can play. I don't know where I might have missed to go forward. There must be something. I can think of at least one place to check at this moment, but otherwise I am not sure.
Great job. I know it takes a lot of work to hack roms like these.
Edit:
- I just got:
- the red cane. I checked all the spots I was thinking of checking and am stuck.
So for now I guess I am stuck in this hack not knowing what direction to go.
Last edited by Wolfcat on Fri 10 May 2019 - 2:51; edited 5 times in total
Yeah, this is a good descent hack, very well done especially on the difficulty level and renewal of item locations but leaving the authentic Alttp feeling intact.
But please fix the name entering menu and player select menu, then this is a recommended hack imho.
But damn.. 1,5 hart gone by blue soldier when you have only 3 harts inside the castle dungeon and get killed by a rat hurts,
Nice job!!
But please fix the name entering menu and player select menu, then this is a recommended hack imho.
But damn.. 1,5 hart gone by blue soldier when you have only 3 harts inside the castle dungeon and get killed by a rat hurts,
Nice job!!
Thank you for getting out of lurking mode and sharing, there's never enough Zelda III hacks!
P.S. Has to be the most comprehensive and detailed readme out there. It just details everything that you did haha
Keep up the good work!
P.S. Has to be the most comprehensive and detailed readme out there. It just details everything that you did haha
Keep up the good work!
- Wolfcat:
- Wolfcat wrote:Make sure to click on the text on white to see what is hidden in my comment.
I am very deep into this hack and the flute only worked some, but now it stopped working and I can't get to Misery Mire(I thought maybe their is a programmed reason for this or it is broken perhaps.- I don't have these items so far.:
- The hookshot and the firerod. I also beat these dungeons: All the light world dungeons which goes without saying, the Palace of Darkness, Thieves' Town dungeon and most of the Swamp Palace, most of the Skull Woods dungeon. I didn't try the Ice Palace because I thought I need the firerod. I can't do the Turtle Rock without the red cane and firerod. I can't get to the Misery Mire dungeon because the flute is boken. And of coarse Ganon's Tower is not unlocked without all the crystals. Plus I had a glitch with the Eastern Palace where the last Armos Knight I defeated got stuck in the spikes above between the top wall and spikes, so I couldn't grab the heart to get the the pendant to drop, so I had to scale the Easten Palace to go foward.
The menu is kind of broken, but wasn't a problem for me.
Sorry for any trouble. I don't expect anything. Other than the troubles I had, I really liked this hack. I have many other hacks I can play. I don't know where I might have missed to go forward. There must be something. I can think of at least one place to check at this moment, but otherwise I am not sure.
Great job. I know it takes a lot of work to hack roms like these.
Edit:- I just got:
- the red cane. I checked all the spots I was thinking of checking and am stuck.
So for now I guess I am stuck in this hack not knowing what direction to go.
Last edited by Kyim on Fri 10 May 2019 - 11:50; edited 2 times in total
SePH wrote:Thank you for getting out of lurking mode and sharing, there's never enough Zelda III hacks!
P.S. Has to be the most comprehensive and detailed readme out there. It just details everything that you did haha
Keep up the good work!
S-....SEPH!? SEPH LEFT A COMMENT ON MY HACK!?!? WHAT!
Thank you! Truly!
sinistra wrote:Yeah, this is a good descent hack, very well done especially on the difficulty level and renewal of item locations but leaving the authentic Alttp feeling intact.
But please fix the name entering menu and player select menu, then this is a recommended hack imho.
But damn.. 1,5 hart gone by blue soldier when you have only 3 harts inside the castle dungeon and get killed by a rat hurts,
Nice job!!
Thank you! But what exactly is going on with the naming menu? I haven't has any issues on my end? Are you applying the ISP patch to a headered or unheadered ROM?
Oh my. I've never seen that before! No idea whats causing it. Is it still happening in version 1.36?
If so, I'll have to ask someone for help on that one. What bored do we post in for help? Where is Puzzledude when you need him?
