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| Map-2 AVAILABLE!!!; It has been found! | |
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| Tweet Topic Started: Jan 24 2007, 10:45 PM (4,829 Views) | |
| Duke Serkol | Feb 4 2007, 02:03 AM Post #106 |
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Where'd that Princess go?
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...graveyard music?
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| Terra Branford | Feb 4 2007, 02:22 AM Post #107 |
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Officially retired
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I don't know if it's the graveyard music thus far... for me, it's the "Victory Fanfair" music (played upon beating the game) as soon as you get the sword and start the game. You WILL be happy to know though, that upon testing your "Translation only" patch ("just_tran.ips") WITH a header, the game WILL give you English text. Both at the sage with the sword, AND the first shop. I was happy to see that. Why? Because it means that the ORIGINAL patches made CAN work on this Map!!!! I'm going to test OTHER patches out and see what they do. I have confirmed that Roto's "complete" patch ("Bszldcom.ips") will NOT work, no matter if you have a header, set it to LowRom ~or~ HiRom mode, or disable/enable the static ram options. This may mean there are a few flags in Map-1 that Map-2 can NOT read (this goes back to my idea that the tiles and addresses are different enough that just ONE address out of place being patched badly WILL hang the game!). I have yet to test out ~all~ the relevent patches that could be applied to Map-1, but I have about ten minutes of free time. ;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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| God Ginrai | Feb 4 2007, 03:11 AM Post #108 |
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Hero Hatchling
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It surprises me that this topic has gotten to be 8 pages long, and yet Euclid hasn't made a post yet, especially since people have suggested him working on it. Anyways, I heard that Roto just disappeared after doing a lot for you guys, but did Dreamer Nom do the same thing? -God Ginrai |
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| Terra Branford | Feb 4 2007, 03:17 AM Post #109 |
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Officially retired
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I don't know where Roto vanished off to... maybe if someone has contact information for him we can get his input? He made a special string of code that I can't even begin to understand. As for Nom... I don't know about him either. I'm having NO success in getting his patches to work in Map-2. The only ones that worked (and I can CONFIRM) are the "Just Trans" patch Duke made and the "Time Crack" (which I did ~not~ discover, but am testing it further with BOTH versions). I'm going to post (in a moment) the patches that worked, and failed, and what they did. Probably as an "edit" to this one. |
| 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 4 2007, 03:30 AM Post #110 |
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We call it life
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Oh I missed something here... ![]() Eddzzz: Many thanks for the headered rom. I wanted to upload it but then the server was down... again Real_Hotdog: Also many thanks for the music patch. It works absolutely fine with the savestates and Zsnes! ![]() Althena77: That's a good idea and I made a savestate (upload tomorrow). Also this first week's savestate is neccessary to hear music ![]() AND: You can play with zsnes 1.5! Tre: That's a great finding! Duke: we need to update! I fix the files and as soon you are finished we can start over
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| Terra Branford | Feb 4 2007, 04:17 AM Post #111 |
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Officially retired
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Okay... I've tested out the individual patches, headers on and off. I'll post the results in some detail... It is recommended using a Header added rom, as THOSE worked best... non-header roms failed even on successful patches. BSZ-FINL.IPS - Fail (Renames as "BS Zelda 3rd Quest" but locks) BsLink_Roto.ips - Fail (There is NO Mascot change, but game still plays like normal) Bszldcom.ips - Fail (Renames as "BS Zelda1 ERYB F" and locks POTENTIAL address mismatch causes this!) code_fix_old.ips - Fail (CAN'T GET SWORD! Have to test further! LIKELY might allow weeks/timer fixes... IF you can aquire the sword!) code_fix_new.ips - Fail (CAN'T GET SWORD! Need further testing!) just_tran.ips - Success (Renames as "BS Zelda 3rd Quest" and features Duke's Corrected text! "Signs" are STILL ON however. Applying with bszld1.ips NOT tested yet.) tran+com.ips - Fail (locks on start of game) bszld1.ips - Success (Timer cycles beyond 57 minutes, Wait signs On, Mascot unchanged, timer stays at "18:xx" BUT minutes will cycle through various characters until it hits 00 again) bszld2.ips - Success (Timer cycles beyond 57 minutes, Wait signs on, same character changes to timer.) Bszelda.ips - Fail (Timer still cycles, BUT Wait signs on, Mascot does not change into Link.) This is the best I can test out with my resources. I would have loved it if I could get ~another~ timer crack that worked to change the timer from 18:07 to 01:07 and allowed for the timer to advance (1:59 to 2:00 when the minute changes) but I think Roto's might be the only one intended to do this aside from Nom's complete overhaul. Does this help any? |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| God Ginrai | Feb 4 2007, 04:26 AM Post #112 |
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Hero Hatchling
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That looks REALLY helpful.
