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Zelda 1 Redux / The Legend of Zelda Redux

Started by ShadowOne333, October 10, 2019, 12:04:03 PM

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ifightdragons

Quote from: ShadowOne333 on December 23, 2021, 01:24:06 PM
That might be because most of the "dumps" available for ALttP recently are all headerless, and the patch PowerPanda provided made is for the Header version of it.

I went ahead and made a Headerless version of the Kakariko shortcut hack, try it out (inside Optional, select the one that says Headerless):
https://www.dropbox.com/s/87pe1d58y8nl7ra/A%20Link%20to%20the%20Past%20Redux.zip?dl=0

Let me know if it worked.

Thanks mate, worked like a treat! Now the Redux experience is complete.
Merry Yuletide :beer:

nosynose

@Shadow
That reminds me, I once tried combining Redux 8.x with Hyrule Explorer 0.4, but no such luck. Could that actually be done headerlessly too? And if it does, will they work also with the headerless PowerPanda's? Those three don't seem to conflict with each other, at least gamewise.

InAnotherCastle

Hey!

So the "doesn't save into another slot than the one loaded from" thing is reproducible in FCEUX.

Maybe it was never intended to work this way? I've noticed that Zelda 2 Redux doesn't even prompt selection of slot when manually saving, it just saves to the slot loaded from.

ShadowOne333

#803
Quote from: ifightdragons on December 23, 2021, 03:14:05 PM
Thanks mate, worked like a treat! Now the Redux experience is complete.
Merry Yuletide :beer:

Ah nice, glad to know that was the issue.
That was the first thing that came to mind, and then realizing the Kakariko Shortcut patch used a Headered ROM as the base, made me almost certain that could it.

Glad it was an easy fix! I might add this optional patch later on, perhaps post-Christmas, but at least it's good to know it's working for now.

Quote from: nosynose on December 23, 2021, 03:46:05 PM
@Shadow
That reminds me, I once tried combining Redux 8.x with Hyrule Explorer 0.4, but no such luck. Could that actually be done headerlessly too? And if it does, will they work also with the headerless PowerPanda's? Those three don't seem to conflict with each other, at least gamewise.

What's Hyrule Explorer?
Is it a hack? If it worked before and doesn't now, it might be a similar issue to that above.
Simply try using a headered ROM and patching that one over, and if that doesn't work, try a headerless ROM instead and then patch it over.
If you can't find a headered ROM, simply fill the first 0x200 bytes of the ROM in a Hex Editor with a bunch of 00s and that should give you a similar result to a headered ROM (although with wrong checksum).

Quote from: InAnotherCastle on December 23, 2021, 04:02:40 PM
Hey!

So the "doesn't save into another slot than the one loaded from" thing is reproducible in FCEUX.

Maybe it was never intended to work this way? I've noticed that Zelda 2 Redux doesn't even prompt selection of slot when manually saving, it just saves to the slot loaded from.

I'm still not sure what you mean by that. If you can reproduce it with FCEUX, perhaps making a movie with it could help so I can see what's going on on my end.
Both Zelda 1 and Zelda 2 save in the slot you load from. It was always intended to be that way for all Zelda titles.
You can't save into another slot. You manually save and that slot you loaded and manually saved from is the one that gets saved. The Copy/Erase system only allows you to copy an already created file into another slot, same for the Erase option (it's simply another way of naming the ELIMINATION MODE from the original games).




UPDATE:
I have merged the latest minor fixes I made for the Bombs and Arrows to the GitHub repository:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/MMC1/patches

What should be changed:

  • Bomb item drops by enemies should now give 5 bombs instead of the default 4
  • Maximum bomb amount when starting 2nd Quest after finishing 1st Quest should be 10 instead of the default 8
  • Arrow item drops by enemies should now give the proper 5 arrows to the counter on the first drop
  • Link no longer shares color with the sand floor in all the Dungeons with sand floors (Dungeon 2, 3 and 7 from 1st Quest and Dungeon 5 from 2nd Quest)

Please give these changes a proper test in-game. The bombs should be no issue, but I'm also interested in the Arrow drop fix. I need someone to test that you can obtain Arrows normally, and that you can get the Silver Arrows and grab another arrow drop and still retain the Silver Arrows.

nosynose

Quote from: ShadowOne333 on December 23, 2021, 07:50:05 PM
What's Hyrule Explorer?
Is it a hack? If it worked before and doesn't now, it might be a similar issue to that above.
Simply try using a headered ROM and patching that one over, and if that doesn't work, try a headerless ROM instead and then patch it over.
If you can't find a headered ROM, simply fill the first 0x200 bytes of the ROM in a Hex Editor with a bunch of 00s and that should give you a similar result to a headered ROM (although with wrong checksum).

