Zelda3 Parallel Worlds v1.23

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Zelda3 Parallel Worlds v1.23 Empty Zelda3 Parallel Worlds v1.23




Zelda3 Parallel Worlds v1.23 197titlescreen

Patch download:
https://www.romhacking.net/hacks/197/


CRC32 of the original file: 777AAC2F
original file name: Legend of Zelda, The: A Link to the Past [U][!].smc (1.024 KB)

We all know this game and its renewal on the 10th anniversary. Unfortunately some new bugs made it into the version 1.2 and were not fixed since released on 31st of december last year.

Do note, there are still some problems remaining since I simply did not have the ambition to fix those and retest the game again on both quests (way too much testing as it is). However main problems were fixed.

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MSU files generator by ABOhiccups


MSU1 PCM Sets
https://www.zeldix.net/t791-the-legend-of-zelda-a-link-to-the-past

MSU1 PCM Rename Generator
https://github.com/ABOhiccups/MSU1-PCM-Rename-Generator/releases/tag/zpw

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Fixed problems
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(a full list with hex changes/locations is in the actual zip as a txt file):
-fixed main Darunia door problems (6 doors in total)
-false abmient music in Master Sword area fix
-Master Sword ASM reverting, since this was causing an overlay bug in the ice-world lake area; this ASM is not needed since when getting the Master sword there is no reason to return to ice world at all (to see the snow-storm gone)
-reverting false tiles used to block the ice church area (which resulted in false tiles at the Parallel Tower areas)
-closing the church area in another way
-fixed drawing in the ice curch area
-reverting breached shutter doors in Darunia, which are not working (since 4 special doors is max for one room; special door being shutter, key or bombable etc door)

-fixing of all door-code for the entire Darunia dungeon! (there were multiple mistakes on the door code itself, as well as: you could get trapped in if going back in multiple rooms). So basically that "Darunia fix" IPS file was also still wrong/bugged. Darunia doors really were a mess (code wise and paradox wise).
-monologue edit: bed message from 1.20 to 1.23
-be able to collect Byrna in light and dark world (with the alt-treasure chests)

-fixed the infinite diggable tile!
-fixed the day/night patch to be less dark, since when full dark+rain/snow overlay result in way too dark
-fix on the further problem on the
pw_stair_entrance_fix.asm (Basically what's happening here is, that rooms above 292 were no longer an exception, when they should be)
-fixed on top problem for the wall in area 32 above the fairy hole/entrance
-fixed Link's Y coordinate on some entrances when he walks in
-internal header name fix
-further checksum fix

-beta testing on both quests done!


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Remaining problems:
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-light world area 32 (beach). Far left up there is a palm tree, walk around it left up and you can get permastuck sometimes
-light world area 35 (forest), far right-down - those 2 holes can be jumped vertically down with a bomb jump, landing in water and swimming off screen down or right
-Helmasaur should be in a small room (Farore's dungeon), since not allowed to be in a big room (false gfx display when he goes of screen)

-Rauru's Ruins:
-room 56, when you hookshot up and stand a little to right of the optimal vertical, you can walk right and then jump left and falsly into bg2 (braks the game, as you are "under" all dungeons)
-room 54, one key door is false again (door code again false - beyond 4 door limit, ie special door limit breach - again).
-room 52, picking up the second jar will spawn the key on the left jar instead of the jar you picked up (also in PW original)
-1 key too much in the dungeon (2 actually now that one key-door is not working
; but still the dungeon can be solved

-Hyrule castle area, left entrance: again Link enters on 448 instead of 472 Y coordinate (but got tired of fixing those)
-Vitrous boss slime problem+ palette problem (jellow colour until he fires a lightning)

-ice world village, far right-down bushes should not be on screen transit, if you travel up, you land in bushes
-Saria's gardens, first key door in again glitched - you walk through locked door due to key-door limit breach
-Saria's gardens - 1 key too much in the dungeon

-Ruto's fortress: end rooms: 2 doors with a big key: if you unlock one you can come around and then travel down and falsly through the locked door from above
-Ruto's fortress: boss does not have shutter door
-Sheik: blowing up a door which leads to big key will make no hole on the other side (again false door code: ie special doors limit breach - since only 4 are special doors are allowed per room)

-Parallel Tower: where you light the torch to see floor: this floor has a half unit of pit between floor and right fence: this is not allowed: result is permastuck if you touch this pit. It should be no pit, or 2 units of pit (to fall down)
-end credits don't have the version update
-Second quest: 2 final rooms are glitched looking (specially on snes9x and real hardware, due to having too much objects in the room)

-Major scroll bug: when traveling from area 28 (witch) to 21 (Luppo quary) in light and dark world: reason: area transit to close to upper area corner: basically such transits should be as far away as possible from the middle point: solution is: close "upper" transit section (ie between a wall and the ridge) and aloow on the bottom one= between ridge and bottom ledge. Note: this bug is in the original PW as well, since it is a result of overworld editing.

But this bug does not trigger so lightly, that's why it was missed. To make it: go far down in Lupo Quarry, then far up: now when traveling down, go to left area in the most upper horizontal and then back to Lupo (false scroll will make a massive gfx bug, since it will now load parts of dark world on false gfx and pals)

-certain jumps down from ledges will land Link on bushed or even in a wall in Lupo Quarry
-Wallmaster grabs you in the dark room and put you to entrance= now it is all dark (game will not allow dark room as starting room, if this is where you land from a walmaster "pick-up").

