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Romhacking => Personal Projects => Topic started by: Aclectico on October 10, 2020, 10:07:09 am

Title: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 10, 2020, 10:07:09 am
A Mesen HD Pack is now available for the NES game, The Legend of Zelda. This pack replaces graphics, sound effects, and music. It is a hack that builds upon other prior hacks and it uses Zelda 1 Redux as a base (available at: https://www.romhacking.net/forum/index.php?topic=29403.0). Credit should go to the original gameplay improvement authors for work done on prior hacks. Also, credit should go to the various artists who created content that was crucial in completing the final pack (artistic and programming sources are detailed in the credits section of the README).

This was a group effort!! Also, make sure to support Nintendo by purchasing official Nintendo products.

Trailer: https://www.youtube.com/watch?v=fhp0ySFnB5g
Gameplay: https://www.youtube.com/watch?v=YSIHuZKFhQM&t=6s
Install Tutorial: https://youtu.be/x4_Z206pryw

The pack includes, but it not limited to, some of the features detailed below. Many of these features are carryover from prior hacks that have previously been developed for Zelda.  Items denoted with an asterisk are brand new features that have been created exclusively for the Mesen pack.

•   Increased resolution**
•   Increased frame count for running**
•   Updated sound effects and music**
•   New title and game select screen**
•   Animated environments**
•   Save manually with Up+A when in the items subscreen
•   Re-localization of the game script
•   Increased bomb max
•   Increased bomb upgrade amount
•   Faster text printing
•   Change the Red and Blue rings to Red and Blue tunics
•   Breakable tile hints
•   Press the “Select” button to toggle the item assigned to the “B” button
•   Faster health refills
•   Partial heart pieces in HUD

Please note, many sprites were referenced from other entries in the series (such as Cadence of Hyrule) and from other artists who are fans of the series. The README details the work performed by each person below that helped make Zelda: Remastered possible.
KYA, Sour, ShadowOne333, Snarfblam, Pepeztyle, MadBatter, Altar, ADilla, Farian, Arne, Fool, and ChaosMiles07.

Also, special thanks to Paul Veer for creating the awesome spritework found in Cadence of Hyrule that served as an artistic foundation for Zelda: Remastered.

Google Drive Download Links:
***HD Full Pack Download: https://drive.google.com/file/d/1mYMLbmR4gLIS-IRXM7P1GaGQnmoF1rsa/view?usp=sharing
****HD Pack Download for low end CPUs: https://drive.google.com/file/d/1hM3EYvvBPMKY2uzev90_6eTK26fEAqqN/view?usp=sharing

Mega Download Links:
***HD Full Pack Download: https://mega.nz/file/N1hB2QTC#POuGptyfDSRFfGnJMsd3704KBuyMErlTUIRrjotoQ_k
****HD Pack Download for low end CPUs: https://mega.nz/file/FwhXwKhJ#JVNtllPq7cqlne5r03SHpTfewdgtTLhEIVg1hXwQNwE

-Note 1: Mesen is relatively CPU intensive and this pack is also quite demanding. If you are experiencing slowdowns with scratchy sound, it may be because your CPU isn’t keeping up. Trying the “Low CPU” version may help with this. However, please be aware that this version is missing certain features like ocean waves and fog effects.

-Note 2: This pack requires the use of a developmental version of Mesen (currently available at: https://ci.appveyor.com/project/Sour/mesen/build/artifacts). The latest stable build released on Feb 1, 2020 is not compatible.

-Note 3: This is merely a resource pack and the download will not work all by itself. The pack must be used with a USA Zelda ROM (PRG0) that has a SHA-1 checksum of DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2 or it will not operate correctly.

-Note 4: Keep in mind there is another version of Zelda for NES (PRG1) which is not compatible with this pack. The continue screen of PRG1 has the following warning at the continue screen. If your game has this warning at the continue screen, it is not the correct version: "CAUTION  TO AVOID DAMAGING GAME INFO SAVED, HOLD IN RESET BUTTON AS YOU TURN POWER OFF."

-Note 5: This is optional, but I recommend turning on integer scaling for the best look. In Mesen, navigate to "options," "general," then make sure there is a check mark next to "Use integer scale values when entering fullscreen mode."

(https://drive.google.com/uc?export=download&id=1x1vnsbppedIy0Lh1Kf33I7s8RY6I9Vmx)
(https://drive.google.com/uc?export=download&id=118OsLUpeSMd7_WBEh2gKGE-bnBPz0vK0)
(https://drive.google.com/uc?export=download&id=1sxr1wh2szipp14NQw0mzF7b80lHDDXSy)
(https://drive.google.com/uc?export=download&id=1XXWFOhhbzba5aQ85HShNypFyrZQEjneH)
(https://drive.google.com/uc?export=download&id=1J1k3AzED-YipW89VGBTnJKoCA5z-a6td)
(https://drive.google.com/uc?export=download&id=1jTIK5txa9JIME5YFlka30Ze45cwazJwQ)
(https://drive.google.com/uc?export=download&id=1HVg6EdLYwSfloFhBFNA3CzRzsoQTgspj)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Supergamerguy on October 10, 2020, 10:34:28 am
Me: Good Lord! What is happening in there?
Aclectico: Possibly one of the best Zelda projects I have ever seen in my life.
Me: One of the best Zelda Projects? At this time of year, at this time of day, in this part of the country, localized entirely within Mesen HD?
Aclectico: Yes.
Me: May I see it?
Aclectico: Yes!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 10, 2020, 11:06:19 am
Quote
Me: Good Lord! What is happening in there?
Aclectico: Possibly one of the best Zelda projects I have ever seen in my life.
Me: One of the best Zelda Projects? At this time of year, at this time of day, in this part of the country, localized entirely within Mesen HD?
Aclectico: Yes.
Me: May I see it?
Aclectico: Yes!

Thanks - and the Simpsons reference is hilarious  :laugh:
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: ultimaweapon on October 10, 2020, 11:07:00 am
I must say that I am thoroughly impressed. This truly looks fantastic. I am extremely eager to check this out. Awesome work indeed Aclectico.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lyonhrt on October 10, 2020, 11:09:34 am
Awesome stuff Aclectico, i can see a lot of polish and use of advanced features here. How long did it take?


I still have a unfinished toki on hdd  :-[
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 10, 2020, 11:22:31 am
Awesome stuff Aclectico, i can see a lot of polish and use of advanced features here. How long did it take?


I still have a unfinished toki on hdd  :-[

Thanks! And, I sympathize - I have a couple of unfinished projects myself. It can be fairly overwhelming to complete an entire game. This one took about a year and a half (on and off).
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lyonhrt on October 10, 2020, 11:36:57 am
yeah, life gets in the way for me i never have time to finish stuff, all i have to my name is the original mario hdnes pack, this might give me the incentive to finish it (working out a decent method for parallax using the dev version, which i guess is the final version?!)
Great stuff as always, looking forward to your next pack!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Shadic on October 10, 2020, 01:31:06 pm
This is just unreal. Outstanding work!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: ShadowOne333 on October 10, 2020, 02:12:43 pm
Really glad to finally see the Mesen HD Pack resleased, Aclectico!
Looks and sounds absolutely fantastic! A true passion project and a must play for sure :)

BS Zelda feels envy now lol
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: darthvaderx on October 10, 2020, 02:26:02 pm
Excellent work, it was great, but could it also incorporate the automap plus hack?

http://www.romhacking.net/hacks/796/

Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 10, 2020, 03:03:05 pm
Quote
Really glad to finally see the Mesen HD Pack resleased, Aclectico!
Looks and sounds absolutely fantastic! A true passion project and a must play for sure :)

BS Zelda feels envy now lol


Thanks ShadowOne! And thanks again for your assistance in incorporating some aspects of Zelda 1 Redux!

