The Legend Of Zelda: Secrets Of The Past
Zeldix :: Zelda III Hacking :: Hacks Database :: Finished
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20160801
The Legend Of Zelda: Secrets Of The Past
Patch Download v.1.01:
- Code:
https://mega.nz/file/EzBWDApS#b1LThkCn5LnKlfIapBDiM04D2afiewIclqC498jHr1c
-------------------------------------------
Hello Zeldix users! My name is superskuj and I'm ready to present a brand new romhack called Secrets Of The Past! This is a small/medium sized new quest, featuring all new dungeons and a new overworld. I'd rate it at a relatively low difficulty, though I hope some parts will challenge your mind or body in a satisfying way
I'm calling this the 1.0 version, though I expect there will still be some bugfixes and minor tweaks etc to come. I believe, however, that all major fixes are complete. Please provide me with productive feedback to improve this and also improve my skills for future projects!
Patch it to an unheadered US version ROM.
Edit: Fixed a few bugs and updated the readme with more info about how to patch a ROM, I'll call it v1.01
I'd also like to post here all the hex edits and changes like that I made in case some of them might help future generations. Some of these are already known and documented, but for convenience I have them all compiled together. Please excuse my poor formatting, hopefully it's still comprehensible
- Code:
=================================
++++++++++++Hex Edits+++++++++++++
==================================
Master sword pulls lvl3 sword:
$02/89B0 $01->$02
----------------------------------
Lightning lock requires lvl3 sword to kill:
$0E/F08B $02->$03
----------------------------------
No Repeating Zelda Text:
$03/F498 $38->$18
----------------------------------
Dungeon Maps Disabled:
$01/0908 $F0->$80
----------------------------------
HP changes:
$06/B1C6 (Armos) $30->$40
$06/B17C (Moldorm) $0C->$08
----------------------------------
Damage Changes:
$06/B2B9 (Armos) $11->$18 (0.5->3)
----------------------------------
Disable warp tiles on overworld: (don't use any anyway)
$07/1638 $4B(warp)->$00(walkable)
----------------------------------
Change Zol prize pack:
$06/B6C1 $06(pack 5) -> $03(pack 2)
----------------------------------
Speed up arghus "fall on player":
$0F/34DA $40 -> $20
----------------------------------
Make arghus skip movements in first phase:
$0F/35DD $04 -> $01
----------------------------------
Speed up vitreous lightning:
$0E/E53F 20 20 20 40 60 80 A0 C0 E0 00 ->
10 10 10 20 20 20 30 30 30 40
----------------------------------
Smithy Changes:
Price
$03/34C5 $0A00(10) -> $F401(500)
$03/34DF $0A00(10) -> $F401(500)
Check if lvl2+ sword to see if upgradeable
$03/3486 $03 -> $02
Give lvl2 sword instead of lvl3
$03/3554 $02 -> $01
----------------------------------
Make lvl2 sword acquire correctly from smiths:
$04/8886 $?? -> $80
$04/43BD $?? -> $80
$04/4412 $?? -> $80
$04/45CF $?? -> $80
----------------------------------
Fix pendant 3 drop location:
$04/8C26 $D0 -> $80
----------------------------------
Make priest stay alive after master sword acquired:
$02/DA81 $90 -> $80
----------------------------------
Make Zelda not disappear after master sword acquired:
$02/EBD5 $B0 $38 -> $EA $EA
----------------------------------
"Pull for rupees" changes:
rewards:
$0E/FBD4 $D9 $DA $DB -> $DC $E1 $DB (bomb, 5arrows, red rupee)
some velocity changes:
$0E/FBCC-FBD3
----------------------------------
weapon damage changes: (some side effects, all acceptable)
lvl1 sword hurts bosses:
$06/B8F9 $00 -> $02
----------------------------------
skip opening cinematic:
$06/42E8 $14 -> $01
----------------------------------
don't save to dark world after ganon victory:
$07/3CD4 $40 -> $00
----------------------------------
prevent blind from triggering boss music:
