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Author Topic: Zelda 1 Redux / The Legend of Zelda Redux  (Read 349318 times)

netux

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #820 on: January 25, 2022, 01:41:29 pm »
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.

Yeah it worked now, thanks for the fix ShadowOne333!!. One thing I noticed while looking for the fixed patch is that now its name is different. Before the fix the name for MM5 was "Flip HUD.ips" and now it is "Original HUD.ips" - The old one still exists in GitHub so maybe you want to remove the old one to avoid confusion.

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #821 on: January 25, 2022, 02:38:38 pm »
Oh you're right, I have now deleted the Flip HUD patch from the GitHub repository, and I will upload an updated ZIP without that patch as well.
Thanks for the heads up!

SeongGino

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #822 on: January 26, 2022, 11:56:08 pm »
Another incidental oopsie with the fixes on GH: the in-dungeon map player indicator is un-reversed with Original HUD, so it's overlaying atop the hearts while the map is where it should be.


(With the updated MMC5 and Original HUD patch).

somiatruites

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #823 on: January 31, 2022, 04:35:43 am »
Hello,

Thank you very much for this effort you did here. I never finish the original game when I was younger, and I finally did with all these improvements  :) :thumbsup:

I used the recoloured dungeon, the rearranged bosses and the «no lost» patches and I think those definitively improved the original game too.

For me one of the best is the fact that you can see the cracks on the walls now. I don't have time now to try to blow every wall of Hyrule... I wish there would be more hints in the world map or in dungeons though.

Regarding my experience, this is what I notice playing the game:

- I don't know if this is a bug or not, or it was already like this in the original game, but when you use the stairs of a dungeon room, when you arrive at the destination room, Link always appears far from them, which looks weird and confusing. Of course it's not important, but just for you to know.
- I think the boss in the dungeon 3 is the wrong one in the rearranged bosses patch.
- When you get the silver arrows (at least with the recoloured patch where the Ganon's dungeon is red) all the screen (which only in this case is gray) suddenly turns into red too. I don't know if that is a bug but just for you to know it.

And what I'd love to see in future releases:

- Make the bosses more difficult to beat: Gohma only need to take one arrow to die which is kind of lame for a boss (at least 3 hits would be acceptable). Ganon only need one arrow to die. That's too few for the final boss (again, at least three rounds would make it).

- Reduce the hits you need to kill some regular enemies (blue knights, blue magicians, etc.). I mean, there are minions more difficult to beat than the bosses... (For instance in Dungeon 5, there is a room with like 10 of them and it's very frustrating)

- Auto-heart refill if you have medicine in the inventory (similar to what fairy in a bottle does in alttp)

- Pointer for dungeons in the map, at least when you first discover where are they.

- Pointer for shops in the map once you discover them so you don't have to look for help outside the game to remember where to by a medicine, etc.

- More ingame hints, improving texts as «GRUMBLE, GRUMBLE...» for something that actually make you think that you need a piece of meat... (I had to check on the internet what I had to do there...)

- Add a sound to whenever there is a a hidden secret in a room, like in Link's Awakening, when carrying the compass.

- Optional patch to disable the Lion key. It doesn't make sense to kill a room of enemies to get a small key when you won't need anymore...

- Make link have faster animation when use the sword to feel the control more like in «a link to the past» or «link's awakening».

- Make link to be able to move in diagonal, similar to «a link to the past» or «link's awakening»

- Make Link to be able to do a spin attack, similar to «a link to the past» or «link's awakening»


ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #824 on: February 01, 2022, 04:26:42 pm »
I have sent a submission to update the Original HUD patches to address the issue posted above.
I completely overlooked that byte in the source code I had for it.
It should be fixed now, the fix is already available on GitHub under the 3.0 Release.

EDIT:
All those points by som's are interesting, I'll take them into consideration for later on when I get time.
« Last Edit: February 02, 2022, 10:28:57 am by ShadowOne333 »

lexluthermiester

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #825 on: February 02, 2022, 09:42:05 am »
I have sent a submission to update the Original HUD patches to address the issue posted above.
I completely overlooked that byte in the source code I had for it.
It should be fixed now, the fix is already available on GitHub under the 3.0 Release.
The update is live.

xenophile

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #826 on: February 02, 2022, 12:39:30 pm »
I have a feature/bug fix request. I've thought about putting this in Hack ideas: for those without the skill but with all the ideas, but it seems like something Zelda 1 Redux might be interested in.

Background: I've been working on a Zelda rom hack (currently mostly on pause for Final Fantasy Adventure hacking), but one of the people I'm interested in playing it knows how to perform the block clip and screen scroll glitches. I've looked at the code a little but I'm not familiar enough with it to fix these bugs.

Can Redux add (optional?) bug fixes for block clip and screen scroll glitches?

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #827 on: February 02, 2022, 04:26:44 pm »
I have a feature/bug fix request. I've thought about putting this in Hack ideas: for those without the skill but with all the ideas, but it seems like something Zelda 1 Redux might be interested in.

Background: I've been working on a Zelda rom hack (currently mostly on pause for Final Fantasy Adventure hacking), but one of the people I'm interested in playing it knows how to perform the block clip and screen scroll glitches. I've looked at the code a little but I'm not familiar enough with it to fix these bugs.

Can Redux add (optional?) bug fixes for block clip and screen scroll glitches?

Aren't those supposed to be almost TAS-only glitches?
Or at least from what I know.

Chris Miller

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #828 on: February 02, 2022, 08:53:11 pm »
Aren't those supposed to be almost TAS-only glitches?
Or at least from what I know.

