Zelda - The Legend of Link
Hack of The Legend of Zelda
Zelda - The Legend of Link
Hack of The Legend of Zelda
|Patching Information||No Special Requirements|
|Hack Release Date||12 March 2020|
|Last Modified||14 June 2020|
Various ancient legends have been recorded of a young boy clothed in green, wielding the mythical master sword, sealing away all evil throughout the land. His ventures, passed down through generations have become legend. The hero of legend, had many different forms. He saved many kingdoms, restoring peace in all the lands. This is but one of the legends, of which the people speak…
Here is a ROM hack for the Legend of Zelda which has had many hours put into it (just shy of 3 years), ASM and coding changes, and graphics overhauls. New items have replaced the old ones in the original game and new concepts have been used in the game such as pitfalls, dash boots, the use of the hammer, and many more changes have been added to give the game a much new feel to it. Also the inclusion of the Capcom sound engine is another welcome change that has been added to the game.
For more details on the patch and how the project progressed over time please visit this site to take a look at how it started and how it came to its closing end.
Please use the PRG0 version of the ROM otherwise the ROM will not work properly. Enjoy!
!!!!WARNING!!!! - FOR THOSE UPDATING, YOU MUST DELETE ANY PREVIOUSLY CREATED IN-GAME SAVES FROM WHICH EVER EMULATOR. THIS NEW UPDATE NEEDS TO START FRESH, SINCE THE SRAM HAS BEEN ALTERED. YOU WILL GET A GREY SCREEN UPON BOOTUP IF YOU DON’T.
Now for the rom specs
- Converted from MMC1 to MMC5
- 1MB PRG-ROM
- 1MB CHR-ROM
- 32KB SRAM
- Inserted custom MMC5 irq engine
- Installed custom modified Capcom 6C80 Sound Engine, with DPCM usage
Will this work on…? As of January 2020, this will work on krikzz’s N8 Pro Everdrive
The game has been tested on the following emulators
- FCEUX PC
- Nestopia PC
- Nintendulator PC v0.975 Unofficial Release
- Nintendulator PC v0.970 Official Release
- nesDS Special Build
- Retroarch Using Nestopia Core Wii/WiiU
- (Android Users) - NESEmu
- (XBOX Users) - NestopiaX Ver 1.4 and up
There is a fast way to learn if the romhack will play perfectly on an emulator you use. Watch the intro after the title screen fades away. There is a golden scroll moving up the screen. If that scroll & text comes up garbage, then you should stop playing unfortunately. This is because the emulator you are using, is not utilizing the MMC5 register $5130 correctly. The romhack perform chr swaps for 3 specific things, the intro, a mini game, and the Ganon fight. If you continue to play the game with the garbaged gfx, it will obviously look bad, and it might even crash.
ROM / ISO Information:
- Name: Legend of Zelda, The (U) (PRG0) [!]
- Name: Legend of Zelda, The (USA)
- SHA-1: DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2
- MD5: 337BD6F1A1163DF31BF2633665589AB0
- CRC32: D7AE93DF
|Contributor||Type of contribution||Listed credit|
|infidelity||Hacking||asm, level design, music, sfx|
User Review Information
This technical marvel really suffers in the early gameReviewed By: brianoblivion on 25 Sep 2020
I have to say beyond my amazement at the technical masterpiece that Infidelity created here, until the middle of the game I was very tempted to stop playing and probably even leave a review that didn’t recommend this title. After finishing this hack (on original hardware in an N8 Pro no less!) and to my knowledge finding everything but 2 pieces of heart, I am recommending this title with a few caveats. Once I beat Agahnim and had the ability to go between light/dark worlds the hack grew on me, or rather the hack finally came into its own. In other words the hack finally became fun!
I’ve come to the conclusion that one of the main issues with the fun factor of this hack is how flawed the early game is. The over world is quite vast (it’s literally a Link’s Awakening map but reversed or mirrored) and fairly early on much of it is open to exploration save a few areas. The over world is riddled with dead ends, which eventually become thru-ways once you get the hammer or hook-shot later in the game. Nothing felt worse than traversing as far as you could to just finding a dead end with a cave to nothing or another shop/money making game. Early on the vast map just feels like a wasteland with nothing of interest, almost every time you feel like you reached an interesting place you are punished with another useless shop and a dead end. I found myself saving and resetting often just to start back in the village rather than trekking back on foot. Aside from a couple items found in the over world (the red lantern and master sword), much of your access to areas was particularly useless and a waste of time. I don’t even believe I found a piece of a heart until the dark world was available and then I was finding them left and right. And as a result exploring became fun as it should be!
I think the early game could have been improved in a few ways: making at least a few pieces of heart or something available to reward adventurers, replacing many of the shops with characters giving hints or just quirky or interesting lore or anything to peak the player’s interest, and outright closing off more of the over-world before Dark World is introduced. The world is just too large and sprawling with little of interest to warrant it being so open so early.
I’d also like to close with a couple of other points that I found particularly annoying. The amount of shops is just incredible almost to the point where it felt like a joke by the end. I don’t even mind there being a lot of shops in theory, but why do they almost all offer the world map and blue lantern? By the end game I was short on bombs and was too lazy to grind for them. Why couldn’t the shops sell bombs or arrows? I had such an excess of rupees I would have gladly traded them in for bombs rather than more keys I didn’t need.
Overall I loved the interface of three items selected which could be toggled with the select button. It was a great idea. However, when I entered the subscreen to shift stuff around there was this rather annoying thing that happened more than I would have liked. The A button spot gets switched from sword to the Pegasus Boots (this happens when you hover over the Pegasus boots and press up or down). All this for one mechanic, with boots on A then feather on B you can do a special long jump. A mechanic I believe I did only once. This feature should have been removed entirely or amended in some way (perhaps a separate subscreen item which is boot/feather combo which can be equipped to B as normal). It was too easy to by accidentally switch the sword out of the A slot for something that is almost never needed.
I could go on about things I found annoying (the blue lantern, how easy it was to fall in pits) but I’ll end on a positive note. Infidelity really did a stellar job and really pushed the limits of what the NES can do and should be applauded for their amazing work. I found myself in awe throughout my play (especially the opening crawl, new items, Epona mini game, and last Ganon fight!) This hack is an inspiration for what can be done and for what is possible for this aging hardware with still so much untapped potential.