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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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minucce

MMC5 Automap went from (scanline 0, pixel 185) to (scanline 260, pixel 130) with latest compiled build. It'll be okay. I was mistakenly thinking of something else.


I think MMC5 load bug is fceux problem; Mesen and others load battery ram correctly. Legend of Link also does not reload saves on fceux.

Cyneprepou4uk

#701
Quote from: pleasejust on September 04, 2021, 01:47:37 AM
Just curious what the point of having two versions is? Isn't it enough to just have the MMC5 version?

I also don't understand why bother with two versions.

September 08, 2021, 05:00:52 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: minucce on September 07, 2021, 06:13:51 PM
MMC5 automap optimized
http://www.romhacking.net/forum/index.php?topic=29403.msg418888

My problems went away after this

Quote from: ShadowOne333 on September 07, 2021, 11:43:48 PM
Was that link you posted the correct one?

He meant this one
http://www.romhacking.net/forum/index.php?topic=29403.msg418888#msg418888

ShadowOne333

Quote from: minucce on September 08, 2021, 12:09:06 AM
MMC5 Automap went from (scanline 0, pixel 185) to (scanline 260, pixel 130) with latest compiled build. It'll be okay. I was mistakenly thinking of something else.


I think MMC5 load bug is fceux problem; Mesen and others load battery ram correctly. Legend of Link also does not reload saves on fceux.

Oh Legend of Link has the same problem too?
Then yeah it might be something with FCEUX then. Are you using the latest 2.4.0 version?
I could probably open up an issue report in the official FCEUX repository here:
https://github.com/TASVideos/fceux/issues

But let me know if this is absolutely the case for MMC5 with SRAM. In case other games or projects with SRAM+MMC5 also behave in the same way then I'll open the issue right away.

Quote from: Cyneprepou4uk on September 08, 2021, 04:27:57 AM
I also don't understand why bother with two versions.
---
He meant this one
http://www.romhacking.net/forum/index.php?topic=29403.msg418888#msg418888

Ah that code.
Yeah that one's already implemented, should be working fine now.
I'll probably go ahead and update the release pages with the new patches, since the Automap stuff seems to have been fixed thanks to the recent help :D

Oh and the whole MMC1/MMC5 stuff, I remember I mentioned it previously, but the reason why I handle both was because originally with bogaa's work, we thought that the animation was only possible with conversion to either MMC3 or MMC5, and that's why the MMC5 version exists, it was the first one with animation made, and then eventually Fiskbit from NES Dev shared an animation hack with MMC1, and the rest is history.

minucce

Super Mario All-Stars MMC5 saves break with fceux also (latest build from TASVideos)
http://www.romhacking.net/hacks/2422/

________________________________________


I took a peek at infidelity's Legend of Link arc slash




Besides the animated swing, magical sword sprite is used for diagonal attack. Which for Zelda 1 would be a problem since it's a (sprite) item you can pick up in the overworld cave.

My thought would be to swap out the map icon sprite ($1E) at the hud line split with a new diagonal sword sprite.

The hitbox and sprite rotations I have 0% idea so far.

ShadowOne333

Quote from: minucce on September 08, 2021, 01:35:00 PM
Super Mario All-Stars MMC5 saves break with fceux also (latest build from TASVideos)
http://www.romhacking.net/hacks/2422/

Ooof then yeah, it's an issue with FCEUX.
I'll post the issue report in a while to let them know about the issue with MMC5 mapper games and SRAM not being saved properly.

Quote from: minucce on September 08, 2021, 01:35:00 PM
I took a peek at infidelity's Legend of Link arc slash




Besides the animated swing, magical sword sprite is used for diagonal attack. Which for Zelda 1 would be a problem since it's a (sprite) item you can pick up in the overworld cave.

My thought would be to swap out the map icon sprite ($1E) at the hud line split with a new diagonal sword sprite.

The hitbox and sprite rotations I have 0% idea so far.

Oh are you attempting the Diagonal sword hack?
Legend of Link's code surely will be of help towards achieving it.
How LoL does it is indeed by changing sprites, but for Zelda Redux there could probably be a workaround...