Yes, it's a hack: https://www.romhacking.net/hacks/4399/
It's said to subtly open a few routes so the game be less linear.

It didn't work before (8.3 newgfx uh) and it doesn't work now either
(9.1 newgfx uh + disable dash turning):
-HyrExp 0.4 is applied after Redux -> link's house interior loses its walls
-HyrExp 0.4 is applied before Redux -> link opens the chest in his house containing a lamp and the message declares it a boomerang!

And Hyrule Explorer is for headerless rom already, so the headered approach won't likely to work :(

But Redux is combinable to Translation Improvement: https://www.romhacking.net/hacks/5526/
-TranslIm + Redux 8.3 newgfx uh
-TranslIm + Redux 9.1 newgfx uh + disable dash turning
or at least it passes one or two first screens without problems.
I don't know if Redux itself already tweaked the text (thus changes might overlap) or whether such combination worth something.

(All tested on ZSnesW 1.51 Fusoya-8Mb)

ifightdragons

Quote from: nosynose on December 23, 2021, 03:46:05 PM
@Shadow
That reminds me, I once tried combining Redux 8.x with Hyrule Explorer 0.4, but no such luck. Could that actually be done headerlessly too? And if it does, will they work also with the headerless PowerPanda's? Those three don't seem to conflict with each other, at least gamewise.

Yes, this!!

Here it is, Shadow: https://www.romhacking.net/hacks/4399/

I tried to get it working with Redux a while back, but sadly couldn't. If you check the reviews, you can see that others are also wanting it to be baked into Redux, or at least be made compatible. It would be fantastic.

ShadowOne333

Quote from: nosynose on December 24, 2021, 01:16:58 PM
It didn't work before (8.3 newgfx uh) and it doesn't work now either
(9.1 newgfx uh + disable dash turning):
-HyrExp 0.4 is applied after Redux -> link's house interior loses its walls
-HyrExp 0.4 is applied before Redux -> link opens the chest in his house containing a lamp and the message declares it a boomerang!

Are you sure those are the results with Redux?
I tried on my end with an already patched Redux ROM, then patched Explorer over it, and I got the Boomerang message.
Didn't try patching Explorer first and then Redux though.

With that said, the best option would be to try with the Redux -> Explorer patching, and then try to patch over the Translation patch or something that modifies the text again? Text patches make sense that are compatible with Redux, since text is easily modifiable and apart from everything else.

If that doesn't work, then I don't know what else to do to make it work other than removing the entire text pointers and text changes that Explorer does (since I am guessing that's why it shifts the Lamp text with the Boomerang's).
Aside from that, and not wanting to sound rude or anything, we should not derail the thread with ALttP stuff as much.
I could probably create an ALttP Redux thread later on, when I get to properly documenting all its changes and making it open source. But until then...

Let's keep this Zelda 1, please :P
I am still looking for potential bugs related to the Bombs and Arrows item drops, as that was the only things I noticed in my 2 full playthroughs of both 1st and 2nd Quests.

nosynose

Quote from: ShadowOne333 on December 24, 2021, 02:51:05 PM
Are you sure those are the results with Redux?
I tried on my end with an already patched Redux ROM, then patched Explorer over it, and I got the Boomerang message.
Didn't try patching Explorer first and then Redux though.
Pretty sure for 9.1, since I just did that 2 days ago.

Quote from: ShadowOne333 on December 24, 2021, 02:51:05 PM
If that doesn't work, then I don't know what else to do to make it work other than removing the entire text pointers and text changes that Explorer does (since I am guessing that's why it shifts the Lamp text with the Boomerang's).
Ouch, it's not likely gonna work, then. Ah well, maybe I'll try HyrExp + Redux + TranslImp with different orders, though I'm not hopeful.

Quote from: ShadowOne333 on December 24, 2021, 02:51:05 PM
Aside from that, and not wanting to sound rude or anything, we should not derail the thread with ALttP stuff as much.
I could probably create an ALttP Redux thread later on, when I get to properly documenting all its changes and making it open source. But until then...
Let's keep this Zelda 1, please :P
Got it. As you said, no thread for this. Thank you.