I tried my all screens debug code, but it didn't work. Also checked for GFX flooding - also ok, expansion/rom size (I made it 4MB) is ok. But the bug doesn't go away, so no idea what's causing it.
In the 3rd castle there's also something funky going on when opening the large chest to get the moonpearl, there is a small chest overlayed ontop of the big chest which you can open and open over and over again, altough you already have the item..
sinistra wrote:In the 3rd castle there's also something funky going on when opening the large chest to get the moonpearl, there is a small chest overlayed ontop of the big chest which you can open and open over and over again, altough you already have the item..
Fixed in latest version. This is caused the by the chest not being flagged as "Big". Let me know if you find anymore of these. Or unopenable chests, as that seems to randomly happen.
Puzzledude wrote:I tried my all screens debug code, but it didn't work. Also checked for GFX flooding - also ok, expansion/rom size (I made it 4MB) is ok. But the bug doesn't go away, so no idea what's causing it.
Oh my god. Puzzledude.
It's an honour.
So. I applied my ISP to a handful of ROMs, headered and unheadered, expanded to various sizes, and I can't recreate this issue. My screens work as usual. Would having access to a functioning version help with debugging/isolating the issue?
I've got the same result as the others regarding the menu screens:
Tried patching to diverses roms (using lunarips) with a header (they didn't worked) and without a header (got that glitched screen but at least the game works).
I also tried patching the ips using SNEStuff and got this warning message which I never got, so the problem might be the ips patch itself!
I still did my homework however and played the intro sequence
Had a blast playing this even though I find the enemies long to kill sometimes haha. I also loved all the different new graphics for the npcs and subtle things like those locked doors and the heavily detailed dungeon rooms which felt much different.
The difficulty is a bit more steep then the original game however, especially in the beginning when you have three hearts and you get instant kill by the blue soldiers, that seriously caught me off guard! But aside that little hiccup and once you know that its a little more challenging, then it passes well and you get yourself a nice fun hack to play with fun dialogues!
Tried patching to diverses roms (using lunarips) with a header (they didn't worked) and without a header (got that glitched screen but at least the game works).
I also tried patching the ips using SNEStuff and got this warning message which I never got, so the problem might be the ips patch itself!
I still did my homework however and played the intro sequence
- Spoiler:
Um, are you crying uncle? What's going on?
Ouch! That guard caught me off guard!
Should we attempt to see whats behind those pots? Nah its not worth the risk!
A heart...please make it so I get a heart to stop the annoying low heart beeping sound!
Oh yes!! Yes! Finally.
Oh. So that's what that key was for. Nice!
Thanks for the warning...
...but I've got a lamp babe, no need to worrie!
*Opens menu for the first time* Hey! I remember that. I loved that menu
Hurray, the princess is safe.
What a nice duo. Loved that priest replacement haha
Had a blast playing this even though I find the enemies long to kill sometimes haha. I also loved all the different new graphics for the npcs and subtle things like those locked doors and the heavily detailed dungeon rooms which felt much different.
The difficulty is a bit more steep then the original game however, especially in the beginning when you have three hearts and you get instant kill by the blue soldiers, that seriously caught me off guard! But aside that little hiccup and once you know that its a little more challenging, then it passes well and you get yourself a nice fun hack to play with fun dialogues!
Looking at the dma transfer you somehow managed to mess up this routine:
Your rom:
Original rom:
That's strange, you only transfer 1 byte each time to vram 0000 instead various bytes to vram 1000. My best guess is that Hyrule Magic rendered your game this. I am not sure whether I can help to fix.