Quote
Excellent work, it was great, but could it also incorporate the automap plus hack?

http://www.romhacking.net/hacks/796/

That was actually the original intent. However, plans to incorporate this were scrapped when trying to enhance the resolution of the map. Instead of using 8x8 tiles, the automap plus hack somehow uses tiles that are 4x4 and they change on the fly as the map is generated. Since Mesen graphic replacement relies on 8x8 tile replacement, I would need to predict every possible combination. It didn't seem feasible, so the idea was scrapped. I suppose you could try to enable Mesen to show original tiles in addition to the replaced tiles, and leave the map unchanged. However, the aesthetic may not really work.

In any case, since the map is now much less repetitive than the original map, I'm hoping it won't be quite as easy to get lost. As a result, the automap would probably help, but it may not be as critical as it is without a remastered Overworld.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lexluthermiester on October 10, 2020, 06:26:45 pm
It seems like those download links are not working.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 10, 2020, 06:45:32 pm
It seems like those download links are not working.

Weird - is anyone else having trouble with the links? I've noticed on my end, Google Chrome is doing something funny when I try to download the files, but Internet Explorer works fine. I'm not really sure the cause.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lexluthermiester on October 10, 2020, 07:27:06 pm
Weird - is anyone else having trouble with the links? I've noticed on my end, Google Chrome is doing something funny when I try to download the files, but Internet Explorer works fine. I'm not really sure the cause.
I'm on Firefox. I click through everything and click the final download and it does nothing.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: CoolCatBomberMan on October 10, 2020, 07:32:06 pm
Ooh! Pretty! But.....why is the Master Sword on the title screen? It doesn't appear in-game at all. And the Magical Sword in the game, according to Hyrule Warriors, is a different sword entirely from the Master Sword.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 10, 2020, 07:52:25 pm
Ooh! Pretty! But.....why is the Master Sword on the title screen? It doesn't appear in-game at all. And the Magical Sword in the game, according to Hyrule Warriors, is a different sword entirely from the Master Sword.

It's the White Sword and it just looks like the Master Sword :P

But seriously, I suppose it's up for debate. BS The Legend of Zelda has the Master Sword, but I'm sure many would say that's not "Cannon" anyway (Zelda Wiki has it classified as "Ambiguously Canon"). Also, the original game doesn't seem to be consistent anyway as the title screen has a sword that looks almost like a fencing sword (not really at all like the swords seen during gameplay). To be honest, it was more of an aesthetic choice than anything.

October 10, 2020, 07:56:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm on Firefox. I click through everything and click the final download and it does nothing.

That's what Chrome is doing for me and I'm not sure why. Have you tried Internet Explorer? It may be a Google Drive issue.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Special on October 10, 2020, 08:09:05 pm
Those screens are blowing my mind! How on earth can something like this look that good?

Seriously, great job!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lexluthermiester on October 10, 2020, 08:46:48 pm
That's what Chrome is doing for me and I'm not sure why. Have you tried Internet Explorer? It may be a Google Drive issue.
For security reasons I do not use IE/Edge, nor allow them to be present on my PCs. Google drive does seem to have an issue.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Ray572 on October 10, 2020, 09:04:32 pm
Awesome. I'm already testing it and for the moment it works perfect. Remastering Hit of the Year
Thank you :beer:
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: pocket on October 11, 2020, 01:20:17 am
Good lord almighty this is amazing.
I don't really mess around with MESEN but Zelda 1 is so dear to me and this is so polished that I might have to finally make an exception.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Vanya on October 11, 2020, 03:33:24 am
Good lord, that looks amazing!
It's like having a better looking, more faithful, version BS Zelda!
The Ghini are even translucent!!
::applause::
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Ok Impala! on October 11, 2020, 04:50:17 am
Really impressive work!  :)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 11, 2020, 10:21:41 am
For security reasons I do not use IE/Edge, nor allow them to be present on my PCs. Google drive does seem to have an issue.

Some Mega links are now available in addition to the Google Drive links. Here's hoping these new links don't have the same problems.

Mega Download Links:
***HD Full Pack Download: https://mega.nz/file/N1hB2QTC#POuGptyfDSRFfGnJMsd3704KBuyMErlTUIRrjotoQ_k
****HD Pack Download for low end CPUs: https://mega.nz/file/FwhXwKhJ#JVNtllPq7cqlne5r03SHpTfewdgtTLhEIVg1hXwQNwE
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Zandig on October 11, 2020, 11:04:58 am
This is excellent. Thank you for the time and dedication you put into this.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: vergil2012 on October 11, 2020, 11:08:55 am
Looks gorgeous!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: ReeseKaine on October 11, 2020, 06:49:54 pm
I know it's kind of a pipe dream, but I'd love to see this made compatible with Zelda Randomizer.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Pleiades7 on October 11, 2020, 07:16:14 pm


This pack was a group effort!! Also, make sure to support Nintendo by purchasing official Nintendo products.

This is great!  :)

I saw this is a community project and so I'm late to the party. :thumbsup:

I re-edited/remastered the iconic overworld track with an alternative track. If there is any interest I can post a link if any of you want to use it for fun.

As much as I love this hack, it feels less of an enhancement than an alternate take on Zelda. In some ways, a pop update, if that makes sense? So my alternative overworld track reflects this and uses a fun, Tarantino-esque theme that reflects my feelings about a contemporary take on a classic.

Thanks for doing this and lemme know if you want my song/contribution. If you like it, you are have my permission and are free to include it in your repo and pass it along as a "alternative Tarantino-esque overworld theme."

Edit:
Anyhow, here is the link, enjoy!
  :woot!:
http://www.mediafire.com/file/07b5zq9bgim1mjj/Tarantino-esque_OverworldTheme.zip/file
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lexluthermiester on October 11, 2020, 07:29:13 pm
Some Mega links are now available in addition to the Google Drive links. Here's hoping these new links don't have the same problems.

Mega Download Links:
***HD Full Pack Download: https://mega.nz/file/N1hB2QTC#POuGptyfDSRFfGnJMsd3704KBuyMErlTUIRrjotoQ_k
****HD Pack Download for low end CPUs: https://mega.nz/file/FwhXwKhJ#JVNtllPq7cqlne5r03SHpTfewdgtTLhEIVg1hXwQNwE
Works perfectly! Much appreciated!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: lexluthermiester on October 11, 2020, 07:39:56 pm
I re-edited/remastered the iconic overworld track with an alternative track. If there is any interest I can post a link if any of you want to use it for fun.
Yes please. Seems interesting.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 11, 2020, 08:00:20 pm
This is great!  :)

I saw this is a community project and so I'm late to the party. :thumbsup:

I re-edited/remastered the iconic overworld track with an alternative track. If there is any interest I can post a link if any of you want to use it for fun.

As much as I love this hack, it feels less of an enhancement than an alternate take on Zelda. In some ways, a pop update, if that makes sense? So my alternative overworld track reflects this and uses a fun, Tarantino-esque theme that reflects my feelings about a contemporary take on a classic.

Thanks for doing this and lemme know if you want my song/contribution. If you like it, you are have my permission and are free to include it in your repo and pass it along as a "alternative Tarantino-esque overworld theme."

Wow - that sounds very different. I hope you don't mind me saying that I wouldn't usually think of anything Tarantino-related in the same general universe as anything Zelda-related. But, I guess you never know. Have a link? (pun intended)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Pleiades7 on October 11, 2020, 08:52:26 pm
Wow - that sounds very different. I hope you don't mind me saying that I wouldn't usually think of anything Tarantino-related in the same general universe as anything Zelda-related. But, I guess you never know. Have a link? (pun intended)

I know... I'm being esoteric there. What I mean by that is "Zelda" is such a masterpiece of form. It's sublime. It's not an adaptation of anything. It's the best version of its kind. Which is why I'm in love with Shadow333's work, since he's just tweaking it and polishing it off- reframing it for the times.

