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| Map-2 AVAILABLE!!!; It has been found! | |
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| Tweet Topic Started: Jan 24 2007, 10:45 PM (4,832 Views) | |
| Conn | Jan 30 2007, 04:17 PM Post #61 |
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We call it life
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Ok, tested the thing with the amos statues. If I load a savestat of Week 4 Map 1 into Map 2 they'll move at 3:08. I guess that if we only could get Roto's patch to work for this game, all our problems will be solved. Has anybody an idea why his patch can't be applied? |
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| Garrett | Jan 30 2007, 11:59 PM Post #62 |
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Oracle
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Well, it's an IPS patch. IPS patches are quite finicky about what they will and won't work with. Sometimes you can't even use a patch designed for an [h1] dump on an [h2] dump. I'm finally back on my own computer so I can play it at last! I've already started on a walkthrough that's almost as badly written as the first version of my AST one. ![]() No music is a shame. The latest version of ZSNES plays it really messed up, too. I guess the BS Zeldas' trademark incompatibility must continue...
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| Terra Branford | Jan 31 2007, 02:54 AM Post #63 |
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Officially retired
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I'm going to get to work on a tiny cheat file (11HC, Bracelet, and the Blue Candle) shortly... what else can you suggest to be added for the .cht file? I'm not entirely certain, because I've not even had the time to do more than go "Hey! It IS a new map! Cool!", stop playing, and then get back to work on other projects. >_> As for the ips patch Roto did... all one would really have to do is compare what was changed in Map-1 ~by~ his patch and coding, and using ~other~ patches (like Dreamer Nom's update) as a guide and template, one could actually fix the game and make it work right. The patches on the download page (minus Roto's) seem to have detailed information about what they are doing, ESPECIALLY Nom's. And I know that Euclid and Duke have enough knowledge with patches that I think we could cobble together a decent beta patch that proves the concept of changing weeks, without having to jump between games. Right? And as a true "second quest", I'm still excited that it's linked enough to the first one that it's elements can unlock the ones missing in Map-2. But it'd be even better if we didn't have to use cheats or trickery to get items and dungeons to open and work. Anyway. Post what you guys absolutely ~need~ in the "minimal required items!" cht file I'll be making, and I'll work on it before tomorrow ends (mind you it's 8:54pm est for me right now as I post this). Sound good? I'll even be nice and test them out to see if they ~really~ work well in Map-2 without trouble. Though I think that "11 Hearts" might be pushing it. You start with 3, and earn 8 through dungeon clearing, so why would you want to cause a player to have 13 extra hearts at the end? I'm thinking maybe having a player have 8 hearts through a cheat code is fair... you can still find at least two hearts by searching, and earn at least 6 in dungeons. |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| Terra Branford | Jan 31 2007, 04:54 AM Post #64 |
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Officially retired
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Okay, I've made a ~very~ VERY simple cheat file for Map-2. Since I did NOT know what was super important, I made the file based on what was asked for. The first, of course, is the Blue Candle. I added the raft, too, just in case it's needed. I hope that the file is able to be downloaded correctly... I didn't think to zip it, so let me know what you think. As for running it in Snes9x... I have 1.43 now, and it refused to load either BS Zelda Map 1 or 2... AST works though. |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| cent208 | Jan 31 2007, 05:21 AM Post #65 |
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Heir to the Seven
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Awesome, I'm already looking forward to it. |
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| Conn | Jan 31 2007, 09:55 AM Post #66 |
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Sorry, that was my fault. Wrong calculation. I think 9 are enough. 3 from the beginning + 5 through the dungeons. We have to give the one Time Related HC because the trick will switch the game to Week 3 and it won't be able to be collected anymore. All other HC's should be collectable, so that you can reach 16 HC's after the cheat is applied. Thanks for the cheat file We are going to host it as well as an zst file made out of it as soon as we know which items should be included. I think the blue Ring has also to get in, because you usually buy it with the meat which is required for D5. (And I don't know how many rupees you want to give in.Bomb upgrade: You get bomb upgrades in Spoiler: click to toggle . Is that right (I don't remember so good)? If so, the code for 16 bombs should also be applied.What more? Of course every Dungeon item you've collected. These are bow, wooden arrow, magic boomerang, raft, ladder, flute. Also the letter and a red medicine maybe. But NOT the white sword (this one is unlocked through this trick first). Then let's go for Ganon. In this file I recommend all cheats should go in (16 HC, silver arrow, )... BTW: I checked if you can get the master sword and red ring. Spoiler: click to toggle So these 2 codes don't have to get inside.