Your rom:
- Code:
DMA[1]: CPU->PPU Mode:1 0x001006->0x2118 Bytes:800 (inc) V:231 VRAM: 1000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00180A->0x2118 Bytes:298A (inc) V:244 VRAM: 5EC8 (32,0) word
DMA[1]: CPU->PPU Mode:1 0x004198->0x2118 Bytes:1 (inc) V:049 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00419D->0x2118 Bytes:1 (inc) V:051 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041A2->0x2118 Bytes:1 (inc) V:052 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041A7->0x2118 Bytes:1 (inc) V:053 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041AC->0x2118 Bytes:1 (inc) V:054 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041B1->0x2118 Bytes:1 (inc) V:055 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041B6->0x2118 Bytes:1 (inc) V:056 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041BB->0x2118 Bytes:1 (inc) V:057 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041C0->0x2118 Bytes:1 (inc) V:058 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041C5->0x2118 Bytes:1 (inc) V:059 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041CA->0x2118 Bytes:1 (inc) V:060 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041CF->0x2118 Bytes:1 (inc) V:061 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041D4->0x2118 Bytes:1 (inc) V:062 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041D9->0x2118 Bytes:1 (inc) V:063 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041DE->0x2118 Bytes:1 (inc) V:064 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041E3->0x2118 Bytes:1 (inc) V:065 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041E8->0x2118 Bytes:1 (inc) V:067 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041ED->0x2118 Bytes:1 (inc) V:068 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041F2->0x2118 Bytes:1 (inc) V:069 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041F7->0x2118 Bytes:1 (inc) V:070 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0041FC->0x2118 Bytes:1 (inc) V:071 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x004201->0x2118 Bytes:1 (inc) V:072 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x004206->0x2118 Bytes:1 (inc) V:073 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00420B->0x2118 Bytes:1 (inc) V:074 VRAM: 0000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x004210->0x2118 Bytes:1 (inc) V:075 VRAM: 0000 (1,0) word
Original rom:
- Code:
DMA[1]: CPU->PPU Mode:1 0x001006->0x2118 Bytes:800 (inc) V:231 VRAM: 1000 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00180A->0x2118 Bytes:28 (inc) V:245 VRAM: 1042 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x001836->0x2118 Bytes:4 (inc) V:247 VRAM: 1062 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x00183E->0x2118 Bytes:10 (fixed) V:248 VRAM: 1064 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x00183F->0x2119 Bytes:10 (fixed) V:249 VRAM: 1064 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x001844->0x2118 Bytes:4 (inc) V:250 VRAM: 1074 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00184C->0x2118 Bytes:4 (inc) V:251 VRAM: 1082 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001854->0x2118 Bytes:10 (fixed) V:253 VRAM: 1084 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001855->0x2119 Bytes:10 (fixed) V:254 VRAM: 1084 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00185A->0x2118 Bytes:4 (inc) V:255 VRAM: 1094 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x001862->0x2118 Bytes:28 (inc) V:256 VRAM: 10A2 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x00188E->0x2118 Bytes:28 (inc) V:258 VRAM: 10C2 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0018BA->0x2118 Bytes:2 (inc) V:259 VRAM: 10E2 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018C0->0x2118 Bytes:1A (fixed) V:261 VRAM: 10E3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018C1->0x2119 Bytes:1A (fixed) V:000 VRAM: 10E3 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0018C6->0x2118 Bytes:2 (inc) V:001 VRAM: 10FD (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018CC->0x2118 Bytes:12 (fixed) V:003 VRAM: 1102 (32,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018CD->0x2119 Bytes:12 (fixed) V:003 VRAM: 1102 (32,0) word
DMA[1]: CPU->PPU Mode:0 0x0018D2->0x2118 Bytes:12 (fixed) V:005 VRAM: 111D (32,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018D3->0x2119 Bytes:12 (fixed) V:005 VRAM: 111D (32,0) word
DMA[1]: CPU->PPU Mode:1 0x0018D8->0x2118 Bytes:2 (inc) V:007 VRAM: 1342 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018DE->0x2118 Bytes:1A (fixed) V:008 VRAM: 1343 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018DF->0x2119 Bytes:1A (fixed) V:009 VRAM: 1343 (1,0) word