So, when I play something like this, I almost feel like I'm doing something wrong. Because why mess with perfection? But I love it when I think it's an alternate version of "Zelda", like a grindhouse take on it, or something. I wouldn't call it "gourmet" or Deluxe because what makes Zelda work in the first place is how it left just enough to the imagination without cheating the audience. It walks that tightrope perfectly, which is why it's one of the greatest games ever!

A Tarantino take on a classic, which is essentially all of his art, is to take something we already know and break the rules in a way that recasts it and refreshes it so we can enjoy it, albeit from a fan-lover pulpy perspective. Popular art at it's junkiest.  >:D

what I like about this lovely HD reskin is that it feels like Zelda supersized ala McDonalds-style. So, I feel like a soundtrack that is at once lowbrow and classical, that is pulpy but artsy, with a little catchy hip-hop thrown in, takes it to the next level for me. It takes your contemporary spin on Zelda and celebrates it on that note, if you know what I mean?

Sorry for the ramble and being "esoteric" again...but I love this stuff! haha  :laugh:

By Tarantino, I don't mean something cliche. You will see what I mean, if you listen to the whole track and try it with the game. If you like it, please include it with your game package as an "alternate overworld theme - titled: "Tarantino-esque Overworldtheme"

Anyhow, here is the link, enjoy!
http://www.mediafire.com/file/07b5zq9bgim1mjj/Tarantino-esque_OverworldTheme.zip/file
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: FanofSMBX on October 11, 2020, 10:19:09 pm
The description does not say it, but a lot of these sprites seem to be not your work. For example, Cadence of Hyrule for Link and many enemies. The technology is impressive, but it's not remastered like Super Mario All Stars is.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Viremaster on October 12, 2020, 02:06:06 am
Man, seeing the original Zelda with such a fresh coat of paint takes me back to my Zelda Classic days. well done.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 12, 2020, 08:57:49 am
Quote
I know... I'm being esoteric there. What I mean by that is "Zelda" is such a masterpiece of form. It's sublime. It's not an adaptation of anything. It's the best version of its kind. Which is why I'm in love with Shadow333's work, since he's just tweaking it and polishing it off- reframing it for the times.

So, when I play something like this, I almost feel like I'm doing something wrong. Because why mess with perfection? But I love it when I think it's an alternate version of "Zelda", like a grindhouse take on it, or something. I wouldn't call it "gourmet" or Deluxe because what makes Zelda work in the first place is how it left just enough to the imagination without cheating the audience. It walks that tightrope perfectly, which is why it's one of the greatest games ever!

A Tarantino take on a classic, which is essentially all of his art, is to take something we already know and break the rules in a way that recasts it and refreshes it so we can enjoy it, albeit from a fan-lover pulpy perspective. Popular art at it's junkiest.  >:D

what I like about this lovely HD reskin is that it feels like Zelda supersized ala McDonalds-style. So, I feel like a soundtrack that is at once lowbrow and classical, that is pulpy but artsy, with a little catchy hip-hop thrown in, takes it to the next level for me. It takes your contemporary spin on Zelda and celebrates it on that note, if you know what I mean?

Sorry for the ramble and being "esoteric" again...but I love this stuff! haha  :laugh:

By Tarantino, I don't mean something cliche. You will see what I mean, if you listen to the whole track and try it with the game. If you like it, please include it with your game package as an "alternate overworld theme - titled: "Tarantino-esque Overworldtheme"

Anyhow, here is the link, enjoy!
http://www.mediafire.com/file/07b5zq9bgim1mjj/Tarantino-esque_OverworldTheme.zip/file

You weren't kidding! - That was crazy and it did make me smile. But, I think it would be pretty distracting during actual gameplay. As a result, I think I may pass. But, thanks for sharing. It was definitely fun to hear.

Quote
The description does not say it, but a lot of these sprites seem to be not your work. For example, Cadence of Hyrule for Link and many enemies.

You are correct that many sprites were referenced from other entries in the Zelda series and some sprites are also referenced from other artists who are fans of Zelda. Many details came together to make the pack possible. The list is available after the features section of the first post. But, I realize it may be a little easy to miss. I'd like to make sure credit is given where credit is due, so I just added a new comment near the credits section that I'm hoping should help provide more clarity.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Pleiades7 on October 12, 2020, 02:58:51 pm
Link to alternate contemporary Overworld soundtrack. Enjoy!
http://www.mediafire.com/file/07b5zq9bgim1mjj/Tarantino-esque_OverworldTheme.zip/file
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: ShadowOne333 on October 12, 2020, 04:37:23 pm
If I may drop by and suggest a track for the overworld, I think the Hyrule Castle theme from Super Smash Bros. 64 fits the tempo and instrumentation of what a remake of the NES Overworld would be in my mind.

https://m.youtube.com/watch?v=zMK7rp1hnH8
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 12, 2020, 07:08:32 pm
If I may drop by and suggest a track for the overworld, I think the Hyrule Castle theme from Super Smash Bros. 64 fits the tempo and instrumentation of what a remake of the NES Overworld would be in my mind.

https://m.youtube.com/watch?v=zMK7rp1hnH8

That could work - thanks for the suggestion ShadowOne333. It may be worth including as an alternate track in a future rev.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: PittStone on October 13, 2020, 03:24:36 am
Not working for me. I have black maps. Only Link is Remastered. Whats Wrong?
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 13, 2020, 01:35:41 pm
Not working for me. I have black maps. Only Link is Remastered. Whats Wrong?

I'd probably need more information to properly troubleshoot. I haven't encountered an issue where the background map went black, but Link was remastered. As a result, I'm not sure what the cause could be. These are the first things I would think to check:

-Make sure you have a USA Zelda ROM (PRG0) that has a SHA-1 checksum of DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2
-Make sure you are using the Developmental build of Mesen at https://ci.appveyor.com/project/Sour/mesen/build/artifacts (the Windows version)
-Follow the steps in the install video: https://www.youtube.com/watch?v=x4_Z206pryw&feature=youtu.be
-Don't do any manual .ips patching (I have heard some people have tried to patch with Zelda 1 Redux before using the patch and it caused issues)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: PittStone on October 13, 2020, 05:20:52 pm
I'd probably need more information to properly troubleshoot. I haven't encountered an issue where the background map went black, but Link was remastered. As a result, I'm not sure what the cause could be. These are the first things I would think to check:

-Make sure you have a USA Zelda ROM (PRG0) that has a SHA-1 checksum of DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2
-Make sure you are using the Developmental build of Mesen at https://ci.appveyor.com/project/Sour/mesen/build/artifacts (the Windows version)
-Follow the steps in the install video: https://www.youtube.com/watch?v=x4_Z206pryw&feature=youtu.be
-Don't do any manual .ips patching (I have heard some people have tried to patch with Zelda 1 Redux before using the patch and it caused issues)

I have the ROM with DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA
Developmental build, too.
I put the Rom renamed at "Legend of Zelda, The (USA).nes" in the "rom" folder.
i use the patch with starting the "make.bat"
than if i start the rom with messen its only black map and link is Remastered if i go up. If i go left or right its showing the old link sprites.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: AdamDravian on October 14, 2020, 09:34:03 am
First off, this looks (mostly) amazing, and I respect all the time and effort it must've taken. Second, to explain that aforementioned "mostly" ... Well, it's the font. That font really detracts from an otherwise incredible presentation of Zelda.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 14, 2020, 04:49:43 pm
Quote
I have the ROM with DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA
Developmental build, too.
I put the Rom renamed at "Legend of Zelda, The (USA).nes" in the "rom" folder.
i use the patch with starting the "make.bat"
than if i start the rom with messen its only black map and link is Remastered if i go up. If i go left or right its showing the old link sprites.

