This thread is for the discussion of The Legend of Zelda: A New Light (https://www.romhacking.net/hacks/5028/). Thanks to everyone who's played it so far and to those that who have provided feedback! Please leave a positive review on the hack page if you liked it. :beer:
Looks pretty good. Is there a way you could provide a separate patch for select to change b button item? Actually, what would be awesome is hold select and press left or right to go through the items forward/backward as if when in the items screen.
Quote from: pleasejust on May 10, 2020, 01:08:35 AMIs there a way you could provide a separate patch for select to change b button item?
You can PM me for a separate patch of the select item feature. The caveat is that it will not cycle if you have the letter and no boomerang.
Quote from: pleasejust on May 10, 2020, 01:08:35 AMwhat would be awesome is hold select and press left or right to go through the items forward/backward as if when in the items screen.
I've been considering something like this as well. It would be nice to be able to go in both directions. The problem is that it might interfere with gameplay too much since left and right are also controlling link.
What am I saying... I just realized if you were to hold select and press left or right, you can't move anyways, so select might as well pause the game. While paused you can select a B button weapon with left right. That works much better.
I've updated the beta above. Is anyone willing to help with testing?
May 20, 2020, 01:27:14 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote from: gzip on May 10, 2020, 12:21:18 AMThe palette is incorrect in some screens after coming back up from a stairway in a dungeon. Entering a dark room corrects the palette. It seems to be related to the Automap patch.
Finally tracked this down. I suspect it could be a problem with any hack using Automap. If others run into the same problem, the fix was to
RTS early at $19D97 (caused a hang) NOP 3 bytes starting at $19D99 to avoid a write to $6C00, which is where the palette is read from. (In the Automap source the lines are under
ClearAndReturn.)
Quote from: gzipThere's some screen corruption in the bottom right corner after opening and closing the subscreen.
This turned out to be the problem that Zelda Tech warns about for screen 0.
Quote from: gzipThere's some weird artifacting in a few dungeon rooms where the Lanmola tile flashes across the screen quickly. One example is the entrance room to level 4.
Haven't had any luck with this one.
Quote from: gzip on May 10, 2020, 12:21:18 AM
The latest beta is here (https://filebin.net/g6m9agxbdgxywir9)
aww, too little too late for me to download the beta now as this link no longer works and says the bin had expired :(
edit - I hope in the upcoming version or (v1.5 release), the next two dungeons (like levels 3 and 4) would be different from the original zelda 1 game.
Quote from: erpster2 on May 24, 2020, 01:46:06 AM
aww, too little too late for me to download the beta now as this link no longer works and says the bin had expired :(
I've been testing quite a bit myself and have fixed several issues. The link is now updated with the latest - I'll be releasing it shortly unless anything else pops up.
Quoteedit - I hope in the upcoming version or (v1.5 release), the next two dungeons (like levels 3 and 4) would be different from the original zelda 1 game.
Dungeons 1-6 are all new and in new locations. There are enough changes that I'm thinking it will be v2.0. Thanks for you interest!
thanks
hopefully you can also make new dungeons for the final 3 levels (aka. levels 7, 8 & 9)
this is a minor issue but the graphics for the "Zols" in levels 4 & 6 (and maybe 9) are different than the ones for levels 3 & 5 [and maybe others like 7 & 8 ]. maybe try to make the graphics for the Zols the same for all possible levels as I think they're stored in different rom locations of the game
So far I'm having a great time playing this hack. But I could use a clue where to find the meat district? I'm starting to think it's some underground shop but haven't come across it.
Quote from: blipform on September 11, 2020, 12:01:16 PM
So far I'm having a great time playing this hack. But I could use a clue where to find the meat district? I'm starting to think it's some underground shop but haven't come across it.
what do you mean by "meat district", blipform?
are you trying to look for the meat or bait item?
burn some trees in the OW as a few underground shops have it but after burning some trees
need a hint? PM me
I'm already playing the 2nd quest of gzip's zelda1 hack since I'm done playing the 1st quest
Quote
are you trying to look for the meat or bait item?
burn some trees in the OW as a few underground shops have it but after burning some trees
Yes, that's what I was thinking. Found so many secret entrances but clearly missed some bushes somewhere. I'm determined to find it; thanks for the hint! :)
September 13, 2020, 12:16:50 AM
Hilariously found Dungeon 6 and 8 first, and basically every other entrance. Then I finally find the secret blowout shop. I was sure I burned that tree before but I must've got sloppy with the hit detection each time.