The way I thought about doing it, was to make the sword sprite perpendicular to Link's position on the first couple of frames, then the diagonal sword (which should be available at all times in the sprite PPU) for another couple frames, and then the normal sword sprite parallel to Link's position. I believe Link's normal sword stab animation consists of three frames, so those 3 can easily be repurposed with those 3 sword sprites per frame of animation.
Link's hand for a diagonal sword swing can be left as it is imo.

As for the hit detection, Displaced Gamers on YouTube did a research video on the Wand Melee bug in Zelda 1:
https://www.youtube.com/watch?v=FBk-QkzMeIk&t=1743s

That very same code from the bug could hopefully be repurposed for a diagonal sword swing, since the Wand Melee bug apparently has some extra collision detection to the sides of the Wand. With the given behaviour moved to the sword instead of the Wand, and the animations added properly, it could prove for a good enough diagonal sword swing, all that without having to swap sprites at all.

erpster2

Quote from: minucce on September 08, 2021, 01:35:00 PM
Super Mario All-Stars MMC5 saves break with fceux also (latest build from TASVideos)
http://www.romhacking.net/hacks/2422/


saves seem to be "broken" starting with FCEUX v2.3.0 & greater
game saves from infidelity's SMAS NES and Legend of Link games work correctly (un-broken) with the older FCEUX 2.2.3 version (and the Fceux svn/git nightly builds before official 2.3.0 release around end of 2020 - I usually get the fceux git builds from the emucr.com site) as I tested them myself.

minucce

#706
==>

https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/f4da56dbbc1b6d14690effc59a013c95acc6a374/dungeon_front_room

I assume that only Q1-D1 has the door bug

September 08, 2021, 10:55:00 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/63d8b14a7e32a4b5482597fc5ee1577c35278637/cave_room_timer

==>

No random wait times

September 08, 2021, 11:03:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

https://github.com/TASVideos/fceux/commit/fca059aaf49d46338b93d685ad1beffe61c7e102#diff-20d6f40869a43e213e94bdf9576d3e3e613f87c98ae8c0f68714416e2f75fe2b


static void GenMMC5Power(void) {
..
FCEU_MemoryRand(WRAM, MMC5WRAMsize * 8 * 1024);
FCEU_MemoryRand(MMC5fill,1024);
FCEU_MemoryRand(ExRAM,1024);


And our battery WRAM gets wiped on Power.


We should randomize in init first


static void GenMMC5_Init(CartInfo *info, int wsize, int battery) {
if (wsize) {
WRAM = (uint8*)FCEU_malloc(wsize * 1024);
SetupCartPRGMapping(0x10, WRAM, wsize * 1024, 1);
AddExState(WRAM, wsize * 1024, 0, "WRAM");
}

MMC5fill = (uint8*)FCEU_malloc(1024);
ExRAM = (uint8*)FCEU_malloc(1024);

FCEU_MemoryRand(WRAM, MMC5WRAMsize * 8 * 1024);
FCEU_MemoryRand(MMC5fill,1024);
FCEU_MemoryRand(ExRAM,1024);

AddExState(ExRAM, 1024, 0, "ERAM");


and wipe in GenMMC5Power *only if* we have no battery.

Above changes not tested yet.. doing so now..


EDIT:
Works. Sent PR.

September 09, 2021, 12:00:53 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Hitbox video was interesting
- Will you include sword / wand hitbox centering bugfix?] 24:39
- Will you include wand melee bugfix? 30:55 (misc.asm)
(Both tighten up the collision detection)


My understanding of the extra wand hitbox is that during windup phase ($31), Link is actually raising the wand in the air (27:27 - 27:34) + (27:53 - 27:56). But wand sprite is not shown during these 4 frames.

I'll give it some more thought.

September 09, 2021, 04:08:41 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

On attack mode 1 of sword / rod, sprite is invisible. A dummy startup of 4 frames that should do nothing but indicate a thrust is coming. But weapon's hitbox is still active and always (forced) positioned for an up-attack (sword or rod).

Nomally this shouldn't matter. Sword hitbox ignores mode 1 and does not glitch hit; vanilla rod hitbox accepts mode 1 and thus the upward hit is detected and approved.

