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Messages - Greyfield

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Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 28, 2021, 04:35:40 pm »
I don't think that will be possible as the hardware is different in both systems, and the FDS has extra sound channels.

Now some NES games like the Konami ones used extra chips to improve the music capabilities.  So something like that may be possible with some header changes, but that may be a step too far for the project's scope.

I do prefer the FDS music for the most part, especially the bell chimes with the Title Screen.

Also, if it would add capacity, believe MMC4 is one mapper that has an extended sound chip, but I can't find details on it when searching the internet.  Bisqwit's CV2 Retranslation + Map hack converts ROMs to MMC4 for that purpose, I believe.  See the following: and more importantly his description on which mapper to use here at

Edit: Realized I confused the FDS peripheral for the Famicom itself, so removed that reference.

Thanks for the quick reply, Vivify!

Hi Vivify,

Is your Frue Lufia Addendum patch built off Frue Lufia 3.0 or the 4.0 version that's on RHDN now?  The original post from 2016 says 3.0, but I wasn't sure if you just forgot to update it.


Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 03, 2021, 01:33:36 pm »
Hey, I just found this hack and am playing it on MiSTer FPGA.  If I try to play the MMC5 version, everything looks fine until I save.  Once the game starts over, a lot of the images start flashing back and forth between normal and some other image.  The MMC1 doesn't do this.  I assume the problem is caused by the FPGA but I thought I would mention it in case anyone wanted to look into it.  I honestly don't know what the differences are suppose to be between the two.

Have you tried using a NES2.0 headered ROM?  I believe there are a handful of NES games that require it for the MisterFPGA.  The original Zelda isn't one of them, but when changing mappers via a hack, it may help.

Personal Projects / Re: Seiken Densetsu 3 (aka Trials of Mana) Hacks
« on: October 27, 2021, 03:23:35 pm »
Hmsong, thanks for all your replies above.  I'll try the SD3+Translation+Bugfixes+Patches and see how that goes!  If grinding becomes too much, I'll try ToM+Patches.

Praetarius5018, I empathize with you on the balancing side of thing.  I've been putting together a Final Fantasy NES minimalist rebalance patch for a long while now and I can't win even in my own headspace.  There are so many broken, imbalanced pieces that fixing one thing always seems to create problems somewhere else.

Personal Projects / Re: Seiken Densetsu 3 (aka Trials of Mana) Hacks
« on: October 25, 2021, 01:51:43 pm »
Hi hmsong,

Thanks for this!  This game has been on my short list for awhile, so this seems like a good opportunity to jump in.  From all the reviews I've read, I'm sure I won't be disappointed.

A few questions for you:

- Do you prefer the SD3 NCorlette or the official Trials of Mana translation better?

- Do you know if praetarius5018's bugfix patch is compatible with the official Trials of Mana version?

- Do you feel like your Less Grinding patch adequately compensates for the damage loss in praetarius5018's bugfix patch?  If not, would you be up for integrating a damage buff into your class balance patch or additional XP bonus into your grinding patch for users of the bugfix patch?  You could even advertise it as such, "... praetarius bugfix buff.ips"

Thanks again for taking the time to aggregate this information.  :)

Hi ShadowOne333,

Big fan of your many redux patches.  Just a note, but Drenn has disassembly of the games out there.  See this thread where he helped me edit Oracles/Seasons text for my own personal use:

He references the existing patches that you mention as well, and how those fit in to the disassembly.

ROM Hacking Discussion / Re: Does anyone know program ?
« on: July 22, 2021, 02:44:40 pm »
I'm not sure I can help with the corruption part, but if you indeed have a BIN file, you could go to someplace like to check the hashes (CRC32, MD5, etc) on it to make sure you have a clean rip.  If they don't match, you could have a corrupted file - or just one that doesn't match.  But if you want to try another program or two, here's another way to convert between ISO or BIN/CUE and IMG formats using DAEMON Tools Lite and ImgBurn.

1.  If you  have a BIN file, make sure you have a CUE file with it for proper drive mounting and for use with various emulators.  If you have an ISO file, you shouldn't need a CUE file.

2.  You'll need some virtual drive software to mount the image.  Try DAEMON Tools Lite (, if you don't already have virtual drive software installed.

3.  Mount your BIN/CUE (with the CUE file) or ISO with your virtual drive software

4.  Use ImgBurn ( to convert between formats.  Use the "Create Image from Disk" option.  For the source, use your virtual drive.  For the destination, change the file format to IMG before reading.

Thanks Drenn, that worked!

Hi all,

Thanks for the additional replies.  I believe I've successfully edited the text of both games, and will give them a whirl soon to see how it went.

- For ages, I used the hack branch with uncompressed assets (for the bug fixes)
- For seasons, I used the default original/master branch with uncompressed assets.  To note, I wasn't sure how to switch back to the original/master branch in Ubuntu, so I just downloaded the disassembly a second time. :)

The next thing I'd like to do is force the game into GBA mode with the GCB color palette.  I'll take a look at your link tomorrow, FAST6191, to see if I can figure something out.  Conversely, Drenn, is there a way to do that by modifying files in the disassembly? I'll dig around in the files to s what I can find.

I've not really used Discord before, so I'll have to spend a bit more time with it.  I'm an old man.