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But still I don't think this is worth fixing, since most dungeons need a overhaul anyway to be on par with ALTTP. And the game can be solved despite all these remaining things. Basically they are either not directly messing with the gameplay, or are difficult to reproduce (unless you do them deliberately).
qwertymodo
qwertymodo

Zelda3 Parallel Worlds v1.23 Image212

Since : 2014-10-21

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Zelda3 Parallel Worlds v1.23 :: Comments

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qwertymodo

Post on Tue 28 Mar 2017 - 12:45 by qwertymodo

Yeah, I'm not really wanting to make a lot more changes, but it looks like you already fixed several things I had slated for the 1.3 update, like your much more thorough fix of Darunia's Cavern (I suspected that there could be other issues there, but I opted to try and get that single game-breaker out the door immediately rather than wait to fully debug, getting stuck in another room, at least you can warp back to the beginning, as annoying as that is, it's not a game-breaker like not being able to proceed normally). I'll go ahead and do a hex compare, and try to get 1.3 finished up soon.

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qwertymodo

Post on Tue 28 Mar 2017 - 13:28 by qwertymodo

I'll be keeping the Master Sword code and fixing the overlay, rather than reverting it like you did.  I worked really hard on that code, so I want to keep it (but obviously I want it to work correctly).

I'll take a look at your exit coordinate change.  I changed it to an exception list because PW's exits don't follow the original design associated with that original code, in terms of which exits are houses/caves/stairs/etc, so it was easiest to simply write new code to match.  I must have missed one in the list.

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qwertymodo

Post on Thu 30 Mar 2017 - 12:05 by qwertymodo

Just curious, which chest did you use for the Cane of Byrna in the Icy World? I was planning on putting it in the heart container chest in Darunia's Cavern.

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qwertymodo

Post on Thu 30 Mar 2017 - 13:32 by qwertymodo

Yeah, I had considered that chest, but the problem there is that if you do get the cane in the Icy World, then it renders the far chest in the Halls of Pain worthless since it just becomes a heart piece, and the game has extra heart pieces, so there's no need to collect it. By using the heart container instead, that chest is still valuable.

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Post on Fri 7 Apr 2017 - 4:04 by Hylian_Lord

How Do I Patch This New Version So I Can Play It In The ZSNES Emulator

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Post on Fri 28 Apr 2017 - 12:29 by Shadman19

Great work everyone thanks so much for doing what you do. I love this updated version and fixes. Yipee the shovel !! Fixed boomerangs debacle !!

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Conn

Post on Sat 29 Apr 2017 - 6:00 by Conn

...and I think the lamp can burn enemies now Wink

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Post on Thu 11 May 2017 - 15:09 by Shadman19

Love how you can switch directions while running too, great!

Strange glitch I found in the parallel tower dark world. Near the beginning in room where you fight the 3 sand worms while avoiding the magic spell which turns you into a pink bunny. Get turned into the bunny then head north and again head north up the stairs. Link turns invisible in this room(I thought it froze at first) then going south into next room Link appears again but isn't wearing the red mail. It's now green...

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Post on Mon 17 Jul 2017 - 5:23 by PHOSPHOTiDYL

Hi, new user coming from metroidconstruction.
I just started playing Parallel Worlds v1.23.

I encountered a bug with one of the rooms in the guardhouse sewers.
Not sure of the room number.

You push the shelf, room with the large chest, room with bats, room with snakes & down the stairs, room with the spikes, then the next room.

The top shutter door wasn't opening when killing the two snakes in the room.
I saw a post from Puzzledude about bg3 door layer priority.

Maybe it's a room header pointer @ 027566, dw $F929.
Then @ 027929 is 01 07 01 01 00 17 00 08 00 00.
Changing bytes to 01 07 01 01 00 08 00 17 00 00 gets the door open.

Tested on snes9x 1.54.1.
Maybe I'm the only one who's encountering it.

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Post on Mon 17 Jul 2017 - 7:21 by PHOSPHOTiDYL

Puzzledude wrote:Also, don't change those bytes at 027566, as these are not pointers to bg layer priority.

The pointer @ 027566 was left alone.
Those are room header pointers starting @ 027502?
On an unheadered rom.

The switch also wasn't activating.
This would be the room before going right, to the dead end.

I'll just assume it was 64-bit snes9x, cause 32-bit is working.
No issues with Parallel Worlds 1.20.

The room layer properties though.
Very useful information, thanks!

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Post on Mon 17 Jul 2017 - 9:02 by PHOSPHOTiDYL

Maybe it was the rom then?
I did have to use another source vs. trusted old ones that have removed the links.

Also very interested in the dungeon info, thank you.
I wouldn't have found that collision bit by accident.




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Post on Thu 12 Oct 2017 - 15:02 by Pamfafoofle

The rom file we need to apply the patch to is the US rom, smc file, no header (1.024KB), correct? For those of us who are ignorant about coding, could someone give step-by-step instructions on how to convert a rom to the proper format? I have a 1.024 US sfc rom, and I have a 1.025 US smc rom. Neither is accepted by the patching program that comes with the PW1.23 download (first one says checksum is invalid, second one says file is invalid). Simply renaming the file extension from .sfc to .smc does not seem to work. Which file is easier for a non-coder like me to convert, and how do I do so?

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qwertymodo

Post on Thu 12 Oct 2017 - 15:33 by qwertymodo

Unfortunately, v1.23 was released in .ups format. .bps would have fixed this automatically. The simple solution would be to use a tool like this to remove the header on your ROM and try again: https://www.romhacking.net/utilities/593/

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