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Map-2 AVAILABLE!!!; It has been found!
Topic Started: Jan 24 2007, 10:45 PM (4,831 Views)
Terra Branford
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Oh I completely understand now. You are talking about using the Triforce codes in Map-1 to advance the weeks to their correct state for Map-2. It took me a while to understand what you were talking about! Sorry for that. Things have been... hectic... for me here.

I still say that the best way to do this, would be to treat it like each zst is a "Previously collected in week ___" deal, and have the cht file match it.
I'm officially retired from beta testing, and resign my duties to those who have the time to do it.
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ruggedman20
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hi y'all. i didnt know there was a forum in this site. anyways just letting you know that i was playing the second map on my dreamcast, through dreamsnes, and unlike the pc i can actually see the mascot but the music still needs fixing, also the rupees dont go crazy, when i tried it on the pc i had 9999 rupees and 32 bombs or keys.
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Terra Branford
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That might be because Dreamsnes is a port of Snes9x, dating around the 1.41 builds... maybe even earlier. So of course it would work much better than playing it on say, Zsnes 1.50 which goes nuts.

I am glad that it's working on Dreamsnes though, because while I know that Map-1 is flawless on it, I wasn't going to be able to test Map-2.

Welcome, by the way.
I'm officially retired from beta testing, and resign my duties to those who have the time to do it.
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Litude
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This is a great find indeed! I never thought I'd live to see this day! :P

Does anyone still posses the original music patch that Roto released some time before he did the bigger patch? I guess it could be compatible, but I've lost it since long and couldn't find it for download.
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Conn
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Quote:
 
I still say that the best way to do this, would be to treat it like each zst is a "Previously collected in week ___" deal, and have the cht file match it.


Yes, absolutely my thought: I guess 3 savestates at the beginning (Time x:07 - to prevent the waiting time) of each week is the best option we have.
So, as soon you are finished with one week, and ready for the next one you just load the Savestate. Then you can play the game closest to how it was original, e.g. if you load the Savestate of Week 2 after you completed Week 1, the blue candle is available in the shop.

However, we have to look what items should go inside - The "This Week's Objective" of the last week? Or absolutely minimum required items? That I leave up to you :)
HC's: I'd suggest only the three from beginning + the 1 time related + those you have collected in previous dungeons (which depends from the week you are in).
We have to do it this way, because other you may double collect some.

However we have to think about several stuff like to include some rupees e.g. for Week 2 so that you can buy the blue candle and not have to search for some first.

Quote:
 
Does anyone still posses the original music patch that Roto released some time before he did the bigger patch? I guess it could be compatible, but I've lost it since long and couldn't find it for download.

Oh, until now I've forgotten that there was one. Maybe I and Duke can look, but I guess the chances are small :( But that's a good idea :D

Edit: We may be lucky! I just found the patch at Zophar's Domain

Download it here: BSZelda Sound Hack

Please post here if you succeeded with this patch :)

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ruggedman20
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well i applied the patch and i tried znes and snesGt, it did not affect the music still the same. snesgt i dont know but i get no sound whenever i try map 2, map 1 is fine.
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Terra Branford
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I think the deal with the patches for Map-1 not working on Map-2 has to do with one of two main problems. The first is "small", in that the patch is likely tied to the header/checksum of Map-1, and so when you try to play the game back in an emulator, the header/checksum don't match, and it crashes the game. I don't know this for sure, but that's likely.

The second is that with the patch having to alter key elements from Map-1, it's dialed in specifically to the tile sets and sound fx, and all the other little aspects of Map-1. For all we know, Map-2 might have a slightly modified tile set (to match up with the different levels layout and locations of area being altered so drastically) and that's causing the game to crash. All it really takes is one or two addresses to conflict and you get a crash or lockup. Both of which we are all seeing as we try to use different patches from Map-1 on Map-2.

But with the templates, and some address checks, someone will figure out where the week trigger can be added. That's a guarantee.

As for the codes, I'm wondering... since we're making zsts for the game anyway... do we really ~need~ to have cht files too? Just apply the cheat to the game... die naturally in Map-1, and when you come back to life from Continue, save state the game. That's how I was able to keep the Heart Containers originally... and then the player wouldn't need to worry about two seperate files per week. Only one. :P
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
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Quote:
 
As for the codes, I'm wondering... since we're making zsts for the game anyway... do we really ~need~ to have cht files too?

You are right and I thought the same... It may only confuse people if we add also the cht files :)

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die naturally in Map-1, and when you come back to life from Continue, save state the game. That's how I was able to keep the Heart Containers originally...

Now I did not understand how you make this and what the effect of this is :)
This will save the state into the srm file, does it?


I thought about making 3 Savestates for every week (zst, zs1, zs2) and you have, whenever you are finished with both Dungeons of a Week, load the zst of the next one. I can fix those in 30 minutes... hold on :)

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Terra Branford
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Quote:
 
You are right and I thought the same... It may only confuse people if we add also the cht files :)


That's basically what I was thinking. Why have two sets of files, when we can just upload .zst files...

Quote:
 
Now I did not understand how you make this and what the effect of this is :)
This will save the state into the srm file, does it?


...or as you were just asking about, we can upload save files of the game for Zsnes users. I'm not ~sure~ yet if you can use the Sram battery file from Map-1 and have it affect Map-2 ~yet~. But I was able to save ALL of my cheats in Map-1 by just dying off, turning the codes ~off~ after I saved, and then resetting the game kept what I cheated into the game. That way you don't NEED save states. You don't NEED cheat files. You just need the SAVE file.