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| Terra Branford | Feb 1 2007, 12:48 AM Post #67 |
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Officially retired
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During simple playing of the game "as is" I was able to get not only the Meat "legally" (using the blue candle cheat) I was also able to get the Blue Ring. So casual playing will give you most of the items that you'd need. One just has to collect them naturally. So, now I'm not sure just what cheat file we're talking about here... are we going to just completely omit the idea of going through the dungeons in their order in Map-2 and use the zst file from Map-1 to jump straight to the end of the game basically... ignoring the idea of getting things normally? Let's clearify because I'm not sure I'm hearing it right. And you're welcome for the cheat file. I haven't really had the time to play it in Snes9x, but the files I used in the past worked fine on both (as long as I didn't put too many codes in). Edit: And you're right about the upgrade location for the bombs, I recall them being there too. As for the Meat and Ring, see if you can buy them where they were before you did the week jump... if so, then it should not be included. I think that there should be some challenge to the game. I mean in all fairness, I've gone so far in LoZ and BSZelda 1 as to get that first by just killing things until I had the money. The one piece of heart that appears from the beach... yes. Include that. That should jump you to "4" hearts. I think we could make a save state of sorts that might ignore the rules of having beaten the enemies... but ~still~ have the weeks unlocked. I'm going to have to try that out, but I think I could make a save state from Map-1 that unlocks ~all~ weeks... all their items are collectable natively... but you don't have anything extra (save that heart piece) and HAVE to play the game naturally. Does that sound good... or are we still wanting to have a code set that gives you everything up to Dungeon six to go with the save state? |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| Sam Atoms | Feb 1 2007, 03:57 AM Post #68 |
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Embarked on a Quest
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Hello everyone, I've been a fan of the Zelda series since the very beginning, and been interested in the BS saga for 8 years, since stumbling on Damodred's old page. I came by this site on Monday to double-check some info on the original map, and that's when I learned of this amazing news. Naturally, I had to play this thing, and I thought I'd report on how it plays. First I tried opening it in my emulator of choice, ZSNES v. 1.50. The time started at 18:07 and the young woman mascot went into the cave, and the old man gave his Japanese speech about how it was dangerous and to take the sword. But when I picked up the sword, it all went haywire. The rupee display flew up past 999, then 9999, and generally went crazy. Below, it showed 99 keys and 32 bombs, the mascot character was all discolored, the framerate slowed down and other nutty things might have happened that I don't remember. So I downloaded and ran the emulator that seems to be recommended for this package, SNESGT. (The newest version, which is v.205). Under SNESGT, it appears to run normally. After getting the sword, it behaves like you'd expect the first map to behave, with just the patch that sets the time at 7 minutes (including the big Japanese flashing signs, the sword shooting upgrades and the infinite bomb upgrades that come and go). At 18:57 the screen goes gray and white, then fades out to white and then, surprisingly, the emulator closes. And there we have it. My viewpoint is pure, so I only want to reach the later dungeons when it can be done "the natural way". Keep up the good work! This is a major finding of buried treasure in the Zelda jungles. |
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| Terra Branford | Feb 1 2007, 04:43 AM Post #69 |
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Officially retired
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Hmmm.... I have to admit that I haven't updated my Zsnes since 1.42 came out (I didn't like the newer versions, this was the best for me)... and it runs flawlessly for me. The "crash out" effect you get is likely the game's "game over!" event that happens when you get to "3:57" in the original Map-1 version (before time cracks were made). That's when the game was supposed to end... after four hours of play you weren't supposed to be able to continue. But I do like that you agree with doing it the natural way. Having an objective third party say so... makes a Tre smile. And before I forget, welcome to the forum! |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| Garrett | Feb 1 2007, 10:21 AM Post #70 |