This is an oversight and engine bug. I did move the sprite around like a circle and got damage indication. Bank 7 is full though and I'll have to use bank 6? We'll need a lot of room for this.

Mode 2 lasts 8 frames and is the time we have to make a sword hit count. Mode 3,4 last 1 frame each.

September 09, 2021, 04:11:50 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

And for those who want fceux mmc5 fix binary (windows, ubuntu, mac)
https://ci.appveyor.com/project/zeromus/fceux/builds/40698514

erpster2

Quote from: minucce on September 08, 2021, 08:53:31 PM

And for those who want fceux mmc5 fix binary (windows, ubuntu, mac)
https://ci.appveyor.com/project/zeromus/fceux/builds/40698514

thanks.  downloading this newest interim fceux build now.

hopefully the fix will be included in the next official fceux version (maybe 2.4.1 or higher)

minucce


ShadowOne333

Quote from: minucce on September 08, 2021, 08:53:31 PM
==>

https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/f4da56dbbc1b6d14690effc59a013c95acc6a374/dungeon_front_room

I assume that only Q1-D1 has the door bug

September 08, 2021, 10:55:00 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/63d8b14a7e32a4b5482597fc5ee1577c35278637/cave_room_timer

==>

No random wait times

September 08, 2021, 11:03:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

https://github.com/TASVideos/fceux/commit/fca059aaf49d46338b93d685ad1beffe61c7e102#diff-20d6f40869a43e213e94bdf9576d3e3e613f87c98ae8c0f68714416e2f75fe2b


static void GenMMC5Power(void) {
..
FCEU_MemoryRand(WRAM, MMC5WRAMsize * 8 * 1024);
FCEU_MemoryRand(MMC5fill,1024);
FCEU_MemoryRand(ExRAM,1024);


And our battery WRAM gets wiped on Power.


We should randomize in init first


static void GenMMC5_Init(CartInfo *info, int wsize, int battery) {
if (wsize) {
WRAM = (uint8*)FCEU_malloc(wsize * 1024);
SetupCartPRGMapping(0x10, WRAM, wsize * 1024, 1);
AddExState(WRAM, wsize * 1024, 0, "WRAM");
}

MMC5fill = (uint8*)FCEU_malloc(1024);
ExRAM = (uint8*)FCEU_malloc(1024);

FCEU_MemoryRand(WRAM, MMC5WRAMsize * 8 * 1024);
FCEU_MemoryRand(MMC5fill,1024);
FCEU_MemoryRand(ExRAM,1024);

AddExState(ExRAM, 1024, 0, "ERAM");


and wipe in GenMMC5Power *only if* we have no battery.

Above changes not tested yet.. doing so now..


EDIT:
Works. Sent PR.

September 09, 2021, 12:00:53 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Hitbox video was interesting
- Will you include sword / wand hitbox centering bugfix?] 24:39
- Will you include wand melee bugfix? 30:55 (misc.asm)
(Both tighten up the collision detection)


My understanding of the extra wand hitbox is that during windup phase ($31), Link is actually raising the wand in the air (27:27 - 27:34) + (27:53 - 27:56). But wand sprite is not shown during these 4 frames.

I'll give it some more thought.

September 09, 2021, 04:08:41 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

On attack mode 1 of sword / rod, sprite is invisible. A dummy startup of 4 frames that should do nothing but indicate a thrust is coming. But weapon's hitbox is still active and always (forced) positioned for an up-attack (sword or rod).

Nomally this shouldn't matter. Sword hitbox ignores mode 1 and does not glitch hit; vanilla rod hitbox accepts mode 1 and thus the upward hit is detected and approved.

This is an oversight and engine bug. I did move the sprite around like a circle and got damage indication. Bank 7 is full though and I'll have to use bank 6? We'll need a lot of room for this.

Mode 2 lasts 8 frames and is the time we have to make a sword hit count. Mode 3,4 last 1 frame each.