$04/A234 $A9 $15 $8D $2C $01 -> $EA $EA $EA $EA $EA
----------------------------------
skip ending "scenes"; go straight to credits:
$07/1860-186D (6D BC 7C C3 8B BD 91 C3 B8 C3 D5 C3 1A C4)
copy to
$07/1820-182D (89 98 58 99 91 98 C5 99 89 98 58 99 89 98)
==================================
++++++++++Overlord Edits++++++++++
==================================
----------------------------------
flyingTiles
----------------------------------
$04/BA1D $16 -> $10 (Amount of tiles)
$04/BA21 $E0 -> $A0 (Speed)
X coordinates: $04/BA2A
before: $70, $80, $60, $90, $90, $60, $70, $80, $80, $70, $50, $A0, $A0, $50, $50, $A0
after: $60, $70, $80, $90, $A0, $A0, $A0, $B0, $C0, $D0, $D0, $D0, $D0, $D0, $E0, $F0
Y coordinates: $04/BA40
before: $80, $80, $70, $90, $70, $90, $60, $A0, $60, $A0, $60, $B0, $60, $B0, $80, $90
after: $80, $80, $80, $80, $80, $90, $A0, $A0, $A0, $A0, $90, $80, $70, $60, $60, $60
(the rest don't matter)
----------------------------------
FallingTiles
----------------------------------
$04BBA1 $2A -> $12 (Amount of Tiles)
$04BBDD $10 -> $30 (Speed, affects all falling tile patterns)
right = 00
left = 01
down = 02
up = 03
path: $04BB3D-$04BB62
03 01 03 00 03 01 03 00
03 01 03 00 03 01 03 00
03 01 03 00 03 01 03 00
03 01 03 00 03 01 03 00
03 01 03 00 03
to ->
00 00 00 00 00 00 00 02
02 00 00 00 03 03 03 03
00 00
(the rest don't matter)
==================================
++++++++++++ASM edits+++++++++++++
==================================
Set smith as saved by default:
AF C9 F3 7E 09 20 8F C9 F3 7E
LDA $7EF3C9 : ORA #20 : STA $7EF3C9
Open blind "skylight" by default: (uses "rupee room collected" flag in room with skylight)
AF CB F0 7E 09 01 8f CB F0 7E
LDA $7EF0CB : ORA $01 : STA $7EF0CB
----------------------------------
Cause blind to spawn as boss by default:
(applied to original blind room, didn't end up using this though)
(will conflict with a chest open or key collected flag in this room)
AF 59 F1 7E 09 02 8F 59 F1 7E
LDA $7EF159 : ORA $02 : STA $7EF159
Hopefully I didn't forget anything, or make any last minute mistakes with the rom and most importantly:
Enjoy <3
Last edited by superskuj on Tue 2 Aug 2016 - 21:22; edited 1 time in total
superskuj- Since : 2015-07-07
The Legend Of Zelda: Secrets Of The Past :: Comments
Re: The Legend Of Zelda: Secrets Of The Past
That's awesome, I didn't knew you were working on a romhack of this game as well! A secret well kept!
Thanks for sharing the hex edits as well, I might find something useful in there for my soon to be released final beta!!
The falling tiles reminds me of this:
But didn't knew about this:
$04BBDD $10 -> $30 (Speed, affects all falling tile patterns)
So thanks!
Thanks for sharing the hex edits as well, I might find something useful in there for my soon to be released final beta!!
The falling tiles reminds me of this:
- Code:
; $4BB24-$4BBB1 DATA
pool Overlord_CrumbleTilePath:
!right = 0
!left = 1
!down = 2
!up = 3
02 02 02 02 02 02 01 01 01 01 01 01 01 03 03 03
03 03 03 00 00 00 00 00 00 --------FloorDropSquare (Sprite 0A)
01 01 01 01 01 01 01 03 03 00 00 00 00 00 00 00
03 03 01 01 01 01 01 01 01 --------My custom drop (move elsewhere)
00 03 01 03 00 03 01 03 00 03 01 03 00 03 01 03
00 03 01 03 00 03 01 03 00 03 01 03 00 03 01 03
00 03 01 03 00 03 01 03 00 --------FloorDropVertical (Sprite 0B)
00 00 00 00 00 00 00 00 00 00 00 --FloorDropEast (Sprite 0C)
02 02 02 02 02 02 02 02 02 02 -----FloorDropSouth (Sprite 0D)
01 01 01 01 01 01 01 01 01 01 01 --FloorDropWest (Sprite 0E)
03 03 03 03 03 03 03 03 03 03 -----FloorDropLineUp (Sprite 0F)
10 F0 00 00
00 FF 00 00
00 00 10 F0
00 00 00 FF
1A 2A 0C 0B 0C 0B -----------------FloorDropLimits
24 3D 66 71 7B 86 BB BB BB BB BB BB
But didn't knew about this:
$04BBDD $10 -> $30 (Speed, affects all falling tile patterns)
So thanks!