Nope.  They're actually pretty easy.  The guy who made Hellwalker fixed those glitches...much to my irritation. :p

http://redcandle.us/The_Legend_of_Zelda#Game_Mechanics_and_Glitches

xenophile

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #829 on: February 02, 2022, 10:15:31 pm »
Aren't those supposed to be almost TAS-only glitches?
Or at least from what I know.
Block clip especially is really easy. Blocks (in dungeons) just happen to have a line marked at the correct position, and sword swing mechanics mean timing goes from single (double?) frame precision to a window of probably ten frames or more.

Screen scroll is harder to pull off. I threw together a little hack a while ago to display your x/y coordinates in rupees and bombs to help with learning positioning (it's small enough to fit in four Game Genie codes so my understanding is it's too small to be welcome on RH.net) but even with positioning correct, the timing window is tight.

Nope.  They're actually pretty easy.  The guy who made Hellwalker fixed those glitches...much to my irritation. :p

http://redcandle.us/The_Legend_of_Zelda#Game_Mechanics_and_Glitches

Good to hear about Hellwalker. Thanks!

erpster2

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #830 on: February 12, 2022, 07:53:35 pm »

- Make the bosses more difficult to beat: Gohma only need to take one arrow to die which is kind of lame for a boss (at least 3 hits would be acceptable). Ganon only need one arrow to die. That's too few for the final boss (again, at least three rounds would make it).


only the red Gohma in level 6 of the 1st quest takes 1 arrow to kill BUT the blue Gohma in level 6 of the 2nd quest (as well as in level 8 of the 1st quest and level 7 of the 2nd quest) takes 3 normal arrows (or 2 silver arrows) to kill

no need to make adjustments for the Gohma boss - I like it as it is
but for Ganon, definitely make it take 3 silver arrow hits to kill instead of 1

ifightdragons

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #831 on: February 13, 2022, 04:12:44 am »
Or definitely do not. Changing the difficulty for the harder isn't what most people want out of these projects.

lexluthermiester

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #832 on: February 14, 2022, 09:45:09 pm »
Or definitely do not. Changing the difficulty for the harder isn't what most people want out of these projects.
This. Most people are looking for new adventures, not heightened difficulty.

jimstrom

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #833 on: February 20, 2022, 06:20:00 am »
Maybe make it a optional patch? I'm all for it to make Ganon take three silver arrows to match consistency with later Zelda games.

somiatruites

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #834 on: February 23, 2022, 05:15:27 am »
Or definitely do not. Changing the difficulty for the harder isn't what most people want out of these projects.

I don't like difficult games either, in fact I think TloZ is pretty hard to beat. But just saying this is ridiculously easy for a final boss... I mean, the final dungeon is a f**** hell to go through, and then the boss almost dies when you enter into the room... lol

Midnight Metronome

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #835 on: February 23, 2022, 05:34:13 pm »
Most people are looking for new adventures, not heightened difficulty.

Seriously? I agree but within reason it's ok to change difficulty. Its not even affecting difficulty that much. I mean c'mon use your brain. 3 arrows to kill that giant spider thingy is perfectly reasonable. Same with 3 silver arrows with Ganon.

The3Dude

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #836 on: February 23, 2022, 11:30:22 pm »
I feel like the main challenge with Ganon for newcomers with the original Zelda 1 is not knowing how to kill him in the first place. That is the only thing that makes Ganon difficult. Once you figure out you can just spam your sword and hit him with one arrow, the fight becomes very easy. Most people who will play the redux are people that have beaten the original game already too. So they already know how to kill Ganon. Making him take 3 hits with the silver arrow would be more in line with future Zelda games. In fact, Ganon needed to take 4 silver arrows in A Link to the Past. To people that have played Zelda 1 for many years, 3 arrows would be a welcomed addition to the fight. But, maybe for purists, you should make an optional patch to leave it the original way. I personally would enjoy a longer Ganon fight. As of now, it's already easier than the 4 headed Gleeok fight.
~The3Dude~

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #837 on: February 24, 2022, 11:15:39 am »
Making Ganon take 3 silver arrows instead of one would be a nice optional patch for sure, it would also be somewhat consistent with ALttP.
It might take a bit of debugging tho, as I'm not sure where Ganon's health values are located at, nor if they're shared with the arrow hit or not. And from what I know, Trax notes don't have much related to Ganon's code, and the RAM Maps available don't have anything on him either.

I think some Ganon related code is located at bank 4, around $12000-$13000, but I have yet to take a dive and confirm. The data could possibly be there, but it's just a hunch.
I will take a look at this later on, as I'm currently quite busy with work and other stuff, but if someone manages to find the data before I do, I'd be happy to make a patch out of it.


ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #839 on: February 24, 2022, 05:15:19 pm »
https://github.com/cyneprepou4uk/NES-Games-Disassembly/blob/main/The%20Legend%20of%20Zelda/bank_04.asm#L7980

That's interesting.
That routine seems to run whenever Ganon turns "red" (ready to be hit with the arrows), and then it waits until a counter in $AD reaches $00 to reset his state back to "blue".

When you hit him with a Silver Arrow during that lapse, the game then runs into the routine in $7D5F (or $75CF in ROM/Trax's disassembly):
https://github.com/cyneprepou4uk/NES-Games-Disassembly/blob/442c80aa579e9da1702fc903c4e0d0733a777bbb/The%20Legend%20of%20Zelda/bank_s2.asm#L3313
So I'm guessing the CMP #$10 at $12F53 has something to do with the red state, but I'm still not sure how precisely.

That's what I got so far, but I'll try to do some more research when I have a bit more time with this.
« Last Edit: February 24, 2022, 05:40:12 pm by ShadowOne333 »