All's good and I'm finally back on my way. Thanks again for the hint!
September 14, 2020, 11:38:02 PM
A:20 X:00 Y:0A S:FA P:nvUBdIZC $887E: A4 EB LDY $EB = #$72
A:20 X:00 Y:72 S:FA P:nvUBdIzC $8880: B9 7E 69 LDA $697E,Y @ $69F0 = #$53
A:53 X:00 Y:72 S:FA P:nvUBdIzC $8883: 48 PHA
A:53 X:00 Y:72 S:F9 P:nvUBdIzC $8884: 29 3F AND #$3F
A:13 X:00 Y:72 S:F9 P:nvUBdIzC $8886: 85 02 STA $02 = #$08
So it loads enemy $13 for Dungeon 4, Room 1 (entrance). Which is visually some type of single digdogger?
Went to ROM $18882 and replaced $53 -> $18 (no enemy?). Seems to work for me after exiting and re-entering dungeon.
ROM $18812 = Triforce, Dungeon 4. $13 -> $18 (no enemy?).
I've been playing this hack, and I do like some of the level designs and overworld. I beat the 1st 8 levels, but I have yet to find the Magical Shield or any clues to tell you how to get through the Lost Woods or Death Mountain. Going through all these stages w/o the magical Shield has been a bit not fun to say the least.
Hey ultimaweapon, I sent some hints via PM.
Quote from: ultimaweapon on September 22, 2020, 07:32:37 PM
I've been playing this hack, and I do like some of the level designs and overworld. I beat the 1st 8 levels, but I have yet to find the Magical Shield or any clues to tell you how to get through the Lost Woods or Death Mountain. Going through all these stages w/o the magical Shield has been a bit not fun to say the least.
Spoiler
path for death mountain - S,W,N,W (in simple terms > down, left, up, left)
Spoiler
magic shield is hidden underneath one of the Armos statues in the OW - search all of them
-still waiting for dungeons 7, 8 & 9 of the 1st quest to be remade for a future version of this game
I did finish Quest 1 and I did find the Magical Shield. I like the design of the 1st 6 dungeons. I would have like to see what you could have done with dungeons 7-9. You could have even keep the overall maps for those dungeons the same but edit the rooms and how you transverse those dungeons. I was overall pleased with the overworld. You never really feel stuck in one area. Even when I couldn't get through the Lost Woods, I took the long way around and was fine. I would have had an even better experience knowing early on how to navigate the Lost Mountains. I don't believe the directions for the Lost Mountains work for the Lost Woods since South exits out the Woods. Like Likes eating rupies instead of shields was a much needed improvement. The shield becomes much more valuable. I hope other hackers include that feature in their Zelda 1 hacks. You should share with others on how to do that. You should definitely improve the clue for the Lost Mountains as well as include one for the Lost Woods.
I will attempt Quest 2 at some point this weekend.
A new release (https://www.romhacking.net/hacks/5028/) is out. Here's the changelog:
2.3
- Change LEVEL to DUNGEON, thanks to abw and ShadowOne333 (see discussion (https://www.romhacking.net/forum/index.php?topic=31443) if interested)
- Shuffle items in Q2 levels 4 + 5, thanks to younes
- Fixed artifacting in level 4, thanks to blipform (https://www.romhacking.net/forum/index.php?topic=30626.msg400213#msg400213)
- Subtle improvement to clues for lost hills and lost woods (they're still difficult), thanks to ultimaweapon
No new levels yet but I'd still like to get to that. I've been working on
another Zelda related project (https://www.romhacking.net/forum/index.php?topic=31524).
October 05, 2020, 10:45:16 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote from: ultimaweapon on September 26, 2020, 05:15:54 PM
I did finish Quest 1 and I did find the Magical Shield. I like the design of the 1st 6 dungeons... I was overall pleased with the overworld. You never really feel stuck in one area.
Thanks! I'd like to get back to the other dungeons too.
QuoteEven when I couldn't get through the Lost Woods, I took the long way around and was fine. I would have had an even better experience knowing early on how to navigate the Lost Mountains. I don't believe the directions for the Lost Mountains work for the Lost Woods since South exits out the Woods. You should definitely improve the clue for the Lost Mountains as well as include one for the Lost Woods.