Just wait until you see the room with those put to use. I think you'll like it
Got be intriged! Alright I'll check it out tommorow when I wake up!
You'll probably like my custom drop too once you play my hack and reach my computer in the Dev's Hideout. It is a somewhat challenging room
You'll probably like my custom drop too once you play my hack and reach my computer in the Dev's Hideout. It is a somewhat challenging room
Short, yet entertaining!
lol
But from what I've played so far, it's a nice hack with just the right difficulty, on par with alttp!
^^Made it to here^^
Will continue my playthrough when I wake up, hopefully I'll see your custom floor drops soon!
lol
But from what I've played so far, it's a nice hack with just the right difficulty, on par with alttp!
^^Made it to here^^
Will continue my playthrough when I wake up, hopefully I'll see your custom floor drops soon!
Actually you won't see them for a little while still, but I'm glad you're enjoying it so far!
This looks really good, also like your hex edits. I will try it out later today^^
Hey... How can i patch it with the US Version?? Tried some thing... But I did not found the Problem... More information about the installation would be nice in the read-me.
That's because we are so skilled here, we think the patching is a trivial thing. You will need Lunar IPS program (google that and download). Then you will need the exact US Alttp version without a header. Use the Tush program (google that) to remove the header, if the room has one. No one can give you the Rom though (original or patched). Than open Lunar IPS and press Apply patch. The rest is self explanatory (when prompted for patch, select it, when prompted for original rom, select it). That's it. The original rom will change into the hacked one.kevkev199 wrote:Hey... How can i patch it with the US Version?? Tried some thing... But I did not found the Problem... More information about the installation would be nice in the read-me.
Also, this is not an installation. You don't install anything. Once you have the correctly patched rom (if you patch it to a false original rom, it will result in a bugged non working rom), you load it in the SNES emulator of your choice, again no installation, since emus are usually direct-exe based in an unzipping bundle. So they really are not installed into Program files folder, they can be run from any location.
Alright here's some feedback!
Started recording a playthrough of the second half of the second dungeon after you get the big key:
^^Mainly to show you how it can be tedious for someone who doesn't know all the paths and puzzles. Overall is was fun except one thing. Please put some hearts under pots, most of the time it's just arrows, bombs, rupees or nothing!
I probably forgot a bottle somewhere too...unless I needed to buy from the bottle seller, but when I begun the dungeon I had not enough money.
Had to stop the video because of youtube 15min limit.
^^Anyhow, one pendant done, two to go. Will continue this later!
Some bugs:
---------------
^^This is what the character selection screen looks like in zsnes (I know I still use an outdated emulator )
^^If you screw up this puzzle and go back the stairs...
^^...it leads to an empty room!
Started recording a playthrough of the second half of the second dungeon after you get the big key:
^^Mainly to show you how it can be tedious for someone who doesn't know all the paths and puzzles. Overall is was fun except one thing. Please put some hearts under pots, most of the time it's just arrows, bombs, rupees or nothing!
I probably forgot a bottle somewhere too...unless I needed to buy from the bottle seller, but when I begun the dungeon I had not enough money.
Had to stop the video because of youtube 15min limit.
^^Anyhow, one pendant done, two to go. Will continue this later!
Some bugs:
---------------
^^This is what the character selection screen looks like in zsnes (I know I still use an outdated emulator )
^^If you screw up this puzzle and go back the stairs...
^^...it leads to an empty room!
I think that dungeon is the most punishing because of the limited equipment you can have up to that point. You expressed one of my biggest concerns, which is that when those puzzles are used in a linear path they become tedious when you have to redo any of the dungeon. I tried to implement ways to skip some puzzles if they have to be redone and even a checkpoint system in the longer dungeons but this one might have the worst structure in that regard.Lord SePH wrote:Alright here's some feedback!