DMA[1]: CPU->PPU Mode:1 0x0018E4->0x2118 Bytes:2 (inc) V:011 VRAM: 135D (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018EA->0x2118 Bytes:1A (fixed) V:012 VRAM: 1103 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018EB->0x2119 Bytes:1A (fixed) V:013 VRAM: 1103 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018F0->0x2118 Bytes:1A (fixed) V:014 VRAM: 1123 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018F1->0x2119 Bytes:1A (fixed) V:015 VRAM: 1123 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018F6->0x2118 Bytes:1A (fixed) V:017 VRAM: 1143 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018F7->0x2119 Bytes:1A (fixed) V:017 VRAM: 1143 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x0018FC->0x2118 Bytes:1A (fixed) V:019 VRAM: 1163 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x0018FD->0x2119 Bytes:1A (fixed) V:020 VRAM: 1163 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001902->0x2118 Bytes:1A (fixed) V:021 VRAM: 1183 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001903->0x2119 Bytes:1A (fixed) V:022 VRAM: 1183 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001908->0x2118 Bytes:1A (fixed) V:023 VRAM: 11A3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001909->0x2119 Bytes:1A (fixed) V:024 VRAM: 11A3 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x00190E->0x2118 Bytes:1A (fixed) V:026 VRAM: 11C3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x00190F->0x2119 Bytes:1A (fixed) V:026 VRAM: 11C3 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001914->0x2118 Bytes:1A (fixed) V:028 VRAM: 11E3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001915->0x2119 Bytes:1A (fixed) V:029 VRAM: 11E3 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x00191A->0x2118 Bytes:1A (fixed) V:030 VRAM: 1203 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x00191B->0x2119 Bytes:1A (fixed) V:031 VRAM: 1203 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001920->0x2118 Bytes:1A (fixed) V:033 VRAM: 1223 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001921->0x2119 Bytes:1A (fixed) V:033 VRAM: 1223 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001926->0x2118 Bytes:1A (fixed) V:035 VRAM: 1243 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001927->0x2119 Bytes:1A (fixed) V:036 VRAM: 1243 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x00192C->0x2118 Bytes:1A (fixed) V:037 VRAM: 1263 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x00192D->0x2119 Bytes:1A (fixed) V:038 VRAM: 1263 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001932->0x2118 Bytes:1A (fixed) V:039 VRAM: 1283 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001933->0x2119 Bytes:1A (fixed) V:040 VRAM: 1283 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001938->0x2118 Bytes:1A (fixed) V:042 VRAM: 12A3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001939->0x2119 Bytes:1A (fixed) V:042 VRAM: 12A3 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x00193E->0x2118 Bytes:1A (fixed) V:044 VRAM: 12C3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x00193F->0x2119 Bytes:1A (fixed) V:045 VRAM: 12C3 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001944->0x2118 Bytes:1A (fixed) V:046 VRAM: 12E3 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001945->0x2119 Bytes:1A (fixed) V:047 VRAM: 12E3 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x00194A->0x2118 Bytes:1A (fixed) V:048 VRAM: 1303 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x00194B->0x2119 Bytes:1A (fixed) V:049 VRAM: 1303 (1,0) word
DMA[1]: CPU->PPU Mode:0 0x001950->0x2118 Bytes:1A (fixed) V:051 VRAM: 1323 (1,0) byte
DMA[1]: CPU->PPU Mode:0 0x001951->0x2119 Bytes:1A (fixed) V:051 VRAM: 1323 (1,0) word
That's strange, you only transfer 1 byte each time to vram 0000 instead various bytes to vram 1000. My best guess is that Hyrule Magic rendered your game this. I am not sure whether I can help to fix.
So here is a "fix" you should consider with care. I restored 0x66100-0x66500 to original and the dma will work again. I tried to restore all bytes changed by hm in this region until 66e00 but then the game crashes. So this is arbitrary some bytes change to restore the optics. Therefore, really use this with care. HM messsed your rom up, this happened so many times in the past already
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Kyim wrote:sinistra wrote:In the 3rd castle there's also something funky going on when opening the large chest to get the moonpearl, there is a small chest overlayed ontop of the big chest which you can open and open over and over again, altough you already have the item..