September 09, 2021, 04:11:50 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

And for those who want fceux mmc5 fix binary (windows, ubuntu, mac)
https://ci.appveyor.com/project/zeromus/fceux/builds/40698514

Holy crap, I missed the whole bunch of edits after the initial one, what the heck.
I saw your Pull Request on the GitHub for TASVideos, amazing stuff you managed to fix the MMC5+SRAM thing.

As for your other 2 new bugfixes, I just saw them, I will be implementing them into the project probably by next week since I'm a little busy this weekend, but it should be good to go by Monday.

I'm glad the video helped a bit to understand how and where to look for the collision hitboxes and frames for the attack animation.

Quote from: minucce on September 10, 2021, 03:21:51 PM


wip image

Oh wow!
Holy crap you got more than I thought in such a short matter of time! :o
I'm seriously impressed, can't wait to see what you come up with for that idea.

erpster2

#710
Quote from: minucce on September 08, 2021, 08:53:31 PM

And for those who want fceux mmc5 fix binary (windows, ubuntu, mac)
https://ci.appveyor.com/project/zeromus/fceux/builds/40698514

yup. confirmed MMC5 fix for latest FCEUX build.
Zelda1 Redux MMC5 saves work properly with fceux.

BUT the MMC5 saves still remain broken in the puNES emulator, minucce & ShadowOne333.  perhaps bring the issue up to the puNES devs and have them issue a fix for their emulator too.  all old & current versions of puNES can't remember MMC5 saves when either doing a Hard Reset or Power Off/On cycle and only with a Soft Reset

Quote from: minucce on September 08, 2021, 12:09:06 AM
MMC5 Automap went from (scanline 0, pixel 185) to (scanline 260, pixel 130) with latest compiled build. It'll be okay. I was mistakenly thinking of something else.


I think MMC5 load bug is fceux problem; Mesen and others load battery ram correctly. Legend of Link also does not reload saves on fceux.

edit: MMC5 load problem also occurs on puNES as well

minucce

#711
I'll have to squash some hitbox collision errors before resuming wide swing.


#1
==>

This one is Displaced Gamers vertical reposition by +3y. Haven't looked deeper, might be slightly off for non-sword weapons but good solution.


#2
==>

This bug affects wide swing. Changing link's direction alters hitbox size, which creates lots of mismatch hits and miss.


#3


Magic beam shot is not aligned with sword.

Displaced Gamers suggestion of moving hitbox +1x creates problem with up sword (-2x). Fix sprite position instead.


Might be more bugs to iron out.

September 11, 2021, 06:46:17 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

 

I will sometime post source wip files for others to try and modify. Animation needs tweaking, Darknuts require diagonal blocking and I need to think about the hitbox some more.

Should wide slash be master sword upgrade or available from start of game? Regular or Master Quest? Note that all your savestates will become invalid because it requires a fresh power-on to reload the sram code.

EDIT: Game feels decently easier with the new technique.


Magic beam sword I'm looking to move +/-1 to match character frame. Physical hand does not match sword position when fully centered in #3 photo above.

Vanya


minucce

#713
Test build for diagonal swing. Apply on top of latest redux (mmc1, mmc5) github patch
https://github.com/minucce/workbox/raw/rhdn/swing/wide_sword_test1.ips

Use a fresh power-on load game, not old savestate. Game needs to load sram with new basic hitbox code for swing to work.


Sword swing will de-activate at less than 33% health


EDIT:
Should arrow drops turn on after the bow is gotten? They randomly drop at start of game with no way to hold them in bag.

September 13, 2021, 12:09:24 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Magic beam align fix released

https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/3d5acdf95a76913e9c74d39f91552894e7135ee2/magic_beam_align





Credit to Displaced Gamers for noticing that downward sword sprite center is 1-pixel off. Sprite has been h-flipped which fixes the blade centering problem.

September 13, 2021, 12:15:07 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Sword swing test patch also works on vanilla prg 0, prg 1 roms.

ShadowOne333

Quote from: minucce on September 12, 2021, 07:00:07 PM
Test build for diagonal swing. Apply on top of latest redux (mmc1, mmc5) github patch
https://github.com/minucce/workbox/raw/rhdn/swing/wide_sword_test1.ips

Use a fresh power-on load game, not old savestate. Game needs to load sram with new basic hitbox code for swing to work.