The clue for the lost woods is found in the screen to the north of the lost woods. The clues for both paths are still cryptic but the old lady now tells you to pay close attention to the next clue since it reveals the path. That was a surprisingly large amount of code to change so I hope it helps!
(https://i.imgur.com/YEWGOTs.png)
QuoteLike Likes eating rupies instead of shields was a much needed improvement. The shield becomes much more valuable. I hope other hackers include that feature in their Zelda 1 hacks. You should share with others on how to do that.
This is a simple 2 byte change:
-011d40 c9 60 90 0a a9 00 8d 76 06 a9 c0 9d 2c 04 20 93
+011d40 c9 60 90 0a a9 01 8d 7e 06 a9 c0 9d 2c 04 20 93
Quote from: gzip on October 05, 2020, 10:44:41 PM
The clue for the lost woods is found in the screen to the north of the lost woods. The clues for both paths are still cryptic but the old lady now tells you to pay close attention to the next clue since it reveals the path. That was a surprisingly large amount of code to change so I hope it helps!
(https://i.imgur.com/YEWGOTs.png)
This is a simple 2 byte change:
-011d40 c9 60 90 0a a9 00 8d 76 06 a9 c0 9d 2c 04 20 93
+011d40 c9 60 90 0a a9 01 8d 7e 06 a9 c0 9d 2c 04 20 93
I totally missed that location for that clue. I haven't gotten around to playing Quest 2 yet, but I will start it tonight after I get the new update.
I was beta testing a hack for someone that had 1 shield for you to buy and no shops, so there was no way of replacing it if a Like Like gets to you. With your change, that would have made getting 1 shield just fine.
Even without changing the level designs of 7, 8, and 9, if you would have created new paths for traveling through each of those dungeons, that would work as well. But we definitely would love to see your creativity, because you have created something good.
I finally got around to updating levels 7 and 8. Please PM me if anyone is willing to playtest it before release!
I've heard good things about this hack but have to be honest was a bit put off by some levels not being changed. can't wait for the update hope you find some play testers, glad you went back to this.
Hey gzip!
Sorry to intrude into your thread :P
I was wondering, remember the Automap fix you implemented months ago?
The one from this post:
http://www.romhacking.net/forum/index.php?topic=30626.msg394459#msg394459
It seems that if you start a ROM that has no previous SRAM/SAV created with this fix, causes a lot of graphical issues when first booting up the game. You can easily replicate it by renaming/copying your ROM to another name, and starting the newly named ROM in FCEUX. You will notice the issues right away.
My solution for it also causes similar drawbacks (changing the STA $6C00 to STA $6CB4). It's less noticeable, but it still has issues in the overworld with some odd tiles being loaded on a fresh start.
I have only managed to make the issue disappear by using the original $6C00 address for the STA, nothing else has worked so far.
Interestingly enough, it seems the issue goes away as soon as you reset the game (for some reason).
A new release (https://www.romhacking.net/hacks/5028/) is out. Here's the changelog:
2.4
- Remake levels 7 and 8
- Update Aquamentus graphics
Just discovered this amazing hack. I hate calling it a hack, it's actually really good. I love the updated graphics. Can't find dungeon 9 tho. I figured it's in the top left corner as something seems weird up there. Never figured out lost woods, but stumbled upon lost hills by chance. Saw your post about clues, so I'll observe that more closely. Edit: figured out lost woods. Now to find dungeon 9. Burned ever tree and blew up every wall...
Really like this game, can't wait to check out 2nd quest.
Quote from: Brianashton80 on April 05, 2021, 08:43:24 PM
Can't find dungeon 9 tho. I figured it's in the top left corner as something seems weird up there.
yes, level 9 of the 1st quest is on the top left hand corner of the overworld - to reach it, see the spoiler below
Spoiler
you have to walk thru some "fake walls" above somewhere in the grave yard area to reach the entrance of dungeon 9
and speaking of dungeon 9, it would be great if this particular dungeon had completely different background music and not the "original" music from the original zelda 1 game nor the music used in dungeons 1 thru 8.
btw, v2.8 came out several days ago
Here are some teasers for work in progress.
(https://i.imgur.com/njBCVzV.png)
(https://i.imgur.com/aWgLSty.png)
(https://i.imgur.com/AfduJEs.png)
(https://i.imgur.com/MJaTqYU.png)
Cool progress, that's what I'm talkin' about. ;)
awesome
hope that dungeon 9 (the very last dungeon) will get remade in an upcoming version
Quote from: gzip on January 24, 2022, 08:24:18 PM
Here are some teasers for work in progress.