There should be no need to execute a "make.bat" file. Are you trying to manually patch your ROM? If so, there is no need as the HD pack already comes with a bundled .ips file and Mesen should automatically take care of patching. If you have a clean ROM that matches the checksum, and you install using the installation steps in the README, you should be good to go.

First off, this looks (mostly) amazing, and I respect all the time and effort it must've taken. Second, to explain that aforementioned "mostly" ... Well, it's the font. That font really detracts from an otherwise incredible presentation of Zelda.

Thanks for the feedback. I'm considering changing it up a bit in a future rev level. I'll need to do some research on what would fit the following criteria:

-Easily readable
-Fits the aesthetic
-Adheres to the 8x8 (upscaled to 16x16) tile requirement without looking funny (this last one unfortunately rules out a Link to the Past style as that font has tall skinny letters that look strange with increased spacing between characters)

More to come.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: ShadowOne333 on October 14, 2020, 05:34:58 pm
@Aclectico did you manage to get the Automap tiles working for Remastered?
What is needed precisely for those? Just making proper 8x8 tiles for them instead of 4x4?

If you need the sole Automap tiles, you can get them from the Redux source here:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/code/gfx/data_04.bin

That's the precise GFX data for the Automap tiles used in the map area, I made them into a separate GFX bin precisely for the sole reason of having everything related to Automap into a separate fully disassembled file (automap.asm + data_04.bin).

Let me know if it helped.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: sics on October 14, 2020, 06:08:41 pm
Can you imagine if they had included a similar function in the NES Mini? Excellent work as always! :beer:
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: julayla on October 14, 2020, 06:48:20 pm
Amazing. I can't wait to try it out and play the game with a playable Zelda in there.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: mkwong98 on October 14, 2020, 09:07:12 pm
Amazing pack!

A few suggestions:
1. Change the caves in the caves in the overworld.png to transparent and you will be able to see Link walking down and up. Not sure how to handle hidden caves, may be adding another png with caves opened.

2. You can simplify fade to black with the brightness % option instead of having multiple images.

3. Consider adding wallpaper to the HUD and menu.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 14, 2020, 10:44:24 pm
@Aclectico did you manage to get the Automap tiles working for Remastered?
What is needed precisely for those? Just making proper 8x8 tiles for them instead of 4x4?

If you need the sole Automap tiles, you can get them from the Redux source here:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/code/gfx/data_04.bin

That's the precise GFX data for the Automap tiles used in the map area, I made them into a separate GFX bin precisely for the sole reason of having everything related to Automap into a separate fully disassembled file (automap.asm + data_04.bin).

Let me know if it helped.

Thanks ShadowOne333. Unfortunately, I was unable to get the Automap tiles working. It's a bit complicated to explain, so bear with me.

The first issue is that Mesen tile replacement is based in 8x8 squares while the automap seems to be based in 4x4 squares (this is the first time I have run into this problem). For example, when generating some graphic replacement content at the very first point in the Overworld, the following will result:

(https://drive.google.com/uc?export=download&id=1m3efYREg8slCJv8IbuQDnyoLpif7Cb-S)

Associated code:
#Chr_3.png
<tile>3,000000000D00000F00000000020F0F00,0F173712,176,64,1,N,3255468369,75

If you then move North, the emulator will generate the following:

(https://drive.google.com/uc?export=download&id=1PQEPRAGUCKChgNaAusy0ugo1CK2YCgkw)

Associated code:
#Chr_6.png
<tile>6,0F00000D0D00000F000F0F02020F0F00,0F173712,176,64,1,N,3256560849,75

However, if you move West instead of moving North, Mesen generates a ".png" file and associated code that is unique from the first two. This wouldn't be a huge issue if the Overworld was limited to one 8x8 block as I could determine all of the possible combinations. However, since the Overworld is very large and all blocks have this issue, the normal process for graphic replacement did not seem realistic.

As an alternative, I know there is a setting in Mesen to allow for old graphics to show if there is no code designated for tile replacement. However, I suspect the aesthetic of mixing old and new graphics wouldn't really look ideal.

The second issue is related to the fact that a lot of the functionality of the pack relies on certain things being present in the HUD at certain times. For example, when entering and exiting Dungeons, I noticed that strange graphic glitches would sometimes occur. To understand why, I think it may help to know one of the conditions in Mesen that was used to know if a player was in a dungeon or not (KYA helped with development of this memory check):

<condition>InADungeon,memoryCheckConstant,10,>,0

Incidentally, the syntax for memory checks is as follows:
<condition>[name - text], [conditionType - text], [memory address - hex], [operator - string], [constant - hex], [mask - hex (optional)]

Using this, you would think it would be super simple to tell the game when to stop showing the Overworld background, correct? The natural thought is to simply instruct the game to stop showing the Overworld background whenever the memory address of "10" is greater than zero. However, in practice, this approach wasn't always perfect. Sometimes the Overworld would show at the title screen and sometimes strange locations of the Overworld would also show for a split second when entering a Dungeon. So, I developed another condition for the pack to use: I instructed the game to look for the Overworld grey box in the upper left hand corner of the screen with the following condition:

<condition>TitleGlitchFix1,tileAtPosition,16,24,0000000000000000FFFFFFFFFFFFFFFF,0F300012

It means that if the emulator finds a grey box at position "16,24" the condition is true. After adding this to the existing logic used to display the Overworld a lot of the glitches I was encountering seemed to be fixed. The only side effect seemed to be that the Overworld would instantly become black whenever pressing the start button to pull down the inventory screen (normal game behavior is to have the inventory screen slide down over the Overworld graphics). It seemed like an acceptable tradeoff to address all of the other glitches that I encountered.

I mention this because if the automap is implemented, one problem is that it will be dynamic by nature. As a result, there will be no longer be a reliable grey box to use as an "Overworld Check." There may be some other tile located somewhere on the screen that is unique to the Overworld. Or, there may be a more reliable memory check. However, I haven't been able to find it.

Quote
Amazing pack!

A few suggestions:
1. Change the caves in the caves in the overworld.png to transparent and you will be able to see Link walking down and up. Not sure how to handle hidden caves, may be adding another png with caves opened.

2. You can simplify fade to black with the brightness % option instead of having multiple images.

3. Consider adding wallpaper to the HUD and menu.

Thanks mkwong98!

1. I was hoping to keep the "walking up" and "walking down" in cave entrances functionality. However, as you noted, the hidden cave entrances were the problem. The default background shows hidden cave entrances as cracked walls. When the player reveals the cave, those cracks are covered up by a replacement graphic for an open cave (which is not transparent). One thought I had to address this issue was to have the open cave entrances on the very back layer and have that covered up by cracked wall graphics - basically, I would flip the order of how they are currently done. However, this turned out to be less desirable because there is a slight misalignment between interactable blocks and the large .ping file used for the Overworld whenever the screen scrolls up or down. I tried for a long time to get the alignment perfect, but it was always slightly off. For a lot of the details (like rocks that can be pushed and gravestones), it's not a huge deal. However, it's a little more of an issue when it comes to trying to cover up bombable cave entrances. A player can probably tell something is just a bit off in those areas and it makes the bombable cave entrances a little more obvious than they probably should be. In short, the lesser of two evils seemed to involve having the cracked walls on the very back layer (which excluded the possibility of showing Link walk up and down in cave entrances).

In addition, you may note that this problem only existed for some entrances. Why not retain the "walking up and down" functionality for some entrances? I decided consistency was best in the end.

Your idea of adding separate .png backgrounds for open caves vs. closed caves may be possible - However, there's one other issue I should probably mention. You may notice that Link only runs when you press a directional button. It's a little different from the functionality of the vanilla game. It's a long story, but this was a side effect of adding more frames to the running animation. Because of this, if the player isn't pressing a direction when Link is walking in and out of a cave, his idle stance would show instead. The end result would look like Link is magically levitating when coming in and out of a cave (unless a direction is being pressed). It may be possible to overcome all of these issues. But, the existing solution seemed acceptable for now.

