11 March 2016 - Forum Rules
Started by Aclectico, October 10, 2020, 10:07:09 AM
QuoteI have the ROM with DAB79C84934F9AA5DB4E7DAD390E5D0C12443FADevelopmental build, too.I put the Rom renamed at "Legend of Zelda, The (USA).nes" in the "rom" folder.i use the patch with starting the "make.bat"than if i start the rom with messen its only black map and link is Remastered if i go up. If i go left or right its showing the old link sprites.
Quote from: AdamDravian on October 14, 2020, 09:34:03 AMFirst off, this looks (mostly) amazing, and I respect all the time and effort it must've taken. Second, to explain that aforementioned "mostly" ... Well, it's the font. That font really detracts from an otherwise incredible presentation of Zelda.
Quote from: ShadowOne333 on October 14, 2020, 05:34:58 PM@Aclectico did you manage to get the Automap tiles working for Remastered?What is needed precisely for those? Just making proper 8x8 tiles for them instead of 4x4?If you need the sole Automap tiles, you can get them from the Redux source here:https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/code/gfx/data_04.binThat's the precise GFX data for the Automap tiles used in the map area, I made them into a separate GFX bin precisely for the sole reason of having everything related to Automap into a separate fully disassembled file (automap.asm + data_04.bin).Let me know if it helped.
QuoteAmazing pack!A few suggestions:1. Change the caves in the caves in the overworld.png to transparent and you will be able to see Link walking down and up. Not sure how to handle hidden caves, may be adding another png with caves opened.2. You can simplify fade to black with the brightness % option instead of having multiple images.3. Consider adding wallpaper to the HUD and menu.
Quote from: Aclectico on October 14, 2020, 10:44:24 PMYour idea of adding separate .png backgrounds for open caves vs. closed caves may be possible - However, there's one other issue I should probably mention. You may notice that Link only runs when you press a directional button. It's a little different from the functionality of the vanilla game. It's a long story, but this was a side effect of adding more frames to the running animation. Because of this, if the player isn't pressing a direction when Link is walking in and out of a cave, his idle stance would show instead. The end result would look like Link is magically levitating when coming in and out of a cave (unless a direction is being pressed). It may be possible to overcome all of these issues. But, the existing solution seemed acceptable for now.
Quote from: KnaveMotif on October 14, 2020, 11:02:09 PMVery nice! This has me excited for another playthrough or two.Here is some feedback, from just a little annoying to probably not your problem:1) Pressing Start - from the moment it starts scrolling until after pressing Start again and it stops scrolling: Overworld - World goes completely black including mini-map. (Sprites (except map location) also disappear, but this part is in the original.) Dungeons - World does not go black, but mini-map does go black. (Ditto about sprites.)This is a little annoying because when in a dungeon, I like to compare the mini-map to the auto-map to see where I've missed.
Quote2) Pressing Select - gets stuck on the note. I had bombs, arrows (happened with & without bow), candle, & note. A little annoying that I couldn't cycle past the note until I got the boomerang, which fixed the issue.
Quote3) Cave mouths flicker strangely while scrolling. This is mostly noticeable when scrolling horizontally, and barely noticeable except when cave is one that had to be revealed with a bomb, when the unrevealed image flickers as well.
Quote4) FYI, Log Window shows 1 invalid option error, 1 error loading background & 32 condition not found errors.
Quote5) Slightly tricky, maybe intentionally.In the original where the terrain doesn't change, it's obvious you can go north here.In HD, the sand at the top makes me think it's shoreline and you can't go north here. If I'm headed to level 1 on auto-pilot, I end up at the fairy fountain. I kinda like this little trick.
Quote6) This one is probably not your problem. When I first tried this patch, I got remastered graphics, but not everything was right. Most noticeably, full & partial hearts showed terrain instead. Turns out Mesen was applying hires.txt but not ZeldsHD.ips. This was because my SHA-1 didn't match, and Mesen was ignoring your <supportedRom> tag on line 6.The obvious and trivial solution was to reverse the SHA-1 hash, after which I discovered that my ROM, from 2001, had one extra bit set in the NES header compared to what you were expecting. My ROM had mirroring set to 4-screen instead of horizontal. (Mapper 1 uses dynamic mirroring, so this value is probably ignored by emulators. (probably == I haven't noticed a problem on multiple emulators (without databases)))Anyway, assuming you spelled <supportedRom> correctly, this isn't your problem. Not sure why Mesen is using the NES header in the hash, but maybe there is a good reason.*obvious and trivial == remembering my struggle with the Outlands patch where I had the correct hash value but the patch refused to apply anyway. The NES header was not included in the documented hash value. Google told me a different hash value that included the NES header, which didn't match. Playing with this, I found I had the read-only attribute set, which was why the patch refused to apply. Doh!
