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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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ShadowOne333

Quote from: Pleiades7 on March 09, 2020, 07:31:18 PM
Can we please get another beta release, with the optional boss hack included. Would love to try this out, and give you feedback.  :)
The latest beta patch is always available here:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/out

And the optional patches can always be found here:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/code/optional

They have been there for a while now.

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@Trax, I tried to do some more research, and took a peek at other disassemblies like Metroid to see how it handled collision for its tiles, and I found some code which seems to do a bunch of compares regarding some of the tiles that do separate between walk-through and solid in the game.

The code is located around 0x017485 in PC address, or $17475 in NES address. I also noticed that particular portion of the ROM is not documented in your disassembly, so I think this might be the one code that is related to the collisions, but I am still not 100% sure.

Pleiades7

Quote from: ShadowOne333 on March 10, 2020, 10:31:11 AM
The latest beta patch is always available here:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/out

And the optional patches can always be found here:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/code/optional

They have been there for a while now.

Thank you!

Quick question, for clarification. I was excited about your optional original bosses hack. However, all I could find was the "randomized bosses hack" and a note below about "working on it."

IS the randomized bosses hack the optional bosses hack you were referring to? Or are you ALSO working on a separate optional bosses hack that replaces the bosses with original bosses.

Thanx again for your hard work!

ShadowOne333

Quote from: Pleiades7 on March 16, 2020, 08:58:48 AM
Thank you!

Quick question, for clarification. I was excited about your optional original bosses hack. However, all I could find was the "randomized bosses hack" and a note below about "working on it."

IS the randomized bosses hack the optional bosses hack you were referring to? Or are you ALSO working on a separate optional bosses hack that replaces the bosses with original bosses.

Thanx again for your hard work!
I think there's a bit of confusion.
As far as I know, I have never mentioned randomized bosses in Zelda 1.
The only thing mentioned was having unique bosses in each level, meaning no repeated bosses (like Aquamentus, Dodongos, etc.) so each level will have its own unique boss.

That's what the patch is for.
And it's done, lexluthermiester helped me with this and you can get the patch from there.
I think the only one I haven't done a proper IPS patch for is the unique coloured levels, but the source code for it is already there as well.

TRIFORCE89

I'm unable to run tools against that repo on my Mac. flips, not that important - I can create an IPS through other means later. But the xkas bin is causing my some trouble for the patching. I think it is 32bit linux.

Right now I'm setting up a Windows virtual box to experiment with this, but I was curious if you had any solution that was 64-bit Mac compatible.

ShadowOne333

Quote from: TRIFORCE89 on March 17, 2020, 11:27:26 AM
I'm unable to run tools against that repo on my Mac. flips, not that important - I can create an IPS through other means later. But the xkas bin is causing my some trouble for the patching. I think it is 32bit linux.

Right now I'm setting up a Windows virtual box to experiment with this, but I was curious if you had any solution that was 64-bit Mac compatible.
You can compile it from source, here:
https://github.com/devinacker/xkas-plus

By compiling it, you should be able to generate a proper binary executable for your OS.

Trax

Download Xcode. It will let you compile C++. What I don't understand is why this project is not just a bunch of IPS files that you individually apply to a ROM according to the aspects of the game you want changed.

The3Dude

Quote from: Trax on March 17, 2020, 05:43:09 PM
Download Xcode. It will let you compile C++. What I don't understand is why this project is not just a bunch of IPS files that you individually apply to a ROM according to the aspects of the game you want changed.

Yes IPS makes things WAY simpler. :thumbsup:
~The3Dude~

lexluthermiester

Quote from: Trax on March 17, 2020, 05:43:09 PM
Download Xcode. It will let you compile C++. What I don't understand is why this project is not just a bunch of IPS files that you individually apply to a ROM according to the aspects of the game you want changed.
Quote from: The3Dude on March 17, 2020, 08:27:40 PM
Yes IPS makes things WAY simpler. :thumbsup:
I have to agree with these sentiments, IPS(or even BPS) files are very easy to use and make. Requiring people to compile from source is task almost everyone will avoid.