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| Duke Serkol | Feb 4 2007, 04:31 AM Post #113 |
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Where'd that Princess go?
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So my translation works, eh? But I wonder if the text IS actually the same (in Japanese). |
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| Terra Branford | Feb 4 2007, 04:33 AM Post #114 |
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Officially retired
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Duke: I can't ~swear~ that the original Japanese text is the same between Map 1 and 2. But it is safe to assume that it is. I'm glad this seems helpful to have posted, and I have just tested using "bszld1.ips" and "just_tran.ips" together... it works nicely. Though it's annoying that the timer will go to 60, 61 and so forth, and eventually manage to display the half-infinity symbol. This IS still better than it was though, now that we know the time-crack can work. AND that it can be translated without ANY problems at all. Map-2 is now a quarter figured out. ![]() I'm going to use the cheat code to have the Wooden Sword now to see what happens when you have the above patches, PLUS "code_fix_new.ips" added to the mix. I don't expect it to work... or do anything useful... the literature for it vaguely tells us that it fixes the week issues... maybe this can be another "meanwhile" solution? I'll update on whether it lets you proceed past the first screen. Not having a sword means you can't go ~anywhere~ at all. I find THAT to be interesting. Edit: Well it turns out that you CAN proceed past the first screen when you have a sword artifically equipped through codes. HOWEVER. You can only go a few screens before the game gives you a black screen of death, you can't attack ANYTHING in the game, and you can't be hit. It seems that picking up the sword triggers the event flag to allow combat and the "code fix" without having Roto's patch will cause faults in the game to crash it. Too bad, because this was the only thing that seemed to really offer a promising chance at tricking the rom for now into doing different weeks ~without~ save states. |
| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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| God Ginrai | Feb 4 2007, 04:55 AM Post #115 |
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Hero Hatchling
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What about code_fix_old.ips? Have you tried that with it? |
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| Terra Branford | Feb 4 2007, 05:07 AM Post #116 |
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Officially retired
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I have tried using the old code fix patch. However, there was no difference in the game's reaction. From what I understand, the old one was only used if you didn't want to use the English translations, because it flubbed up some parts of the Japanese text. So version 2 is prefered. BUT. The game is still VERY buggy and crashes pretty much no matter what you do with either of these patches applied. So I don't recommend using them unless you want to just test things out... However I have what I see as real good news! BOTH versions of the patches DO seem to allow for you to "change" the week! I kid you not my friends. Enter in these codes to alter your week by Triforce pieces collected (7E743900: Week 1, 7E7439C0: Week 2, 7E7439F0: Week 3 and 7E7439FC: Week 4) and you WILL notice things are different in game. You DO need the "Wooden Sword" code (7E743A01) to allow you to move off of the starting screen to test this out. Now, what proof do I have that the week "changes"? The best example is when you use the "week 4" variable code for your Triforce. Hit "reset" on the game with the code ON! Notice anything ~different~ about the appearance of the game? No?! How about the fact that at 18:07 (start time), you get the ~night~ effect! Still not convinced? Well why not go up ~one~ screen? Do you see Darknuts walking around instead of the Octorocks? I did. As further proof, if you go to the shop around "18:13" you will notice that while there is NO BLUE CANDLE, you have significantly reduced prices from when you look at it in Week 1. This proves that the weeks ~can~ be changed somehow. That the "code fix" patches ~do~ affect the addresses as I thought they would. We just NEED to figure out what the flaws are that keep preventing you from getting the darned sword and setting the "Start flag" from working! Edit: I'm heading to bed now. It's almost midnight here, and I figure I've played around with patches and established notions and ideas enough for the night. I'd like to know how one makes their own patches, and what tools are needed. I can't promise ~anything useful~ from the knowledge... but I want to at least feel like I'm making some contribution to the project, instead of just messing around with things people have already given us. |
| 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 4 2007, 05:46 AM Post #117 |
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Oracle
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My experiments were less successful than Tre's. I was trying to streamline the process of reaching dungeon 5 by using the old AST trick of swapping weeks. I saved the week 2 game in a shop and then loaded that state into week 1. It carried across fairly well (inventory and everything), but the dungeon events weren't triggered right (the game changed to week 3, but dungeon 5's platform was missing). |
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| Terra Branford | Feb 4 2007, 05:58 AM Post #118 |
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Officially retired