(https://i.imgur.com/njBCVzV.png)
(https://i.imgur.com/aWgLSty.png)
(https://i.imgur.com/AfduJEs.png)
(https://i.imgur.com/MJaTqYU.png)
This looks like great progress! Are you doing a whole new project or is this going to be an update to the existing patch?
Quote from: lexluthermiester on January 26, 2022, 08:52:01 PM
This looks like great progress! Are you doing a whole new project or is this going to be an update to the existing patch?
Thanks! It'll be the same patch. I've been focusing more on my
map utility (https://www.romhacking.net/utilities/1556/) and
expansion hack (https://www.romhacking.net/hacks/5950/), adding dungeon support to both, but A New Light is always my test bed. I need to at least get level 9 done before I might consider this finished.
Quote from: gzip on January 26, 2022, 11:56:34 PM
Thanks! It'll be the same patch.
Ok, cool.
Quote from: gzip on January 26, 2022, 11:56:34 PM
I've been focusing more on my map utility (https://www.romhacking.net/utilities/1556/) and expansion hack (https://www.romhacking.net/hacks/5950/), adding dungeon support to both, but A New Light is always my test bed.
I've been watching both of those. You've been doing a lot of great work!
Quote from: erpster2 on January 26, 2022, 06:57:01 PMhope that dungeon 9 (the very last dungeon) will get remade in an upcoming version
Here it is folks, the
long awaited dungeon 9. Enjoy this sneak peak as I continue working on a few things.
Feel free to
PM me (https://www.romhacking.net/forum/index.php?action=pm;sa=send;u=81057) if you run into any problems in dungeon 9 or elsewhere.
Very nice work with this hack. Can't wait to try the finished version !! :thumbsup:
Quote from: gzip on March 28, 2022, 08:36:44 PM
Here it is folks, the long awaited dungeon 9 (https://ufile.io/nickopw8). Enjoy this sneak peak as I continue working on a few things.
Feel free to PM me (https://www.romhacking.net/forum/index.php?action=pm;sa=send;u=81057) if you run into any problems in dungeon 9 or elsewhere.
Been playing through. Not finding any issues. Is there a second quest?
Quote from: lexluthermiester on April 09, 2022, 07:33:41 AM
Been playing through. Not finding any issues. Is there a second quest?
Thanks lex! The second quest is basically the same as the original with a few minor tweaks for compatibility. I'm pretty sure you played through it before and helped find a few bugs.
Here's the latest. Changes include an optional patch to show burnable bushes and bombable walls (very subtle 1 px change, and a brick pattern difference in dungeons), graphical refinement for the dungeon doors, a new skull block on dungeon entrance screens, and a fix for the walkability of new blocks.
Quote from: gzip on April 09, 2022, 01:41:29 PM
Thanks lex! The second quest is basically the same as the original with a few minor tweaks for compatibility. I'm pretty sure you played through it before and helped find a few bugs.
Here's the latest (https://ufile.io/zbok04yw). Changes include an optional patch to show burnable bushes and bombable walls (very subtle 1 px change, and a brick pattern difference in dungeons), graphical refinement for the dungeon doors, a new skull block on dungeon entrance screens, and a fix for the walkability of new blocks.
Cool, I'll give this a run.
Found a cave exit glitch. See PM for screenshot link.
Found another one. Another cave exit. Again see PM.
Here's the latest, thanks to lexluthermiester for continuing to test and find glitches!
Changes include a fix for the overworld secret passage, rounded corners in dungeon item and passage screens as well as overworld caves, a new clue from the old lady, graphic tweaks to triforce in HUD and dungeons, a title screen corruption fix related to automap, and various fixes and refinements to dungeons and overworld.
Just finished the first quest and everything is now fixed and perfect! To the second quest I go...
Quote from: gzip on April 24, 2022, 05:03:52 PM
Here's the latest (https://ufile.io/azuf32o9), thanks to lexluthermiester for continuing to test and find glitches!