2. The % brightness is actually used in some areas (like for Dungeon tiles depending on the room brightness). However, it is not used for the title screen. The reason is because the title screen fades to a shade of blue to indicate night time. Also, the % brightness feature is also not used for the stairway areas. This is because I couldn't get the functionality to work for quite some time. I'm not sure if it was just user error or an emulator bug, but after a couple of hours, I just decided to create a couple of separate stairway background images with varying degrees of brightness.

3. I actually gave this some thought and tried a couple of different mockups. However, they were never to my liking and I always kept coming back to the simple black. In addition, I put this one aside once I realized I didn't know of a good way to have the HUD and menu screen scroll properly over the gameplay graphics when pressing the pause button. I'm sure I could technically do it with a whole lot of "tileNearby" conditions. But, I was wary of adding even more conditions to a hires.txt file that was already quite large. If I figure out how to have the menu and hud properly scroll without dramatically increasing the size of the hires.txt file, I may consider this one. But, for now it is still on the back burner.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: KnaveMotif on October 14, 2020, 11:02:09 pm
Very nice!  This has me excited for another playthrough or two.

Here is some feedback, from just a little annoying to probably not your problem:

1) Pressing Start - from the moment it starts scrolling until after pressing Start again and it stops scrolling:
     Overworld - World goes completely black including mini-map.  (Sprites (except map location) also disappear, but this part is in the original.)
     Dungeons - World does not go black, but mini-map does go black.  (Ditto about sprites.)
This is a little annoying because when in a dungeon, I like to compare the mini-map to the auto-map to see where I've missed.

2) Pressing Select - gets stuck on the note.  I had bombs, arrows (happened with & without bow), candle, & note.  A little annoying that I couldn't cycle past the note until I got the boomerang, which fixed the issue.

3) Cave mouths flicker strangely while scrolling.  This is mostly noticeable when scrolling horizontally, and barely noticeable except when cave is one that had to be revealed with a bomb, when the unrevealed image flickers as well.

4) FYI, Log Window shows 1 invalid option error, 1 error loading background & 32 condition not found errors.

5) Slightly tricky, maybe intentionally.
(https://i.ibb.co/938tK0Q/org.png)
In the original where the terrain doesn't change, it’s obvious you can go north here.
(https://i.ibb.co/cbrHXXM/hd.png)
In HD, the sand at the top makes me think it’s shoreline and you can't go north here.  If I’m headed to level 1 on auto-pilot, I end up at the fairy fountain.  I kinda like this little trick.

6) This one is probably not your problem.  When I first tried this patch, I got remastered graphics, but not everything was right.  Most noticeably, full & partial hearts showed terrain instead.  Turns out Mesen was applying hires.txt but not ZeldsHD.ips.  This was because my SHA-1 didn't match, and Mesen was ignoring your <supportedRom> tag on line 6.
The obvious and trivial solution was to reverse the SHA-1 hash, after which I discovered that my ROM, from 2001, had one extra bit set in the NES header compared to what you were expecting.  My ROM had mirroring set to 4-screen instead of horizontal.  (Mapper 1 uses dynamic mirroring, so this value is probably ignored by emulators.  (probably == I haven’t noticed a problem on multiple emulators (without databases)))
Anyway, assuming you spelled <supportedRom> correctly, this isn't your problem.  Not sure why Mesen is using the NES header in the hash, but maybe there is a good reason.


*obvious and trivial == remembering my struggle with the Outlands patch where I had the correct hash value but the patch refused to apply anyway.  The NES header was not included in the documented hash value.  Google told me a different hash value that included the NES header, which didn’t match.  Playing with this, I found I had the read-only attribute set, which was why the patch refused to apply.  Doh!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: mkwong98 on October 15, 2020, 12:44:39 am
Your idea of adding separate .png backgrounds for open caves vs. closed caves may be possible - However, there's one other issue I should probably mention. You may notice that Link only runs when you press a directional button. It's a little different from the functionality of the vanilla game. It's a long story, but this was a side effect of adding more frames to the running animation. Because of this, if the player isn't pressing a direction when Link is walking in and out of a cave, his idle stance would show instead. The end result would look like Link is magically levitating when coming in and out of a cave (unless a direction is being pressed). It may be possible to overcome all of these issues. But, the existing solution seemed acceptable for now.

Ha ha, since Link's feet are not visible most of the time and he is bouncing slightly in his idle animation so I actually don't notice that until you tell me.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 15, 2020, 08:47:24 am
Very nice!  This has me excited for another playthrough or two.

Here is some feedback, from just a little annoying to probably not your problem:

1) Pressing Start - from the moment it starts scrolling until after pressing Start again and it stops scrolling:
     Overworld - World goes completely black including mini-map.  (Sprites (except map location) also disappear, but this part is in the original.)
     Dungeons - World does not go black, but mini-map does go black.  (Ditto about sprites.)
This is a little annoying because when in a dungeon, I like to compare the mini-map to the auto-map to see where I've missed.


This is a known issue but I am not quite sure how to solve. KYA came up with the logic for scrolling full screens in the Overworld. Using similar logic to have the map scroll down when pressing start may be possible, but I'm not sure how to implement.

In Dungeons, you may notice that the entire map graphics are covered by a picture layer ("Dungeon1AMap.png" is one example). The files act as a mask. This was done in dungeons for a couple of reasons - First, it was the easiest way to properly center and distance the "Level indicator text" above the maps. Also, it was the only way I could figure out how to center the indicator dots on the room boxes in the map properly. In the vanilla game, the indicator box is in the very upper left hand corner of the available 8x8 tile box. Since the indicator boxes in this pack are slightly larger than the small dot in the vanilla game, they appear to be off center. I moved each map "mask" .png file slightly over to compensate.

As a sidenote, you may also notice that the "Link" indicator icon is slightly off center (at the bottom, right of where it probably should be) in the automap dungeon map generated by the game when pressing start. I was unable to figure out how to address this issue (perhaps a .ips hack??)

Quote
2) Pressing Select - gets stuck on the note.  I had bombs, arrows (happened with & without bow), candle, & note.  A little annoying that I couldn't cycle past the note until I got the boomerang, which fixed the issue.

Sorry, I'm not sure if I understand this one. Are you saying the game wouldn't let you cycle past the flute until you got the boomerang item? If so, I never encountered that before. I wonder if the same thing happens in Zelda 1 Redux??

Quote
3) Cave mouths flicker strangely while scrolling.  This is mostly noticeable when scrolling horizontally, and barely noticeable except when cave is one that had to be revealed with a bomb, when the unrevealed image flickers as well.

This is also a known issue - I haven't figured out a fix that doesn't involve a lot of resources and I haven't exaclty figured out the reason for the flicker. But, I'm pretty sure it is a side effect of the method used to address hidden caves. The Overworld is made of one large .png file. When a player bombs a wall and reveals a hidden cave, a small graphic replacement tile is placed over that large .png file. This is all done with "tileNearby" commands. It may be possible to devise a different strategy that doesn't result in the same "flicker" side effects. Instead of replacing the cave mouth with a small graphic using a "tileNearby" command, it may be better to replace the entire background image of a given spot on the Overworld. However, this is likely to drastically increase the amount of conditions required since there are a lot of hidden cave entrances. As you may know, the pack is already quite large and I'm not sure the tradeoff would be worth it (not to mention the fact that this strategy would also probably be a lot of work).

Quote
4) FYI, Log Window shows 1 invalid option error, 1 error loading background & 32 condition not found errors.

Interesting - do you know how to find where those errors are located in the hires.txt file?

Quote
5) Slightly tricky, maybe intentionally.

In the original where the terrain doesn't change, it’s obvious you can go north here.