ShadowOne333

Huh?
But the IPS files are included in the source code too.
The optional patches are found within /code/optional, and the main Redux patch is inside the /out/ folder. The same will hold truth for Zelda 2 Redux as well and its extensive optional patches.

The only optional patch I haven't done yet is the Recoloured Dungeons one, but I might do it today, since all I have to do is just create the IPS and upload it, but that's about it.

Unless you guys meant other IPS patches? :huh:

lexluthermiester

Ah ok. It might save confusion to rename the folder "out" to "IPS" to make it more clear where the IPS file is located. Only a suggestion though.

ShadowOne333

Quote from: lexluthermiester on March 18, 2020, 10:38:31 AM
Ah ok. It might save confusion to rename the folder "out" to "IPS" to make it more clear where the IPS file is located. Only a suggestion though.
Thing is, the "out" folder is where the actual compiled ROM is saved.
So once you get your clean Zelda PRG0 ROM and use it to compiled, the Redux ROM will be generated in that "out" folder.

But yeah, I think the best option here would be just to make every IPS available into a separate folder called either "ips" or "patches" ("patches" might be the one I go for), and keep it apart from the actual source code.
I will do that today once I finish the Recoloured Dungeons patch.

lexluthermiester


ShadowOne333

Done :)

Here are all of the patches available inside the /patches/ folder from the source code, that way all the IPS patches are put together in one place, and they should now be easier to access:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/patches

The Recoloured Dungeons patch should also be there now as well.
I also modified the compiler and both the bash and batch scripts to output the main Redux IPS file inside /patches/ instead of /out/. The "out" folder should only contain the compiled ROM for anyone who wishes to screw around with the source and compile it manually.

Hope this helps, I'll also provide the direct access to the IPS patches in the OP as well, alongside the link to the source code.

aml435

Using the patches in the linked folder, I still get this in level three. They knights are garbled whether the Recolored Dungeon patch is applied or not.


ShadowOne333

Quote from: aml435 on March 19, 2020, 03:15:38 AM
Using the patches in the linked folder, I still get this in level three. They knights are garbled whether the Recolored Dungeon patch is applied or not.


Are you using the Rearranged Bosses patch?
I think that's the one at fault.

aml435

Yeah, that's the one that I'm pretty positive is causing it.
I remember mentioning other such errors before and it was said to be fixed, but now there are strange errors on dungeon enemies elsewhere in the game.

lexluthermiester

#176
If I understand you correctly, that's the patch I lent assistance in. Let me look into it and I'll chime in shortly.

EDIT1; Confirmed, that's a thing that I missed. Let me fix it and I'll get a new patch posted shortly.

EDIT2; Fixed. Here's the link to the new IPS patch.

https://www.dropbox.com/s/0b78ixdnnuqni1s/Rearranged%20Bosses%20Fixed%5B20-03-20%5D.ips?dl=0

@ShadowOne333
I changed the red Darknuts to yellow Wizrobes as that was the enemy set selected. If that is incorrect, let me know and I'll switch it around to have the Darknut set. Also, that set included the Lanmola's. I think I may have overlooked changing the Digdogger to Lanmola's. That was set as well. It's been a while since we last discussed this so I don't remember which way you wanted it.

Psycho Fox

Sorry to be a noob but that IPS patches don't work for me.  I downloaded them from the OP but when I try to use them through Lunar the program says they're not valid IPS files.  I tried FLIPS too just for the sake of it and the IPS files aren't recognised there either.

lexluthermiester

Quote from: Psycho Fox on March 20, 2020, 07:48:29 AM
Sorry to be a noob but that IPS patches don't work for me.  I downloaded them from the OP but when I try to use them through Lunar the program says they're not valid IPS files.  I tried FLIPS too just for the sake of it and the IPS files aren't recognised there either.
I just downloaded fresh copies of the IPS files to make the fixed shown in the post above. Are you sure you grabbed the right files?
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/patches
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/tree/master/patches/optional

When you click on each it will take you to each patches file page. Don't click on "View Raw", click on the download button(next to the "History" button).

Psycho Fox

Thanks for the clarification.  I had right-clicked on the link to the IPS files and "saved link as..." rather than left-clicking and opening up the page from which one downloads the real IPS files with the download button.

Knew I was being a noob!  Thanks again. :)