Changes include a fix for the overworld secret passage, rounded corners in dungeon item and passage screens as well as overworld caves, a new clue from the old lady, graphic tweaks to triforce in HUD and dungeons, a title screen corruption fix related to automap, and various fixes and refinements to dungeons and overworld.
it seems the optional reveal_secrets.ips file doesn't work with this recent beta. applying this specific optional patch after the main patch and then attempting to load a saved game on that screen causes the game to freeze/hang on a black screen and the game never loads - tested this recently in FCEUX 2.6.4 and Nestopia UE 1.51.1. all other "optional" ips patches seem to work as expected; just not the one that attempts to reveal secrets
Hi erpster2,
I'm unable to reproduce that issue with the one optional patch or even with all of them applied. I even tried on the exact emulators that you mentioned. Are you sure something else isn't going on? The thing about that patch is that it's only a data change so I'm not sure how it could cause a hang.
I encountered the same issue after patching the game with a PRG0 rom then patching the 3.0b2 rom with the reveal secrets patch.
I attempted to use mesen and nestopia retroarch cores but neither worked.
I was able to patch 3.0b2 with the sword patch as well as the level 9 secret patches and the game loaded just fine but much like the previous poster I would only see a black screen if i tried to load the game with the reveal secrets optional patch loaded.
Hmm, I wonder what I'm missing to be able to reproduce this. There's no problem w/ reveal_secrets.ips in 3.0b (https://ufile.io/zbok04yw)?
Could the patcher make a difference? I've been using this:
https://www.romhacking.net/patch/
May 04, 2022, 02:52:42 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Tried on retroarch with the same cores, no go. Not sure what else to try...
I just patched the prg0 zelda rom with 3.0b then with level 9 secret then with reveal secrets and the game loaded up just fine after creating a new character
I then patched prg0 zelda from with 3.0b2 then with level 9 secret, then with reveal secrets and the game did not load after creating a new character. Problem seems exclusive to 3.0b2 changes. 3.0b2 works fine but only if I don't also include the 'reveal secrets' optional patch.
Try applying this patch after the others and let me know if it helps. I still can't reproduce the hang but that will help me narrow it down to a suspect piece of code.
Applying the 3.02b patch to the prg0 rom, then the level 9 secret, then the reveal secrets patch, and then finally that patch file you just posted in the previous post to the same rom in that order allowed the game to load just fine
Great, that's a start. I wish I could reproduce the hang though, let me know if you can think of anything else that could be at play.
This is a long shot but ignore the previous patch and try this one instead, after the others. And just to clarify, does the level_9_secret patch have to be applied as well to get the hang?
I just tried it with just the 3.0b2 patch + the reveal secret patch and experienced the black screen again so it didn't require any additional patches to trigger that.
As for your latest possible fix:
I patched 3.0b2, level 9 secret, reveal secret then finally your "possible hang fix" patch and the game loaded just fine.
Ok, we'll go with that then. Thanks for verifying the various patches!
Here's the latest 3.0b3 (https://ufile.io/pweijq4v). Other than the hang fix there's a text fix for the optional sword patch and it also replaces four of the duplicate overworld screens (south beach, east beach, death mountain, level 3 entrance).
Just tried the new patch one with the level 9 secret, reveal secrets, and start with sword patch and the other without the sword patch
Both gave me a black screen after creating a character (I'm using mesen on retroarch with the newest core)
Doh! Let's try that again. Link above updated.
Yay, it works, thanks for your dedication on this project :thumbsup:
Quote from: Jcnet1 on May 04, 2022, 09:13:23 PM
Yay, it works, thanks for your dedication on this project :thumbsup:
Thanks for your diligence with testing.
Hey gzip, what is the level 9 secret patch for? Is this the same as reveal secrets or what is the difference? Thanks
Quote from: netux on May 07, 2022, 11:29:08 AM
Hey gzip, what is the level 9 secret patch for? Is this the same as reveal secrets or what is the difference? Thanks
Hey netux, many people have struggled to find level 9 :banghead: so that patch replaces the hidden passage to level 9 with a normal, obvious passageway.
Quote from: gzip on May 07, 2022, 11:38:34 AM
Hey netux, many people have struggled to find level 9 :banghead: so that patch replaces the hidden passage to level 9 with a normal, obvious passageway.
Oh! got it. Ok, then I won't use that patch so I can try it as original intended. Thanks!
(https://i.imgur.com/Cxqj7ex.jpg) (https://imgur.com/a/6bbFqBB)
I finally had a chance to test the hack on real hardware today!