Quote from: jonathan29 on October 15, 2020, 08:49:07 AMHi, is it possible to play this on an android device?
Quote from: Jertigo on October 15, 2020, 09:25:58 AMHere is a block font I was developing for a different nes remaster. I scaled it up to 16x16 and cleaned up the edges. You are free to use it if you like. I think it fits the Zelda aesthetic pretty well.
Quote from: AirborneMuffins on October 15, 2020, 09:56:47 AMIs there a chance that this supports randomized roms?
Quote from: Aclectico on October 15, 2020, 11:35:34 AMI have heard reports that Retroarch seems to be working for some people now. You could try, the Mesen core via Retroarch. But, you may still end up running into CPU performance issues where the device can't keep up.That's not bad - thanks! I'll probably need to keep looking into this before making a final decision.I've never tried it - maybe. It would probably depend on what gets randomized. If item locations are changed, I would guess it may work fine. If something in the Overworld gets randomized, there is a chance something could get broken. To try it out, you'd probably need to randomize your ROM first, calculate the checksum, navigate to the two spots in the hires.txt file where the checksum is located, and replace the values with the randomized checksum value. Then, fire up as normal and see what happens.
Quote from: Aclectico on October 15, 2020, 08:47:24 AMThis is a known issue but I am not quite sure how to solve. KYA came up with the logic for scrolling full screens in the Overworld. Using similar logic to have the map scroll down when pressing start may be possible, but I'm not sure how to implement.
QuoteSorry, I'm not sure if I understand this one. Are you saying the game wouldn't let you cycle past the flute until you got the boomerang item? If so, I never encountered that before. I wonder if the same thing happens in Zelda 1 Redux??
QuoteInteresting - do you know how to find where those errors are located in the hires.txt file?
QuoteInteresting - sounds like you may have figured out a fix on your end. Also, you are correct - I'm not sure I could speak to odd behavior from Mesen in this area. But, for those that may have similar hash issues - there are two locations in the hires.txt file where the hash value is shown. The first one is after "<supportedRom>" at the very top as you noted. The second is near the bottom of the file right after the text "#---------------Start of sound patch---------------#." If your checksum is slightly different, you could try changing both values to match what you have.
Quote from: AirborneMuffins on October 15, 2020, 03:25:02 PMJust tried it and it appears to work with standard settings. Only issue seems to be that full heart sprites are being displayed as part of a cliff wall graphic.
Quote from: KnaveMotif on October 14, 2020, 11:02:09 PM6) This one is probably not your problem. When I first tried this patch, I got remastered graphics, but not everything was right. Most noticeably, full & partial hearts showed terrain instead. Turns out Mesen was applying hires.txt but not ZeldsHD.ips. This was because my SHA-1 didn't match, and Mesen was ignoring your <supportedRom> tag on line 6.
Quote from: Aclectico on October 15, 2020, 08:47:24 AM...for those that may have similar hash issues - there are two locations in the hires.txt file where the hash value is shown. The first one is after "<supportedRom>" at the very top as you noted. The second is near the bottom of the file right after the text "#---------------Start of sound patch---------------#." If your checksum is slightly different, you could try changing both values to match what you have.
Quote from: Aclectico on October 15, 2020, 11:35:34 AM... To try it out, you'd probably need to randomize your ROM first, calculate the checksum, navigate to the two spots in the hires.txt file where the checksum is located, and replace the values with the randomized checksum value. ...
Quote from: Aclectico on October 16, 2020, 01:34:15 PM@KnaveMotif - I could give thought to the idea of having the map disappear then reappear after scrolling (although, most users would probably see it as a glitch). Also, as far as the item issue goes, I'm not sure what the cause may be. I'm not sure if it occurs in Zelda 1 Redux as well. If it does- I would probably need assistance with troubleshooting as well.Also, I have received a couple of suggestions on the font issue and was interested to hear some general thoughts.Screenshot from Jertigo:Mockup using Sherwood Font (I am debating adding a subtle grey around the edges like Ironsword below to make the boundaries less harsh on this one): https://zeldauniverse.net/media/fonts/Also, KYA suggested an interesting front from Ironsword here (keep in mind special characters and numbers are carryover from Sherwood and they would need to be slightly modified to better fit): http://www.zee-3.com/pickfordbros/archive/view.php?post=278
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