Started recording a playthrough of the second half of the second dungeon after you get the big key:
^^Mainly to show you how it can be tedious for someone who doesn't know all the paths and puzzles. Overall is was fun except one thing. Please put some hearts under pots, most of the time it's just arrows, bombs, rupees or nothing!
I probably forgot a bottle somewhere too...unless I needed to buy from the bottle seller, but when I begun the dungeon I had not enough money.
I'm not sure why it would be broken on zsnes but I'll see if I can figure it out. I test on snes9x first (or when I need savestates) and sd2snes after.
Some bugs:
---------------
^^This is what the character selection screen looks like in zsnes (I know I still use an outdated emulator )
ahh one of my biggest fears was forgetting to connect 2 stairs correctly. I'm really surprised I never went back up these in any of my tests.
^^If you screw up this puzzle and go back the stairs...
^^...it leads to an empty room!
Thanks for the feedback I'll start getting to work on these issues!
I'll add some more info to the readme for those less familiar with the process. I knew there was more I could put in therePuzzledude wrote:That's because we are so skilled here, we think the patching is a trivial thing. You will need Lunar IPS program (google that and download). Then you will need the exact US Alttp version without a header. Use the Tush program (google that) to remove the header, if the room has one. No one can give you the Rom though (original or patched). Than open Lunar IPS and press Apply patch. The rest is self explanatory (when prompted for patch, select it, when prompted for original rom, select it). That's it. The original rom will change into the hacked one.kevkev199 wrote:Hey... How can i patch it with the US Version?? Tried some thing... But I did not found the Problem... More information about the installation would be nice in the read-me.
Also, this is not an installation. You don't install anything. Once you have the correctly patched rom (if you patch it to a false original rom, it will result in a bugged non working rom), you load it in the SNES emulator of your choice, again no installation, since emus are usually direct-exe based in an unzipping bundle. So they really are not installed into Program files folder, they can be run from any location.
superskuj wrote:ahh one of my biggest fears was forgetting to connect 2 stairs correctly. I'm really surprised I never went back up these in any of my tests.
Thanks for the feedback I'll start getting to work on these issues!
That could actually make for a pretty cool puzzle dungeon, like a haunted house where staircases don't actually connect where you think they will, and part of the solution is to go up the same staircase several times in a row. Kind of like Impa's Ways in PW, except in that case it's just identical-looking rooms duplicated throughout.
Wait till you try my soon to be released hack, if you do...and reach up the Parallel Tower Ruins!
As that hind provided in the starting room indicates, staircases in those ruins rarely lead you back to where you were last at!
''Welcome to the Parallel Tower Ruins!''
''You know what they say about Rome?''
''Well that's not the case here!''
''Not all staircases lead to the bottom of the Parallel Tower Ruins!''
As that hind provided in the starting room indicates, staircases in those ruins rarely lead you back to where you were last at!
Just a quick note to say thanks for making this fine hack and I thoroughly enjoyed it Skuj! I wish those of you who try to find all 3 hidden medallions good luck
Ok I fixed the stairs, and the file select screen issue. It wasn't a zsnes problem at all, I broke the patch but it should be ok now. I'm surprised that's the only issue that presented itself. I also made a few other minor tweaks. If you started the game already and want to continue from the file, you'll need to rename this updated rom to be the same as the one you started the file on, or rename your srm file to match the name of the rom. Oh I also updated the readme with basically the same info that Puzzledude provided in this thread
https://www.twitch.tv/dexirian/v/80545363
Found a twitch of this game^^
It's the first time I see such a variation of the final boss! Looks hardcore! Maybe I'll resume my playthrough sometime, once I finalize my hack and you guys beta test it!
Lots of original ideas in there!
Those custom flying floor tiles paths together with floor drops are fucking genius too
Keep it up!!
Found a twitch of this game^^
It's the first time I see such a variation of the final boss! Looks hardcore! Maybe I'll resume my playthrough sometime, once I finalize my hack and you guys beta test it!
Lots of original ideas in there!
Those custom flying floor tiles paths together with floor drops are fucking genius too
Keep it up!!