That's an SNROM cartridge of
Spot (https://nescartdb.com/profile/view/711/spot) with the battery and related components added, along with
an adapter board from MouseBiteLabs (https://www.etsy.com/listing/826068839/nes-rom-extended-adapter-board) which replaces the PRG-ROM with flashable memory. The tiny black and white television is an old karaoke machine found at a thrift shop.
a different problem that I found with 3.0b2 (wasn't aware that a 3.0b3 came out until a few moments ago as I was busy for the past few weeks with real life stuff) is when I applied the remove_automap.ips onto the base Zelda A New Light 3.0b2 game, it seem to have changed certain dungeon room layouts and I could not complete dungeon 9 of the first quest (the pushable block that triggers the stairway entrance was gone)
but when I played the Zelda A New Light 3.0b2 game as is without the "remove_automap" patch applied, that certain movable block in that room was there
edit 5/17 - the screenshots of what changed with remove_automap.ips - tested remove_automap.ips with both Floating IPS tool and Romhacking.net's online patcher
applying remove_automap.ips changed the following:
(https://i.ibb.co/N3fhHzw/Zelda-A-New-Light-0.png) (https://imgbb.com/) (https://i.ibb.co/W0g34jJ/Zelda-A-New-Light-1.png) (https://imgbb.com/)
into this:
(https://i.ibb.co/Jr7969F/Zelda-A-New-Light-2.png) (https://imgbb.com/)
it seems the remove_automap.ips patch needs to be updated for the 3.0 version so that it removes the automap feature while preserving (or not messing with) some of the dungeon room layouts
btw, that same problem occurs with 3.0b3 as well
on the other hand but unrelated, I'm happy to report that the updated reveal_secrets.ips patch works correctly ONLY when using the online patch tool from romhacking.net (https://www.romhacking.net/patch/); Floating IPS (https://www.romhacking.net/utilities/1040/) {which is my usual patch tool} has problems applying the reveal_secrets.ips patch onto the Zelda A New Light game and generates error message "the patch was applied but appears scrambled or malformed." as that tool can't properly do it
Here's
the latest 3.0b4. Changes are as follows:
- A new dungeon boss in level 7 (inspired by Outlands). See screen below.
- A new optional patch full_health to start/continue with full health.
- Update the remove_automap patch. Thanks erpster2!
Thanks to everyone who continues to help with testing! It's getting close.
(https://i.imgur.com/lxwaH6L.gif) (https://imgur.com/a/Xe2ooXf)
May 17, 2022, 07:04:07 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quoteon the other hand but unrelated, I'm happy to report that the updated reveal_secrets.ips patch works correctly ONLY when using the online patch tool from romhacking.net (https://www.romhacking.net/patch/); Floating IPS (https://www.romhacking.net/utilities/1040/) {which is my usual patch tool} has problems applying the reveal_secrets.ips patch onto the Zelda A New Light game and generates error message "the patch was applied but appears scrambled or malformed." as that tool can't properly do it
I'll take a look at this as well.
Quote from: gzip on May 17, 2022, 06:50:59 PM
Here's the latest 3.0b4 (https://ufile.io/8cyzdx27). Changes are as follows:
- A new dungeon boss in level 7 (inspired by Outlands). See screen below.
- A new optional patch full_health to start/continue with full health.
- Update the remove_automap patch. Thanks erpster2!
Thanks to everyone who continues to help with testing! It's getting close.
(https://i.imgur.com/lxwaH6L.gif) (https://imgur.com/a/Xe2ooXf)
May 17, 2022, 07:04:07 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I'll take a look at this as well.
Great boss design! Looks like I'll need to replay this hack.
Quote from: erpster2 on May 17, 2022, 02:19:19 PMon the other hand but unrelated, I'm happy to report that the updated reveal_secrets.ips patch works correctly ONLY when using the online patch tool from romhacking.net (https://www.romhacking.net/patch/); Floating IPS (https://www.romhacking.net/utilities/1040/) {which is my usual patch tool} has problems applying the reveal_secrets.ips patch onto the Zelda A New Light game and generates error message "the patch was applied but appears scrambled or malformed." as that tool can't properly do it
whoops, it seems that I should take some of this back.
while the online rom patcher js tool does not complain nor show any errors when patching the Zelda A New Light game with the reveal_secrets.ips patch file (unlike with Floating IPS which does display that error message I mentioned before), the game still works but does not actually "reveal" any secrets.
so the reveal_secrets.ips file needs to be updated again with the recent beta as no secrets are truly revealed when the game is patched with that IPS file but the game does not freeze/hang and continues to run fine
The reveal secrets patch provides a one pixel change for bushes and walls, so you still have to look hard.