Fixed in latest version. This is caused the by the chest not being flagged as "Big". Let me know if you find anymore of these. Or unopenable chests, as that seems to randomly happen.
Ok, i've spotted a minor typo when defeating Agahnim, the dialog reads "i cannot best you here", which i think should read: "i cannot beat you here"
It's just something small, but just so you know to fix it for future releases.
Wolfcat wrote:Make sure to click on the text on white to see what is hidden in my comment.
I am very deep into this hack and the flute only worked some, but now it stopped working and I can't get to Misery Mire(I thought maybe their is a programmed reason for this or it is broken perhaps.
Same here, get picked up by the bird, then select the place to go, but get put back in the same place.
Wolfcat wrote:Ok, i've spotted a minor typo when defeating Agahnim, the dialog reads "i cannot best you here", which i think should read: "i cannot beat you here"
It's just something small, but just so you know to fix it for future releases.
Thanks! So, to "best" someone means to defeat or out-do them in a competition, so that line is intentional.
Thanks for the QA! Let me know if you find any more typos!
Last edited by Kyim on Sat 11 May 2019 - 13:31; edited 1 time in total
SePH wrote:
Had a blast playing this even though I find the enemies long to kill sometimes haha. I also loved all the different new graphics for the npcs and subtle things like those locked doors and the heavily detailed dungeon rooms which felt much different.
The difficulty is a bit more steep then the original game however, especially in the beginning when you have three hearts and you get instant kill by the blue soldiers, that seriously caught me off guard! But aside that little hiccup and once you know that its a little more challenging, then it passes well and you get yourself a nice fun hack to play with fun dialogues!
Thank you SO MUCH, Seph! I'll look at lowering the HP values a little. The Morning Start enemy is probably the worst offender. But I'm glad you liked the little details!
As for the menus:
It has to be the ISP patch itself. I still can't recreate the menu issue on my end, so I'm guessing something happens when the ISP patch is made. I'm using LunarISP 1.03. Would sending the working ROM to one of you help? I feel quite a bit out of my depth with this aspect. Everything else seems to be working fine though?
Kyim wrote:Ok, i've spotted a minor typo when defeating Agahnim, the dialog reads "i cannot best you here", which i think should read: "i cannot beat you here"
It's just something small, but just so you know to fix it for future releases.
Thanks! So, to "best" someone means to defeat or out-do them in a competition, so that line is intentional.
Thanks for the QA! Let me know if you find any more typos! [/quote]
Ok, then just a misintrepetation of me then.
Conn wrote:So here is a "fix" you should consider with care. I restored 0x66100-0x66500 to original and the dma will work again. I tried to restore all bytes changed by hm in this region until 66e00 but then the game crashes. So this is arbitrary some bytes change to restore the optics. Therefore, really use this with care. HM messsed your rom up, this happened so many times in the past already
Oh, Blimey. HM really is that big of a pain, huh?Uploading the newest version with your patch applied. Heres hoping!
sinistra wrote:Wolfcat wrote:Make sure to click on the text on white to see what is hidden in my comment.
I am very deep into this hack and the flute only worked some, but now it stopped working and I can't get to Misery Mire(I thought maybe their is a programmed reason for this or it is broken perhaps.Same here, get picked up by the bird, then select the place to go, but get put back in the same place.
Correction, Flute seems to work just fine, just need to select the place to go and hit the X button,.
sinistra wrote:sinistra wrote:Wolfcat wrote:Make sure to click on the text on white to see what is hidden in my comment.
I am very deep into this hack and the flute only worked some, but now it stopped working and I can't get to Misery Mire(I thought maybe their is a programmed reason for this or it is broken perhaps.Same here, get picked up by the bird, then select the place to go, but get put back in the same place.
Correction, Flute seems to work just fine, just need to select the place to go and hit the X button,.
Haha there we go! Aye, its meant to be that way. So you can cancel Flute Transport, if you change your mind.
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