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Garrett, I have to ask what type of saving system you are trying to streamline. Are you using the save states, as it seems you are suggesting with your post... or are you trying (as I did and failed) to use the real save ram to load up previous week's equipment and status to allow the transfer from one map to another? I know that the weeks are not changing correctly for a reason, but I have yet to figure it out. Even in my extended testing of the "fix" patch I was working with, it's only doing "minor" changes (like the darknuts and night effects) and not giving me exactly what you'd expect. I DID trigger different weeks in some variables... but not the right ones. For instance, even using the "Week 2" code, I did NOT gain the candle. I believe though this might be because of the stupidest mistake I have made at this point. I was trying to access it at 18:07 and 18:13. Think about that... doesn't the game have to hit 2:01 to activate the candle?!? I should test this out right now... but I'm feeling wiped out and unsure if it's worth the bother. Right now, it seems that there IS progress here... but the save states are the only SOLID way to continue the game. However at least we can play the game beyond the 57 minute limit, and in ENGLISH. Also, am I the only one that thinks this game is only patched with the anti-protection patch and the "seven minute skip" patch? Edit: Okay... I couldn't go to bed until I checked to see if 1:00, 1:01, 1:13, 2:00, 2:01 or even 2:13 could give me the candle in Week 2. However, I was unable to get the Blue Candle like I really wanted to do. I almost expected it, but at least I was able to check. There's still something preventing the trigger... or maybe it's because without Roto's base code that caused the Week Trigger to be based on Triforce pieces, all I can do is slight time alterations with the current patches I have combined. |
| 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 4 2007, 06:10 AM Post #119 |
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Oracle
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No, I'm using savestates. What I'm trying to do is get it so that you can just swap your week 2 savestate into week 1 and then back after entering the dungeon, rather than starting a new game and getting the loot and all that trouble. Another interesting thing I found is that if you import a save taken on the overworld you can walk anywhere (except over monsters). This could make for a nice cheat if it could be tracked down.
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| Terra Branford | Feb 4 2007, 06:15 AM Post #120 |
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Officially retired
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*~Spoilers in this post~* Ah. I see what you're after. Switch between games on the fly. The only problem is the one you've encountered... you can't switch back and forth because it doesn't properly trigger events. That's a shame, but at least you tried the idea out. I had hoped you were talking about using SRAM files though. If I could figure ~that~ out... heh, well let's just say that would be nice. My pet little project has only yielded a little hope that the weeks are triggering and not the timer... but I can't entirely swear by this now. The candle is still not showing up... and I'm starting to think that maybe the sky would go dark and turn the Octorocks into Darknuts regardless of Triforce pieces collected. Though your cheat to walk anywhere in the overworld is a rather neat one... but I'm still happy with my "You can't touch me!" cheat I made way back when. ![]() Edit: Looks like I discredited myself way too quickly. I was double checking through the "acknowledged timer events" log that Duke threw together ages ago... and at 1:30, with TWO Triforce pieces, the "Wait!" sign popped up, and then my B-Item was suddenly replaced with the Red Candle!!!!! This means that you CAN trigger weeks, but it's still VERY buggy and does NOT work reliably. To test this yourself if you want. Use the "code_fix_new.ips" on a header enabled copy of Map-2 (obviously). Then activate the "week two" code for Triforce pieces (7E7439C0). Do NOT activate the sword! I repeat, DO NOT ACTIVATE YOUR WOODEN SWORD CODE! Wait until the clock ~passes~ xx:13 (because the Fairy that appears at xx:12 WILL crash the game!!!) I recommend setting the time to "01:xx" just in case it doesn't like you being at 18:xx. At xx:30, the Red Candle event will occur. This is GREAT news, and really seems to lend credit to the idea of having the weeks working correctly. I'm GOING to figure out next if I can make that @#$&ing tile appear CORRECTLY and ACCESS the dungeon with the patch. Wish me luck. Edit 2: Insert some evil laughter here. While it's VERY tricky to even GET to the beach, I have proved that the "Week 3" code for collecting the Triforce, plus the code to have the timer jump to xx:36 WILL trigger the "Tile" flag in Map-2, WITHOUT save states, and without any interacting with Map-1 at all. Then using the Flute code, I was able to activate the dungeon six event flawlessly. Though entering it, because the Fairy event triggered, crashed the rom out. But think of it!! Weeks 1, 2, 3 AND 4 are ALL hidden inside of this one rom, waiting for a correct patch. And even with a broken and flawed patch process as I've applied here (because we don't have Roto's cracked or even usable for Map-2) it's possible to see that you can do it. That said, and my curiousity satisfied for the night, I am hitting the hay. If you want, I could maybe make screenshots of the codes in action... or you could just try it yourself. Just take the original rom, patch it first with the 1st time crack, then Duke's translation only patch, then the complete fix new patch. Then use the codes in this thread to get the effects you want, and my instructions for leaving screen one. And you'll see for yourself. Good night everyone. Hopefully in the morning I'll have some exciting stuff to wake up to.
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| I'm officially retired from beta testing, and resign my duties to those who have the time to do it. | |
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9:21 AM Jul 11