In HD, the sand at the top makes me think it’s shoreline and you can't go north here.  If I’m headed to level 1 on auto-pilot, I end up at the fairy fountain.  I kinda like this little trick.

It actually wasn't intentional, but I never thought about the fact that it may make scrolling up in this location feel more like a secret for people that haven't played the game before. I suppose I'll leave it unchanged for now.

Quote
6) This one is probably not your problem.  When I first tried this patch, I got remastered graphics, but not everything was right.  Most noticeably, full & partial hearts showed terrain instead.  Turns out Mesen was applying hires.txt but not ZeldsHD.ips.  This was because my SHA-1 didn't match, and Mesen was ignoring your <supportedRom> tag on line 6.
The obvious and trivial solution was to reverse the SHA-1 hash, after which I discovered that my ROM, from 2001, had one extra bit set in the NES header compared to what you were expecting.  My ROM had mirroring set to 4-screen instead of horizontal.  (Mapper 1 uses dynamic mirroring, so this value is probably ignored by emulators.  (probably == I haven’t noticed a problem on multiple emulators (without databases)))
Anyway, assuming you spelled <supportedRom> correctly, this isn't your problem.  Not sure why Mesen is using the NES header in the hash, but maybe there is a good reason.


*obvious and trivial == remembering my struggle with the Outlands patch where I had the correct hash value but the patch refused to apply anyway.  The NES header was not included in the documented hash value.  Google told me a different hash value that included the NES header, which didn’t match.  Playing with this, I found I had the read-only attribute set, which was why the patch refused to apply.  Doh!

Interesting - sounds like you may have figured out a fix on your end. Also, you are correct - I'm not sure I could speak to odd behavior from Mesen in this area. But, for those that may have similar hash issues - there are two locations in the hires.txt file where the hash value is shown. The first one is after "<supportedRom>" at the very top as you noted. The second is near the bottom of the file right after the text "#---------------Start of sound patch---------------#." If your checksum is slightly different, you could try changing both values to match what you have.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: jonathan29 on October 15, 2020, 08:49:07 am
Hi, is it possible to play this on an android device?
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Jertigo on October 15, 2020, 09:25:58 am
Here is a block font I was developing for a different nes remaster. I scaled it up to 16x16 and cleaned up the edges. You are free to use it if you like. I think it fits the Zelda aesthetic pretty well.

(https://i.ibb.co/0nrZH12/font.png)

(https://i.ibb.co/LPmMdqb/mockup.png)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: AirborneMuffins on October 15, 2020, 09:56:47 am
Is there a chance that this supports randomized roms?
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 15, 2020, 11:35:34 am
Hi, is it possible to play this on an android device?

I have heard reports that Retroarch seems to be working for some people now. You could try, the Mesen core via Retroarch. But, you may still end up running into CPU performance issues where the device can't keep up.

Here is a block font I was developing for a different nes remaster. I scaled it up to 16x16 and cleaned up the edges. You are free to use it if you like. I think it fits the Zelda aesthetic pretty well.

(https://i.ibb.co/0nrZH12/font.png)

(https://i.ibb.co/LPmMdqb/mockup.png)

That's not bad - thanks! I'll probably need to keep looking into this before making a final decision.

Is there a chance that this supports randomized roms?

I've never tried it - maybe. It would probably depend on what gets randomized. If item locations are changed, I would guess it may work fine. If something in the Overworld gets randomized, there is a chance something could get broken. To try it out, you'd probably need to randomize your ROM first, calculate the checksum, navigate to the two spots in the hires.txt file where the checksum is located, and replace the values with the randomized checksum value. Then, fire up as normal and see what happens.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: AirborneMuffins on October 15, 2020, 03:25:02 pm
I have heard reports that Retroarch seems to be working for some people now. You could try, the Mesen core via Retroarch. But, you may still end up running into CPU performance issues where the device can't keep up.

That's not bad - thanks! I'll probably need to keep looking into this before making a final decision.

I've never tried it - maybe. It would probably depend on what gets randomized. If item locations are changed, I would guess it may work fine. If something in the Overworld gets randomized, there is a chance something could get broken. To try it out, you'd probably need to randomize your ROM first, calculate the checksum, navigate to the two spots in the hires.txt file where the checksum is located, and replace the values with the randomized checksum value. Then, fire up as normal and see what happens.

Just tried it and it appears to work with standard settings. Only issue seems to be that full heart sprites are being displayed as part of a cliff wall graphic.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: KnaveMotif on October 15, 2020, 07:12:59 pm
This is a known issue but I am not quite sure how to solve. KYA came up with the logic for scrolling full screens in the Overworld. Using similar logic to have the map scroll down when pressing start may be possible, but I'm not sure how to implement.
What about hiding the map while scrolling (like it is now), but having the map reappear when scrolling is complete (only useful in dungeons)?

Quote
Sorry, I'm not sure if I understand this one. Are you saying the game wouldn't let you cycle past the flute until you got the boomerang item? If so, I never encountered that before. I wonder if the same thing happens in Zelda 1 Redux??
"flute"-->"note".  Then, yes, that's exactly what I'm saying.  note==what you need to buy potions

Quote
Interesting - do you know how to find where those errors are located in the hires.txt file?
Haven't tried.  Does Mesen's "Tools | Log Window" show the same thing on your PC?

Quote
Interesting - sounds like you may have figured out a fix on your end. Also, you are correct - I'm not sure I could speak to odd behavior from Mesen in this area. But, for those that may have similar hash issues - there are two locations in the hires.txt file where the hash value is shown. The first one is after "<supportedRom>" at the very top as you noted. The second is near the bottom of the file right after the text "#---------------Start of sound patch---------------#." If your checksum is slightly different, you could try changing both values to match what you have.
There is no such thing as "slightly different" with cryptographic hashes.  I was joking about reversing the hash.


October 16, 2020, 12:04:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Just tried it and it appears to work with standard settings. Only issue seems to be that full heart sprites are being displayed as part of a cliff wall graphic.

Sounds like you missed a step. See next 3 quotes:

6) This one is probably not your problem.  When I first tried this patch, I got remastered graphics, but not everything was right.  Most noticeably, full & partial hearts showed terrain instead.  Turns out Mesen was applying hires.txt but not ZeldsHD.ips.  This was because my SHA-1 didn't match, and Mesen was ignoring your <supportedRom> tag on line 6.

...for those that may have similar hash issues - there are two locations in the hires.txt file where the hash value is shown. The first one is after "<supportedRom>" at the very top as you noted. The second is near the bottom of the file right after the text "#---------------Start of sound patch---------------#." If your checksum is slightly different, you could try changing both values to match what you have.

... To try it out, you'd probably need to randomize your ROM first, calculate the checksum, navigate to the two spots in the hires.txt file where the checksum is located, and replace the values with the randomized checksum value. ...
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: dachimiriani on October 16, 2020, 12:57:27 pm
Hello, can I run this mod on the Nintendo Switch? Like, low CPU version or anything?
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 16, 2020, 01:34:15 pm
@KnaveMotif - I could give thought to the idea of having the map disappear then reappear after scrolling (although, most users would probably see it as a glitch). Also, as far as the item issue goes, I'm not sure what the cause may be. I'm not sure if it occurs in Zelda 1 Redux as well. If it does- I would probably need assistance with troubleshooting as well.

Also, I have received a couple of suggestions on the font issue and was interested to hear some general thoughts.