Hey superskuj, played this for a few hours and so far am really enjoying it. I can't thank you enough for changing the overworld. There are Zelda 3 hacks out there that change the dungeons into really interesting dungeons but then leave the overworld basically the same. Half of the fun of Zelda is exploring the overworld and discovering new areas. It must be one of the tougher aspects of editing Zelda.
I might be currently stuck, but I'll do a little more exploring and see if I can figure out where to go.
I might be currently stuck, but I'll do a little more exploring and see if I can figure out where to go.
Hi Superskuj^^
First off: Thank you for this wonderful hack. The basement dungeon is one of the best dungeons I've ever seen. (My all time favorite is "Sheik's Hideout", from the original Parallel worlds. Thanks for this amazing hack Euclid and SePH) But I have a question: How am I supposed to open the two treasure chest in the guardhouse? And more importantly: I'm stuck already after the basement...
So after the dungeon I decided to explore the overworld a little bit, what else? I found the Desert Dungeon and I cannot figure out what to do after the Knights. ._.
Can someone help me with these two problems? E.g. the two Chest's and the Desert Dungeon? At least a hint?
Thanks in advance ^^
First off: Thank you for this wonderful hack. The basement dungeon is one of the best dungeons I've ever seen. (My all time favorite is "Sheik's Hideout", from the original Parallel worlds. Thanks for this amazing hack Euclid and SePH) But I have a question: How am I supposed to open the two treasure chest in the guardhouse? And more importantly: I'm stuck already after the basement...
So after the dungeon I decided to explore the overworld a little bit, what else? I found the Desert Dungeon and I cannot figure out what to do after the Knights. ._.
Can someone help me with these two problems? E.g. the two Chest's and the Desert Dungeon? At least a hint?
Thanks in advance ^^
Those two chests:
Desert dungeon:
- Spoiler:
- are like an optional easter egg that require a small glitch to get to. If you can't get to them you're not missing anything important.
Desert dungeon:
- Spoiler:
- If you defeated the armos knights and received the item reward you're done with that dungeon. It's one of the "mini-dungeons" whose only reward is an item like that.
Thanks a bunch ^^
Well, time to explore the map again. I hope to see more from you in the future. Keep up the good work.
Well, time to explore the map again. I hope to see more from you in the future. Keep up the good work.
First: Really good hack. Nice puzzles, especially the ones with the hookshot and the spike balls are new for me.
But I have a question. I got through a pretty difficult puzzle, but I don't know if my way was the intended one because it was really difficult:
But I have a question. I got through a pretty difficult puzzle, but I don't know if my way was the intended one because it was really difficult:
- Spoiler for a puzzle:
How am I supposed to get through that? My way was this:- Toggle the switch to the top left (so the red blocks are down).
- Now throw a bomb to the switch while standing at the top in the middle.
- Immediately switch to the bow and shoot an arrow to the switch.
- Move a bit to the right, immediately switch to the hookshot and fire it through the spike ball between the two red block. The head of the hookshot has to be between the two blocks when the arrow hits the switch so Link will be drawn between the two blocks.
- Now the bomb explodes and the two red blocks go down again. Now I can go to the bottom of the movable block and push it up.
That's a pretty hard thing to achieve. Was that intended?- Toggle the switch to the top left (so the red blocks are down).
That is certainly not the intended method.Toggle the switch to the top left (so the red blocks are down).
Now throw a bomb to the switch while standing at the top in the middle.
Immediately switch to the bow and shoot an arrow to the switch.
Move a bit to the right, immediately switch to the hookshot and fire it through the spike ball between the two red block. The head of the hookshot has to be between the two blocks when the arrow hits the switch so Link will be drawn between the two blocks.
Now the bomb explodes and the two red blocks go down again. Now I can go to the bottom of the movable block and push it up.
From the picture I'm guessing this:
-bring orange/red pegs down first
-go just bellow the most left orange/red peg element
(so that the small fence is on your left and right)
-place, lift and throw the bomb up to the peg-switch
(now blue is down, while you are "inside the corridor")
-place, lift and throw the bomb up to the peg-switch
-run down and right past the blue peg element, when the bomb explodes, orange is down again,
-you are now at the pushable block, which you push up
That's an easier solution, thank you. I don't know why I didn't think about throwing a bomb above the red peg, but it's possible and did solve the puzzle. Don't know why there are so much more things at the puzzle which are not needed - maybe to confuse the player?
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