The latest is released so let me know if you still have issues.
Version 3.0 (https://www.romhacking.net/hacks/5028/)
thanks for the 3.0 final release.
hope to see new set of dungeons for the 2nd quest in maybe either the 3.1 or 4.0 release :)
and maybe one day I might test Zelda A New Light game with this patch to play as Zelda (https://www.romhacking.net/hacks/6820/) instead of Link
Quote from: erpster2 on July 25, 2022, 10:28:59 PMhope to see new set of dungeons for the 2nd quest in maybe either the 3.1 or 4.0 release :)
a 3.1 release has recently come out (https://www.romhacking.net/hacks/5028/) - no new set of dungeons for Q2 though in v3.1; just a minor bug fix
maybe by a future 4.0 version there could be a whole new set of redesigned/remade dungeons for 2nd quest
full_health.ips, doesn't work.
Just continued with 3 hearts, instead of full health.
Quote from: nanashi89 on November 19, 2022, 02:16:22 PMfull_health.ips, doesn't work.
Just continued with 3 hearts, instead of full health.
I can't reproduce this. I applied the main patch and then full_health. Started with full hearts. Died in the overworld, continued with full hearts. Died in a dungeon, continued with full hearts. Tried the online patcher and also flips.
Quote from: erpster2 on November 19, 2022, 11:52:52 AMmaybe by a future 4.0 version there could be a whole new set of redesigned/remade dungeons for 2nd quest
Definitely a 4.0 type of change. But first I might be more interested in changing the overworld for the 2nd quest (which is more of a technical challenge). We'll see. Thanks for following along! :thumbsup:
Quote from: gzip on November 20, 2022, 10:34:49 PMI can't reproduce this. I applied the main patch and then full_health. Started with full hearts. Died in the overworld, continued with full hearts. Died in a dungeon, continued with full hearts. Tried the online patcher and also flips.
I can not reproduce this either. Works perfectly.
Quote from: nanashi89 on November 19, 2022, 02:16:22 PMfull_health.ips, doesn't work.
Just continued with 3 hearts, instead of full health.
Are you sure you have the correct version of ROM? There a number of very similar ROM files out there that play fine on their own but will not work with certain hacks. On main project page, check the CRC32 hash number to verify.
If you need help looking that up, let us know and we'll help walk you through it.
I can't find level 3 in the 2nd quest. Anyone have hints? Also still don't know how to get through the lost woods in 1st or 2nd quest. Where is the hint for that? :woot!:
Quote from: dreamvast on January 05, 2023, 09:26:07 PMAlso still don't know how to get through the lost woods in 1st or 2nd quest. Where is the hint for that? :woot!:
spoiler alert - expand it to view
Spoiler
right, up, right, left
Quote from: dreamvast on January 05, 2023, 09:26:07 PMI can't find level 3 in the 2nd quest.
Spoiler
same place as in original zelda 1 game - need ocarina to open the entrance to lvl 3
Quote from: erpster2 on January 08, 2023, 01:43:11 AMspoiler alert - expand it to view
Put another way, which is more in harmony with the ingame theming;
Spoiler
East, North, East, West
though I wasn't aware of the 3.1 release until recently as I was playing the 3.0 version
A new version is out (https://www.romhacking.net/hacks/5028/) which addresses several issues in the second quest.
Changelog for version 3.2:
- Fix hang with Q2 level 4 (regression from 3.1)
- Add bombable wall in Q2 level 4
- Make sure there's only one letter in Q2 overworld
- Add bombs in Q2 level 9 room to avoid potential softlock
As always, send me a PM (http://www.romhacking.net/forum/index.php?action=pm;sa=send;u=81057) if you run into any problems.
maybe include an optional anti epilepsy or anti flashing patch to reduce the amount of flashing effects (for photosensitive people)
the latest versions of this guy's game (https://www.romhacking.net/hacks/5455/) implement such measure (as mentioned in the latest readme file)
Quote from: erpster2 on July 27, 2023, 11:48:16 PMmaybe include an optional anti epilepsy or anti flashing patch to reduce the amount of flashing effects (for photosensitive people)
the latest versions of this guy's game (https://www.romhacking.net/hacks/5455/) implement such measure (as mentioned in the latest readme file)
There is no need. The original game itself came with such a warning and it is a known factor. For hacks to have a similar warning would be needless and redundant.