Screenshot from Jertigo:
(https://drive.google.com/uc?export=download&id=13-hP4rBCJ766Oo2feTqvfKZ3JbTwkVNH)

Mockup using Sherwood Font (I am debating adding a subtle grey around the edges like Ironsword below to make the boundaries less harsh on this one): https://zeldauniverse.net/media/fonts/
(https://drive.google.com/uc?export=download&id=1PEmF6i5y5huZhPeqRFsxkgdyG99ycNCl)

Also, KYA suggested an interesting front from Ironsword here (keep in mind special characters and numbers are carryover from Sherwood and they would need to be slightly modified to better fit): http://www.zee-3.com/pickfordbros/archive/view.php?post=278
(https://drive.google.com/uc?export=download&id=1PFeNAlexCDVA_SdPl8fQ-ouwV-OAlzsX)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Pleiades7 on October 16, 2020, 02:11:03 pm
@KnaveMotif - I could give thought to the idea of having the map disappear then reappear after scrolling (although, most users would probably see it as a glitch). Also, as far as the item issue goes, I'm not sure what the cause may be. I'm not sure if it occurs in Zelda 1 Redux as well. If it does- I would probably need assistance with troubleshooting as well.

Also, I have received a couple of suggestions on the font issue and was interested to hear some general thoughts.

Screenshot from Jertigo:
(https://drive.google.com/uc?export=download&id=13-hP4rBCJ766Oo2feTqvfKZ3JbTwkVNH)

Mockup using Sherwood Font (I am debating adding a subtle grey around the edges like Ironsword below to make the boundaries less harsh on this one): https://zeldauniverse.net/media/fonts/
(https://drive.google.com/uc?export=download&id=1PEmF6i5y5huZhPeqRFsxkgdyG99ycNCl)

Also, KYA suggested an interesting front from Ironsword here (keep in mind special characters and numbers are carryover from Sherwood and they would need to be slightly modified to better fit): http://www.zee-3.com/pickfordbros/archive/view.php?post=278
(https://drive.google.com/uc?export=download&id=1PFeNAlexCDVA_SdPl8fQ-ouwV-OAlzsX)

The first one is clearly the best.

The problem with fancier fonts is that it goes against type. Seems like a good idea since the medieval fantasy component and "ye ole fonts" seem to go hand in hand. But in reality, it makes for a cheap cheesy looking product. I start to feel like I'm playing a Monty Python version of Zelda, and I'm sure you are not wanting that, amirite?

Fonts like the first one are cleaner and more neutral. It would be cool for a font even cleaner than that since it is a touch space aged. But the others really ruin the game.

In fact, the original Zelda font is just fine as it is. Maybe you can pass it through an xBRz filter to smooth the edges a bit. But If it ain't broke, don't fix it. Sometimes little touches go a long way and you don't want to telegraph that this is a hack too much. For me, when you play a hack, it is what you don't notice that makes these things work. A fancy font simply just doesn't ring natural and you want to make this as organic an experience for the user since you are already radically changing SO much. My 2cents.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: ShadowOne333 on October 16, 2020, 02:38:54 pm
@Aclectico, I see what the problem is now.

Let me ask, is it possible to have Mesen insert a new 8x8 tile if the base 8x8 tile in the game changes?
For example, if Link moves to a new area, and the 8x8 tile in Automap changes to add a new 4x4 one, could you code something in Mesen so the 8x8 tile that is currently in use gets updated to a new 8x8 tile that has the added map location? Basically replacing 8x8 tiles for each possible combination. I'm not sure if this can be done.

If not, then the only other option I can think of is making it so that whenever you walk into a new location in the Map, you uncover the whole 8x8 section of that area. It's a small countermeasure, but you could at least still implement it with new 8x8 tiles with that small con.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: DannyPlaysSomeGames on October 16, 2020, 03:05:32 pm
I might be too late, but I made a hi-res font based on the one from my hack as a suggestion for a different font (the middle one is the original for comparison, other two are how it looks in black and white).
(https://i.imgur.com/Kte63DQ.png)

And here it is in action:
(https://i.imgur.com/OUH6MKZ.png)

I just thought it would look neat and fit in with the aesthetic of the game.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 16, 2020, 03:33:53 pm
@Aclectico, I see what the problem is now.

Let me ask, is it possible to have Mesen insert a new 8x8 tile if the base 8x8 tile in the game changes?
For example, if Link moves to a new area, and the 8x8 tile in Automap changes to add a new 4x4 one, could you code something in Mesen so the 8x8 tile that is currently in use gets updated to a new 8x8 tile that has the added map location? Basically replacing 8x8 tiles for each possible combination. I'm not sure if this can be done.

Since Mesen graphic replacement is based on 8x8 tiles, I'm not aware of a way this can be done with the emulator. In addition, Sour (the author of Mesen) has indicated that he is taking a break from development - possibly indefinitely. As a result, I'm not sure I would count on any changes to the emulator graphic replacement functionality from here on out without a fork.

Quote
If not, then the only other option I can think of is making it so that whenever you walk into a new location in the Map, you uncover the whole 8x8 section of that area. It's a small countermeasure, but you could at least still implement it with new 8x8 tiles with that small con.

If the .ips file is changed so that 8x8 areas are revealed all at once, that would probably work. However, the various graphic glitches I mentioned earlier would need to find some other alternate fix via substitution. Currently, a lot of bugs are fixed by a grey map box being present in the upper left hand corner of the screen. If an automap was used instead of that big grey box with the 8x8 method instead of the 4x4 method - the starting 8x8 square could possibly be used instead of the grey box as long as it is always there in the overworld and as long as it never changes.

I might be too late, but I made a hi-res font based on the one from my hack as a suggestion for a different font (the middle one is the original for comparison, other two are how it looks in black and white).
(https://i.imgur.com/Kte63DQ.png)

And here it is in action:
(https://i.imgur.com/OUH6MKZ.png)

I just thought it would look neat and fit in with the aesthetic of the game.

Looks interesting and I'm still open to getting more feedback.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: AdamDravian on October 16, 2020, 11:22:29 pm
The first one is clearly the best.

The problem with fancier fonts is that it goes against type. Seems like a good idea since the medieval fantasy component and "ye ole fonts" seem to go hand in hand. But in reality, it makes for a cheap cheesy looking product. I start to feel like I'm playing a Monty Python version of Zelda, and I'm sure you are not wanting that, amirite?

Fonts like the first one are cleaner and more neutral. It would be cool for a font even cleaner than that since it is a touch space aged. But the others really ruin the game.

In fact, the original Zelda font is just fine as it is. Maybe you can pass it through an xBRz filter to smooth the edges a bit. But If it ain't broke, don't fix it. Sometimes little touches go a long way and you don't want to telegraph that this is a hack too much. For me, when you play a hack, it is what you don't notice that makes these things work. A fancy font simply just doesn't ring natural and you want to make this as organic an experience for the user since you are already radically changing SO much. My 2cents.

I agree with Pleiades. The more stylized the font is, the more polarizing it will be. It's best to go with something basic and neutral, like the first option.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: kya on October 17, 2020, 04:25:55 am
I also have to agree, that less style == wider acceptance, but could the font at least be serif?
Let it be plain, non-fancy, but still serif. For me, a sans serif font (as in example 1) always has some futuristic look, better suited to sci-fi games, like Metroid. And serif fonts better suit fantasy themed games.

Maybe you could try the font in the following Dwarf Fortress assets thread?

http://www.bay12forums.com/smf/index.php?topic=158009.0
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 17, 2020, 08:53:36 am
I also have to agree, that less style == wider acceptance, but could the font at least be serif?
Let it be plain, non-fancy, but still serif. For me, a sans serif font (as in example 1) always has some futuristic look, better suited to sci-fi games, like Metroid. And serif fonts better suit fantasy themed games.