Quote:
 
I thought about making 3 Savestates for every week (zst, zs1, zs2) and you have, whenever you are finished with both Dungeons of a Week, load the zst of the next one. I can fix those in 30 minutes... hold on :)


That sounds good. I'm going to be going offline for lunch and to do a few things, but I'll come back and see what you've got. I'm still holding off on making the cheats for the moment, because I'm uber busy. But if it turns out that I can just boot Srams from one map to the other, I might be able to make something really nice.

As for how I'll transition the weeks with the cheats... I'm not going to. I'm just going to use the one cheat (invincible) and ~earn~ everything natively in week 1 on Map-1 (and the same for each week) so there isn't a chance of glitching and corruption of files. I'll likely only give ~one~ heart from week 1 over to Week 2 (the beach one). Week 3 will carry over ~two~ hearts from Week 2 (the one at the beach you get by bombing, and the one you get from the Hyla lake near the first dungeon) then Week 4 will carry over the last two hearts you get with Step Ladder and Raft.

That sounds like the best bet. As for the Bomb Bags. Upgrade to x12 will come from the Save to jump to Week 3, x16 from the Save to jump to Week 4. Anything else that one can get (Blue ring will be a Week 3 carry over from Week 2) naturally in Map-1 per week will carry over. Regardless of the Week's objective.
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
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Ok, here you are:Savestates for all weeks

If you apply these files as told in the readme you can play Map 2 almost naturally, that means the weeks are triggered.

To anybody: please test them!

Tre: I have to apologize. Except the HC's I was very kind... maybe too kind :(
I gave the full week's objective + 160 Rupees...

But you may make a better one ;)
I was just not sure what to include and what not...

Edit: That sounds cool with the battery. As soon you are certain if we can use this method also for Map 2 we can post this possibility. That's maybe better than using savestates and collecting all HC's again every week.

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Terra Branford
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I wouldn't know if 160 Rupees is a great idea... it is a little too kind. Maybe if it was for Week 3 or 4, I'd say "Heck yes!" to it... but that's me. I'm going to test them out in a bit, I just wanted to see what you'd worked on.

First thing's first though, I need to see if I can make saves work in Map-2 from Map-1.
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Conn
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Yes... This was because I thought that you have only 50 minutes time until the game ~still~ breaks. So I didn't want to let people waste time to get money for the candle. First I wanted to put only 60 Rupees inside, but I didn't find the corrrect code and so I thought... now... 160 are also ok ;)

And in most cases the player has collected so many rupees in week 1 yet.

One bug I have found yet. The green spot doesn't show the location on the map, but all Dungeons are perfectly accessable as far I've seen :D

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Terra Branford
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I think that with only fifty minutes to play the game until it breaks, you are right about the money. I did NOT take that into account. So it's not too liberal money wise.

I have noticed only one real "problem" (two actually) with your method of using the save states. You are the Male mascot regardless of whether you wanted to be the female or not. This isn't a big deal, but I liked playing as her. :P The "real" problem though is that when you go into places like the first cave for the sword, the Japanese text is glitched (I'm using the original rom downloaded from the site, no changes).

As for using my Save ram idea... it was a novel idea, but it did nothing more than switch the Female Mascot to the Male Mascot thus far. HOWEVER this is ALSO because I'm using "pbszelda" and not an unpatched version. MAYBE I should be trying this without the Dreamer Nom patch... but I really don't know if that's going to be so good an idea.

Now I have only one other idea... using a "Save game editor" program. Any clues where to snake one?

Either way, your save states are just as good as anything I'd have come up with, and I like that we DO get the timer effects working well.
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
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hehe... just wanted to report the text problem... however, originally there would be japanese signs which can the least of us understand, so this makes no difference *lol*

Your female problem is solveable if you apply the patches in a female game of Map 1... I did not take care of this :cucco:

That is sad that your sram idea doesn't work. This would have been nifty.


However, I think I can give following informations unspoiled:

In Map 1 you got the White Sword if you made your way through the Whirlwinds yet in Week 2. I tried this in Map2 too, and... now, you don't get it.
It's like that you need all 8 Triforce Pieces to fight Ganon, whereas in Map1 6 pieces were enough (actually, you have messed up sound with Ganon).

Quote:
 
Now I have only one other idea... using a "Save game editor" program. Any clues where to snake one?

Ush... that's a question for Duke ;)

Quote:
 
Either way, your save states are just as good as anything I'd have come up with, and I like that we DO get the timer effects working well.

Yes, this is not the optimal solution but the best we have now to play this game... originally :)
Hopefully anybody gets Roto's patch to work soon... until then this can be taken as a meanwhile solution.

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Terra Branford
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I was hoping that the save ram idea would work too... but at least I tried. I was amused that it turned my female mascot into a male one though. I don't know why that happens.

I was digging around Zophar's domain, and found a nifty editor for ALttP that someone already made to let you modify money, equipment, everything. The only problem is that it's a ~save state~ editor... and it's keyed in just for ALttP... haven't a clue if Duke would know where to find one that's a generic zst editing program, or even an sram. If we had that, then I might have a chance to make it all neat and seemlessly transition the weeks with the original Map-2 rom.

Either way, this is the best solution we've got for now... unless I cheat a little with Map-2 and make the save games that way... but there seems little point in it. >_<#;;;
I'm officially retired from beta testing, and resign my duties to those who have the time to do it.
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