Thanks again for your assistance, this has been great.

Thanks for the replies, Drenn and Fast.  Most of this make sense.

I've started making some edits to /oracles-disasm/text/ages/text.yaml, so will build ages.gbc and test it out.  I'll begin working on the /oracles-disasm/text/seasons/text.yaml next.

From the setup wiki, I see that the time make -j4 command will produce ages.gbc.  But how do you compile seasons?  Do I change the line .DEFAULT_GOAL = ages to seasons or all (to make both) in the Makefile file?

Thanks again,


Thanks for posting this.  I'm unfamiliar with Ubuntu, so I'll have to get my sea legs, but it seems relatively straightforward.

As far as editing the text goes, I know with some editors you had to make sure not to go make the each dialog any longer than it was already because it could potentially overwrite the next.  Are there any restrictions like that with a disassembly either in terms of individual dialogs or the total dialog length?  I imagine a small portion of the dialogs would be a word or two longer or shorter depending on how I changed things, but I don't imagine the total number of lines per dialog changing, if that makes sense

Two other hopefully quick questions.  Do you happen to know the character limit per line in Oracles?  If I remember correctly in Link's awakening, it was 16 characters per line.  Finally, since I'm unfamiliar with how the disassembly works in terms of making a new ROM, how compatible would a reassembled Oracles ROM be with some of the existing patches out there?  I currently run Oracles with your VWF, the forced GBA mode, and your color restoration patches.

Thanks again!

Hi all,

I'm looking to make a few personal text/script edits to my copies of TLoZ Oracle of Ages (GBC), Oracle of Seasons (GBC), and Minish Cap (GBA).  Do you all have any suggestions for tools or utilities to do that?  Apologies if this post would be better suited for the Script/Translation section.

For edits I've made to other Zelda games, I've either been able to do it directly (e.g., using a text table) or editors (e.g., LALE or Hyrule Magic), but haven't been able to find text/script editors that work for me for those three games.  Note that I tried to use Lin's ZOLE / ZOTE editor for Oracle of Ages, but the text appears as gibberish, and Minish Maker only currently seems to support level editing.

Any suggestions you have are appreciated!  Many thanks.

Personal Projects / Re: Legend of the Crystals - v2.0 Update
« on: February 27, 2021, 09:00:20 pm »
Thanks for updating this, Spooniest and Vivify! :)

Personal Projects / Re: Zelda II Redux
« on: November 15, 2020, 03:29:19 pm »
I think someone mentioned it throughout the thread somewhere.
It's fairly easy to do.
I can make two variations of it, one that completely removes the sound, and another that changes the sound to another that doesn't sound as noisy.

Here's the optional patch for it, made it in like 10 mins:

Code: [Select]
// Change the Text printing sound from Dialog boxes

bank 3;
// Sound for Text printing per-character
org $B746 // 0x0F756
lda.b #$50 // Originally LDA #$60
sta.b $EF // Originally STA $EC, SFX Type 1
// Changed SFX Type from 1 to 3

Changing the lda.b #$50 to lda.b #$00 effectively removes the sound altogether, but to me it sounds kinda empty without it.
Nevertheless, I will be adding two optional patches, one that removes the sound altogether, and another that changes it for a less noisy one.

I already made the patches, I will update the hack page to add those two.

Thanks Shadow! That new updated sound is great substitute, too.

Personal Projects / Re: Zelda II Redux
« on: November 05, 2020, 07:22:05 pm »
Hi Shadow et al.,

Thanks for taking the time to put this together, it's really great.  It plays now like I, err... remember it back in the day.  Golly, nostalgia is a !@$!#.

Beyond thanking you, I wanted to drop in to provide some feedback on a really old item from Page One of the thread to remove the static raspy sounding typewriter noise by default (or make a one-byte optional patch for the average user who doesn't hex edit).  I guess I'm the only person who find it rough on the ears, since I didn't find mention of the typewriter noise in the remaining 47 pages of this thread. :)

With the faster text speed, I think the audible beep is sufficient enough feedback for reading.

Thanks again, and looking forward to the next Zelda Redux patch!

Thanks for the reply, Bisquit, I totally understand.  This actually inspired me to learn the very first basics of tile and sprite editing, and I uploaded a hack that edits the the tiles associated with false floors and breakable blocks a few days ago, now posted at

As far as I can tell from my digging around with the sprites in a ROM patched with your re-translation and the tiles I edited, it seems totally compatible (i.e. you didn't move the sprite and tile locations).  Thanks again for taking all the time to work on your hack, it's really great stuff.

Just wanted to drop in to say thanks for making this awesome patch.  Simon's quest was my first CV game, and despite being challenging, requiring a call to the Nintendo Power help line to figure out the red crystal, and receiving a lot of modern hate, it holds a special place in my heart.  This really breathes some new life in it for me, especially now that my kids will soon be old enough to start retro gaming.

Do you know if this patch is compatible with the false floors annoyance removal patch?  That's pretty much the only other patch I could see installing, as it's kinda a grossly unfair part of the game in my opinion.  Truth be told, I'd actually prefer to make my own floors patch using the old tile editor, changing the appearance of the false floors just slightly so attentive players could spot the difference without trial and error, but alas, that requires old VB6 libraries that aren't available in Windows 10.

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