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Oracle
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Yeah, the new ZSNES build goes crazy with the rupees. 1.42 doesn't do that, but I didn't notice any red rupees when using it. Of course if you want to get cash quicker that might be a good thing, but I wonder if it indicates other inaccuracies less easy to notice. |
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| Conn | Feb 1 2007, 11:14 AM Post #71 |
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We call it life
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Oh, I'm sorry if I confused you. My thoughts were again quicker than my writings ![]() I shifted a little bit away from the minimum required cheats, because I was thinking about that you are able to buy the blue ring right before D3 yet. So most players buy it latestly when they need the meat, means before D5. So, it sounds dumb for me that, if you load this cheat file you have no more blue ring and also no rupees to buy one. And D6 is hard without the blue ring... Anyway, I've forgotten to list the clock altering cheats: Should we patch with 7fffff23 (2:35)? (you'll also have full HC's then because of the... Tre's :P) For Ganon we can use 7fffff2d (3:45) to fight directly Ganon, or, and that is maybe better, to patch with 7fffff19 (3:25) so that you can get the red ring/master sword. I've forgotten that the availability of those 2 items vanishes at 3:35. So if we use 7fffff2d, the red ring/ master sword patches have to go inside. ...I just got an entirely new thought: the easiest and best solution is maybe if we just provide only 3 savestates with the beginning of Week 2, 3 and 4 at x:07. I've just checked week 2 and the blue candle is inside the shop. If I start Week3 the flute Podest also occurs at 2:35. Best is we only patch for the items shown in "This week's objective" of the former week and make a ZST out of it (with the time related HC and the dungeon HC's so far). The player will do the rest then... what do you think about this idea? |
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| Terra Branford | Feb 1 2007, 05:43 PM Post #72 |
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Officially retired
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I suppose that we could make a cheat file for each week to give the player the "missed" items. That's fair enough. For each "zst" file, I'm willing to make a cht file that will give them ONLY what they could natively get in the missed week... much like AST does in the second, third and final week. I've not been playing either Map for a while... so we'll have to look at what's available and what's not, in each week of Map-1, and give those items to Map-2 through zst and cheat files. Meanwhile, I have a few thoughts and ideas... and if I ever have the time, or if you do, we need to see if activating ~all~ triforce pieces in Map-1 and saving it to Map-2 will allow everything in the game to act as if it's week 4. That might be helpful. |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| Conn | Feb 1 2007, 07:51 PM Post #73 |
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We call it life
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Sounds like a good plan ![]()
Err... I tested this all the time yet and was speaking about this. If you patch map 1 with 7E7439C0: the map2 reacts as Week2 (blue candle available) 7E7439F0: "-" as week 3 (flute podest appears) 7E7439FC: "-" as Week 4 (Amos moves, red ring available, Ganon is defeatable at the exactly same time as it occures in Map1) However, Ganon is only defeatable when you have all 8 Pieces! |
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| Terra Branford | Feb 1 2007, 08:07 PM Post #74 |
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Officially retired
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Okay... I don't think I fully understand what you meant by patching map 1 with those codes. explain? |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| Conn | Feb 1 2007, 08:26 PM Post #75 |
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Ok, you start Map 1 (with Roto's patch applied) and patch with one of these codes (e.g. with 7E7439F0 if you want to get into Week 3). Now you are in Week 3 (Map 1). If you make a savestate now and load it into Map 2, then you are also in Week 3 of Map 2. Everything in Map 2 reacts now as Week 3, that means the blockades are vanished, the flute podest appears at 2:35 and so on... that works for all the other Weeks too. |
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