Maybe you could try the font in the following Dwarf Fortress assets thread?

http://www.bay12forums.com/smf/index.php?topic=158009.0

Makes sense to me. I like the first one, but I agree that it strikes me as a bit too futuristic. Let's try this one. It's a slightly modified version of Hylia Serif found here (I can also try a mockup of the Dwarf Fortress font a bit later): https://zeldauniverse.net/media/fonts/

I altered the accents at the ends of the letters a bit so they are a little less prominent and filled in hollow portions in some of the letters. Maybe it will be a little less controversial??
(https://drive.google.com/uc?export=download&id=1eHbRCoF8yc8MOb7JQzl_b9J_mBsXy0vm)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: AdamDravian on October 17, 2020, 09:26:42 am
 :thumbsup:
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: kya on October 17, 2020, 10:32:30 am
I like this. I think the font fits. Now a "CHOOSE A FILE" screen needs some treatment. There's no demand for a monospace font there, so maybe the title screen font will do?
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 17, 2020, 10:47:31 am
I like this. I think the font fits. Now a "CHOOSE A FILE" screen needs some treatment. There's no demand for a monospace font there, so maybe the title screen font will do?

Correct, the "CHOOSE A FILE" text does not have the same constraints on the top and bottom. However, the text used to indicate the player name still has the spacing constraints. I suspect it may look best if the entire screen is all one font. I'm thinking "CHOOSE A FILE," "NAME," "LIFE," "REGISTER YOUR NAME," and "ELIMINATION MODE" would all share the Hylia font. The only exception is that they would have red letters and the outline accents. I may be able to create a mockup later today or tomorrow.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: jrbless on October 17, 2020, 11:29:30 am
I'm liking the updated graphics, but have a very minor enhancement request.  In the dungeons, it gives a hint for breakable tiles.  However, in the overworld it does not have a hint for bombable walls or burnable bushes.  Is that something which could be added?
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Sam Atoms on October 17, 2020, 04:47:16 pm
Is there a way you could get something like the Diablo font in there?

(https://d144mzi0q5mijx.cloudfront.net/img/D/I/Diablo-LightA.png)

That could seriously rock.
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 17, 2020, 08:45:48 pm
I'm liking the updated graphics, but have a very minor enhancement request.  In the dungeons, it gives a hint for breakable tiles.  However, in the overworld it does not have a hint for bombable walls or burnable bushes.  Is that something which could be added?

Did you find an Overworld breakable rock area without a hint? They should be there (one limitation, is that the breakable rocks in the Overworld share hints with quest 1 and quest 2). So, it's possible to come across a cracked rock that can't be bombed. But, there isn't intended to be any rocks that can be bombed that don't have a hint. Let me know if you find a rock that can be bombed that doesn't have a hint.

As far as shrubs go, some hints are in the works for screens that have burnable shrubs. However, the hint may not be what most players would expect.

Is there a way you could get something like the Diablo font in there?

(https://d144mzi0q5mijx.cloudfront.net/img/D/I/Diablo-LightA.png)

That could seriously rock.

Maybe, I'll have to give it some thought. While the lettering is nice, at this time I'm leaning a bit more toward the Hylian font as that reminds me a bit more of something that is Zelda-esque.

**Edit**
I have some drafts of the game select screens with the new Hylian font:
(https://drive.google.com/uc?export=download&id=15QcxqjCFW0icBzmDXw43abl9wjhz1BiU)
(https://drive.google.com/uc?export=download&id=1yvHrjqAYp-yrLZbM8tA0sylxL1ByOGtC)
(https://drive.google.com/uc?export=download&id=1vth4-U_xzmtY7Q0FxTmMOBXnImSrGTl8)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: kya on October 18, 2020, 06:46:55 am
Nice!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Jertigo on October 18, 2020, 09:11:58 pm
I took all the suggestions into consideration and made a brand new font. The base font is called Mangosteen, but I redrew each character to perfectly fit within the 16x16 restriction. It is a square like font with serifs and avoids circular shapes, which do not generally look good without antialiasing. Check it out!

(https://i.ibb.co/mtTYzcd/new-mockup.png)
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: guppy on October 19, 2020, 07:55:02 am
I just gave this a try.  Overall I think it is great. Very nice work!


I am very impressed with the new overworld tiles. I was disappointed that Link no longer has an ascending/descending animation when entering/exiting cave entrances, but from reading the previous thread this has been discussed and it doesn't seem like much can be done.

My main issue with the new graphics is that Link looks smaller than he is.  What I mean is that it feels like his hitbox is too big for his sprite.  I keep getting hurt by running into enemies when it feels like I should have a few more pixels of space before I come into contact with them. I think the original Link sprite took up more space within his tile, and thus gave an impression that he was a little more squat and bulky, and I could tell when I was close to touching an enemy, but here I feel like I should have another step or two before I take damage, and it keeps surprising me.

I think a lot of the monster sprites could be better, as well.  I'm not crazy about the way the moblins and goriyas look.  It's hit and miss -- so far it seems like the creepy-crawly enemies are good, but I don't care for most of the humanoids.  Octorocks, leevers, tektites, kees = good to great; Link, moblin, goriya, stalfos = needs work.

It's hard to remember, but doesn't the underworld map have a way to indicate to the player which rooms they have physically visited?  It seems that this is missing from the HD remake.

I like [select] to cycle my B-item, and the increase of bombs capacity.

If you intend to keep working on this, it will be interesting to see how much more you can do with it.

Thank you for making it!
Title: Re: Zelda: Remastered (Mesen HD Pack)
Post by: Aclectico on October 19, 2020, 11:36:18 am
I took all the suggestions into consideration and made a brand new font. The base font is called Mangosteen, but I redrew each character to perfectly fit within the 16x16 restriction. It is a square like font with serifs and avoids circular shapes, which do not generally look good without antialiasing. Check it out!

(https://i.ibb.co/mtTYzcd/new-mockup.png)

Bummer! I just finished spending a few hours revising the pack with the new Hylian font and it's pretty much complete. I do like this one though. I'm not sure if I want to go back and re-do the work ... maybe.

I just gave this a try.  Overall I think it is great. Very nice work!

My main issue with the new graphics is that Link looks smaller than he is.  What I mean is that it feels like his hitbox is too big for his sprite.  I keep getting hurt by running into enemies when it feels like I should have a few more pixels of space before I come into contact with them. I think the original Link sprite took up more space within his tile, and thus gave an impression that he was a little more squat and bulky, and I could tell when I was close to touching an enemy, but here I feel like I should have another step or two before I take damage, and it keeps surprising me.

Here's a comparison of the new graphics compared to the old. In short, it depends on which direction you are facing.

(https://drive.google.com/uc?export=download&id=1J6P1Og-ItSnbv0OMcKaO2M35ky3kL31J)

If you look on the far right, the new graphics are actually slightly larger than the old in terms of horizontal size. The middle is about a half pixel smaller on each side.

The picture on the left is about 1 pixel shorter in the rear and about a half pixel in front. Making a perfect 1x1 replacement graphic is possible. However, it starts to look funny because Link is so extremely short and stocky in the original graphics. The small tradeoff in hitbox seemed worth the aesthetic improvement of proportions that are pretty crazy. In addition, the sprite needed to be made just a little smaller than the source material from Cadence of Hyrule to make room for Link to bounce around.

Also, below is a clip of an enemy hitting Link with the old and new graphics.

(https://drive.google.com/uc?export=download&id=17IBGsebPNgJ-amKRTIivc2-5HeP8rl7R)
(https://drive.google.com/uc?export=download&id=1UZGsJnsBu1CexQ-DIkVIoUoTUnMJGgF8)

The original game looks to be pretty forgiving with collision detection. I suppose you could say this pack may be just a hair less forgiving on that front in terms of how Link fits in the hitbox.

Quote
I think a lot of the monster sprites could be better, as well.  I'm not crazy about the way the moblins and goriyas look.  It's hit and miss -- so far it seems like the creepy-crawly enemies are good, but I don't care for most of the humanoids.  Octorocks, leevers, tektites, kees = good to great; Link, moblin, goriya, stalfos = needs work.

Thanks for the feedback.

Quote
It's hard to remember, but doesn't the underworld map have a way to indicate to the player which rooms they have physically visited?  It seems that this is missing from the HD remake.

If you press start and visit the inventory screen, you will see the map that I think you are remembering.