Sword swing will de-activate at less than 33% health

EDIT:
Should arrow drops turn on after the bow is gotten? They randomly drop at start of game with no way to hold them in bag.


Magic beam align fix released

https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/3d5acdf95a76913e9c74d39f91552894e7135ee2/magic_beam_align





Credit to Displaced Gamers for noticing that downward sword sprite center is 1-pixel off. Sprite has been h-flipped which fixes the blade centering problem.


Sword swing test patch also works on vanilla prg 0, prg 1 roms.

I'm just getting around to seeing all of this!
Incredible work you've done with it so far!

I will test the diagonal sword swing in a few mins once I'm all properly setup with the Magic Beam Align bugfix you made.
To answer your question:

Quote from: minucce on September 12, 2021, 07:00:07 PM
Should arrow drops turn on after the bow is gotten? They randomly drop at start of game with no way to hold them in bag.

Yes, that's normal.
The way it was done was it so that you could start getting arrow drops right from the start, but you won't be able to use them until you actually get the bow.
The shops have also been modified to sell you a set amount of arrows on purchase (80 rupees = 30 arrows iirc), to make it more akin to recent Zelda titles and shop prices for arrows.

Also, I noticed you mention this:

Quote from: minucce on September 12, 2021, 07:00:07 PMSword swing will de-activate at less than 33% health

So once you are around 1/3 of your health, the Sword Swing de-activates entirely?
That's a really interesting feature, similar to that of the Sword Beam with the Health too.

Although, from my point of view, and in my humble opinion, it might seem weird that the feature is removed when your health drops a bit.
It could be an optional patch, for sure, but I think it'd be best to have the Swing enabled at all times.

The Sword Swing also will be included by default in the main Redux patch as it's something that without a doubt will make the game much more enjoyable imo, but I know there's alt-purists out there that will say the swing takes away from the experience, so an optional patch to keep the stab will also be added for those that want it, it's always nice to have options after all.

But no doubt Sword Swing will be a defacto feature for me :D

minucce

Quote
Although, from my point of view, and in my humble opinion, it might seem weird that the feature is removed when your health drops a bit.
It could be an optional patch, for sure, but I think it'd be best to have the Swing enabled at all times.

It'll be an easy option to add / remove ;)

I wanted to keep the original stab to remind others what it feels like. I was in a room of Darknuts and Wizzrobes with a wooden sword and the challenge went up when losing the easy attack.


Weak explanation:
When Link loses strength, you have less energy to perform your upgraded slash and have to play more carefully until you're more healthy.

________________________________________________________


Game does some auto-centering when drawing melee weapons but does not adjust hitbox for this. The +/-1 H and +/-3 V noticed by the Displaced Gamers video.

This will affect the swing and beam align code, since I'm getting into lots of shared areas. Will have to re-design if I want to fix this further.

AdamDravian

Quote from: ShadowOne333 on September 13, 2021, 10:58:59 AM
So once you are around 1/3 of your health, the Sword Swing de-activates entirely?
That's a really interesting feature, similar to that of the Sword Beam with the Health too.

Although, from my point of view, and in my humble opinion, it might seem weird that the feature is removed when your health drops a bit.
It could be an optional patch, for sure, but I think it'd be best to have the Swing enabled at all times.

I completely agree that it would seem weird for Link to suddenly change the way he swings his sword due to having lower health.
Writer of the '80s-themed webcomic Satan Ninja 198X

minucce

Lucky for everyone I'm not a game designer
>> (Punishment!) :rofl:


Swing always enabled
https://github.com/minucce/workbox/raw/769581008fc23abd3a498624d4a687a8a1b02e3c/swing/wide_sword_test2.ips


After some private conversations, I have dropped partial health swing and other unbaked ideas
(it's not canon, what games does that, have you played any Zelda games, help me add to zxy hack, such a vanity idea, why not regular license, foreign obscenity, ..)
(do kids ever listen??)

I'm not doing a spin attack; there should be enough material for someone else to manage that. :) The swing modification is actually short though.