ShadowOne333

Quote from: nosynose on December 24, 2021, 07:31:07 PMGot it. As you said, no thread for this. Thank you.

Yeah makes sense. I understand why you contacted me here, as ALttP doesn't have a thread.
But if anyone wants to send me any details or such about other projects that I've worked on, you can freely send me a PM about it, and I'll try to address it for sure when I read the message.

HARVEST

I hope an update can allow for an additional hack for the original Famicom Disk System music in Zelda 1 and Zelda 2.

mdtauk

Quote from: HARVEST on December 28, 2021, 03:06:13 AM
I hope an update can allow for an additional hack for the original Famicom Disk System music in Zelda 1 and Zelda 2.

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.

Greyfield

#811
Quote from: mdtauk on December 28, 2021, 04:50:39 AM
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: https://www.romhacking.net/hacks/1032/ and more importantly his description on which mapper to use here at https://bisqwit.iki.fi/cv2fin/

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

Cyneprepou4uk

MMC4 doesn't provide any extra sound channels.

ShadowOne333

#813
Porting both Zelda 1 and Zelda Redux to the FDS counterparts should be feasible.
Most of the code (from what I know) is similar enough, and the only hack that modifies anything sound-wise is Zelda 2 Redux (with the battle theme changes by IcePenguin), and porting the sound changes for the Battle Theme stuff in Zelda 2 to the FDS version might be a little problematic, since I don't know if they use similar sound-structures when it comes to the songs or if they were changed in localization (and the FDS ROM already has the Japanese Battle Theme, of course).

Everything else in both hacks is either graphics, gameplay, or something else changed, which could be ported to the FDS versions, given those ROMs have the proper free space to do so (and if the hijacked opcodes and the RAM offsets are similar between versions).

However, it's way too much work for me to handle, and to be honest I have no interest in porting both Redux projects to the FDS ROMs. It can be done, for sure, but it would most likely not be me the one that will port them.

If someone else does want to tackle porting Redux to the FDS versions, the source code is all freely available, and can easily be modified to make the proper changes so it works on an FDS ROM.
If that does end up happening, and someone is willing to take on such effort, I'm all up for bringing support and help however I can so it can be finished, but I won't be as involved.




EDIT:
I noticed that the change which modifies the bomb drops to 5 instead of 4 also modifies the small keys obtained to be 5 per key instead of 1. Fixing this should be the very last bug I encountered which remains to be fixed. I'll attempt a fix later this week.

SuperFeistyFox

Just tried the newest patch (MMC5) on my Everdrive N8 Pro, but when I powered off and on later and loaded my save, the game crashes when coming out of caves and even going into some caves!

ShadowOne333

Quote from: SuperFeistyFox on January 08, 2022, 07:10:16 PM
Just tried the newest patch (MMC5) on my Everdrive N8 Pro, but when I powered off and on later and loaded my save, the game crashes when coming out of caves and even going into some caves!

I just tested the MMC5 version on FCEUX, clean Redux patch. Clean save file as well.
Started a new save, took the sword, saved manually, restarted the save file, entered and exited from a cave without issues.

It might be the N8 having issues again, or something else.

jobo77

Just a suggestion...

I love Redux and left a positive review here.

However, playing through the second quest, there are 2 things that I would change to make the game more accessable;

1, either remove invisable walls or add a hint to them.
2, add a sound to whenever there is a a hidden secret in a room, like in Link's Awakening, when carrying the compass. Some stares are difficult to find and you never know if you've found all necessary items in a dungeon.

Thanks for an awesome hack!

delta7890

Not sure if I've applied something wrong as everything else appears to be working fine, but for me, when using the "Reordered Bosses" patch, Lanmola are the bosses for both Dungeon 3 AND Dungeon 4.

netux

@ShadowOne333, you may want to check this bug. If you apply the Flip HUD.ips patch, you get the arrow and key HUD inverted in the overworld. And in the dungeons they key icon is correct but the arrow one disappears.




ShadowOne333

Quote from: netux on January 21, 2022, 10:16:29 AM
@ShadowOne333, you may want to check this bug. If you apply the Flip HUD.ips patch, you get the arrow and key HUD inverted in the overworld. And in the dungeons they key icon is correct but the arrow one disappears.




An oversight on my part for sure, I just didn't check stuff good enough when making the HUD patches.
Could you try and see if the one updated here fixes it:
MMC1: https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/MMC1/patches
MMC5: https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/MMC5/patches

Let me know if it worked properly for you.