WIP code (expect this to change!)
https://github.com/minucce/workbox/raw/769581008fc23abd3a498624d4a687a8a1b02e3c/swing/draw_sword.txt
https://github.com/minucce/workbox/raw/1b3d0fc7b142dbf477ae2174d6317fe1bd197783/swing/main.txt


This is all remaining code as-is for others to use in their projects; considering going back to creating bugfixes for my own purpose. Although there's not much left in Zelda 1 that annoys me.

I'll likely post the minucce-yard project to rhdn like I did for Road Rash GB.

pleasejust

Something to consider that I'd like to see is something like if you're standing still then you jab forward, if you're pressing the direction you're facing while attacking it'll do the swing sort of in the same way that Breath of the Wild has the standard swing and lunge overhead swing. And maybe certain enemies can only get hit with a jab/swing attack? That would be very interesting.

Also, like Minucce mentioned, it makes the game easier. It's already made easier by redux now it's maybe too much? This hack will turn the game into easy mode basically. Maybe an optional patch to increase all enemy HP as well?

ShadowOne333

#719
Quote from: minucce on September 13, 2021, 04:37:51 PM
Lucky for everyone I'm not a game designer
>> (Punishment!) :rofl:


Swing always enabled
https://github.com/minucce/workbox/raw/769581008fc23abd3a498624d4a687a8a1b02e3c/swing/wide_sword_test2.ips


After some private conversations, I have dropped partial health swing and other unbaked ideas
(it's not canon, what games does that, have you played any Zelda games, help me add to zxy hack, such a vanity idea, why not regular license, foreign obscenity, ..)
(do kids ever listen??)

I'm not doing a spin attack; there should be enough material for someone else to manage that. :) The swing modification is actually short though.



WIP code (expect this to change!)
https://github.com/minucce/workbox/raw/769581008fc23abd3a498624d4a687a8a1b02e3c/swing/draw_sword.txt
https://github.com/minucce/workbox/raw/1b3d0fc7b142dbf477ae2174d6317fe1bd197783/swing/main.txt


This is all remaining code as-is for others to use in their projects; considering going back to creating bugfixes for my own purpose. Although there's not much left in Zelda 1 that annoys me.

I'll likely post the minucce-yard project to rhdn like I did for Road Rash GB.

Amazing work, minucce!
Thanks for sharing all of this and making it available!

I do agree, with all the work that's been done, there's not much I can think of from Zelda 1 that bothers me at this point.
The only other thing I can think about for both Zelda 1 & Zelda 2 is creating "Copy/Erase File" options (alongside being able to move the cursos Up/Down with the DPad instead of the Select button only, and selecting a blank file will redirect to the Register Name screen) for the File Selection menu, to that the menu behaves like that of A Link to the Past and subsequent releases of Zelda titles.
For Zelda 2, DarkSamus993 was working on such a feature, he got it up to this point:


Some base work for Zelda 1 was made in the file_tweaks.asm code by SpiderDave, but I forget to what point it was done:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/MMC1/code/file_tweaks.asm



One question about the Sword swing code.
I am not sure if I misunderstood something, but is the Magic Beam Align Fix you made compatible with the Sword Swing code?
https://github.com/minucce-yard/Legend_of_Zelda_NES/tree/3d5acdf95a76913e9c74d39f91552894e7135ee2/magic_beam_align

I don't remember if this had compatibility issues or not, but I wanted to make sure in case I need to drop the Magic Beam Align fix to make the Sword Swing work.


Quote from: pleasejust on September 13, 2021, 10:52:09 PM
Something to consider that I'd like to see is something like if you're standing still then you jab forward, if you're pressing the direction you're facing while attacking it'll do the swing sort of in the same way that Breath of the Wild has the standard swing and lunge overhead swing. And maybe certain enemies can only get hit with a jab/swing attack? That would be very interesting.

Also, like Minucce mentioned, it makes the game easier. It's already made easier by redux now it's maybe too much? This hack will turn the game into easy mode basically. Maybe an optional patch to increase all enemy HP as well?

The sword swing will be included by default in the main Redux patch, but an optional patch will be included to remove the feature if people so desire.
Your idea of incrementing the enemy HP is intriguing too, I might see about adding that as an optional patch, but no promises yet.