Zelda3 Parallel Worlds v1.23

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Zelda3 Parallel Worlds v1.23 - Page 3 Empty Zelda3 Parallel Worlds v1.23




Zelda3 Parallel Worlds v1.23 - Page 3 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 - Page 3 Image212

Since : 2014-10-21

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Zelda3 Parallel Worlds v1.23 :: Comments

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Post on Sat 9 Nov 2019 - 4:39 by Wolfcat

I don't know if I can answer you, but I haven't played this game in a while.

This is where you are at:
https://youtu.be/RZabf8-w9sw?t=15185

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Post on Sun 1 Mar 2020 - 11:58 by Letterbomb9689

I have a question, could you theoretically beat Impa's Ways in the second quest with the use of hovering? Even though there are some places you have to hookshot to, they all can be hovered to if you are good at hovering.

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ABOhiccups

Post on Sat 7 Mar 2020 - 18:39 by ABOhiccups

I created MSU1 PCM Rename Generator for The Legend of Zelda: Parallel Worlds. Just to save everyone's time from renaming all PCM Files.

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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Conn

Post on Sun 8 Mar 2020 - 5:27 by Conn

Thanks, I included it into first post

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Post on Thu 19 Mar 2020 - 2:34 by Mariotag

Having trouble finding the patch for the Darunia dungeon fix.
Is there a link that works?

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Retroplay

Post on Thu 19 Mar 2020 - 3:08 by Retroplay

I assume you mean v1.23 ?
http://www.romhacking.net/hacks/197/

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Post on Thu 19 Mar 2020 - 3:18 by Mariotag

Was thinking of V1.21. Kinda used 1.23 to try and patch the game and everything went down in flames.

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Retroplay

Post on Thu 19 Mar 2020 - 3:35 by Retroplay

How so ? I didn't have any problems with v1.23 ips patch.

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Post on Thu 19 Mar 2020 - 3:53 by Mariotag

Glitched misplaced text, and a friend had his game crash from exiting a cave.

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Post on Sat 21 Mar 2020 - 1:04 by Wolfcat

OK, I went here:
http://www.romhacking.net/hacks/197/

downloaded the patch there for Zelda3 Parallel Worlds v1.23, patched it to U! no header. At that link it says NA which I didn't know what NA meant, so I looked it up and it means North America, so I assume that it patches to U! no header as that was what it was before, plus I don't know if the ROM I use to patch from is version 1.0, but what ever. I also assume that U means US which I guess is NA which seems to be an abbreviation for North America.

It seems to be working in every way as far as I can tell. I got to the church through the Guard House and under ground tunnels.

Also, maybe it matters, maybe it doesn't matter, but I used ZSNES.

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Post on Wed 1 Apr 2020 - 19:37 by Mariotag

I figured out what messed it up. Turns out I didn't patch it onto a clean ROM. So, it's fixed not.

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RedScorpion

Post on Thu 2 Apr 2020 - 17:19 by RedScorpion

Hey;) That was unfair Wink

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qwertymodo

Post on Fri 3 Apr 2020 - 13:12 by qwertymodo

Wow... Puzz, that was really uncalled for. Frankly, if it was anybody else, that would almost be a bannable response in and of itself. Maybe if you didn't want to deal with debugging incorrect patching you should have released a .bps patch instead of .ips and you would have saved everybody the headache, yourself included.

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Conn

Post on Fri 3 Apr 2020 - 13:27 by Conn

I would like to remind everybody that, even if we type our words on a screen, that on the other end is always a person with emotions. So personally insulting and mobbing other users is no direction I want to see this forum go.

In a way I can retrace being annoyed, I have frequently PM:s where I feel like a personal hotline, though the steps are clearly written in the readme. Then I remind myself that I do it for years, and it is e.g., clear what a header is but other people do this their first time and need to learn that. So I try to recall that and being patient. Also, I did tons of really, really stupid mistakes when coding in asm, and others may have also with all rights called me a loser Very Happy

@Mariotag: Please accept my apology, this is not the way we usually respond to other user's problems, clearly also not if it turns out as a false bug report.

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qwertymodo

Post on Fri 3 Apr 2020 - 18:37 by qwertymodo

I am keenly aware of how much work goes into this stuff. Don't forget I made PW 1.20, not to mention all of the work I've done on the Z3 randomizer, and tons of other similar projects over the last several years. And yeah, 1.20 had some bugs due to my rushed release schedule, and I appreciate the work you put in to fix them, but seriously, there's no need to take this so personally or to act like that.

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Conn

Post on Fri 3 Apr 2020 - 19:30 by Conn

Can we take breath for a moment?
I figured out what messed it up. Turns out I didn't patch it onto a clean ROM. So, it's fixed not.
The "not" was just a typo, he surely meant it is fixed "now". I made patches for maybe 100 msu games, there is hardly a patch without a bug report. Most were valid, but some were also just reported due to human error. Header, multiple patches (mixed old version with new instead taking a clean rom)... shit happens. All time.
I do not see a troll like behaviour in his reports. Some people here simply do not speak English as their mother tongue, so some reports sound harsher than intented or simply misplaced.

In the end I think this was a simple misunderstanding, but directly saying to somebody "you are an idiot" is something indeed never happened in this forum Sad
This has nothing to do being on whichever side, it has something to do with respectful treatment in first place.

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Post on Fri 3 Apr 2020 - 21:31 by wizzrobemaster

look, i can respect the asm's that were made and though they have issues, the hackers do tend to do their best to fix them. all i can say is how grateful i am that these patches exist and that there is a hacking community for z3. puzz, conn, seph, qwerty, you all deserve a lot of respect for the effort you put into these hacks or even going out of your way to find a simple hex address.i can understand how it is frustrating nd it is one thing to lash out if someone is being rude to you in a very nasty way, but no one should receive an insult in such a rude way when all they ask is for a simple request or question. i am not pointing out fingers here, but no one deserves that treatment.

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Post on Fri 3 Apr 2020 - 22:47 by Mariotag

Yeah, it was a typo.
Sorry if I was particularly insensitive.

Parallel Worlds is my fave ALttP hack of the ones I've played so far, so definitely respect.

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Conn

Post Yesterday at 8:50 by Conn

In all this drama, I'd also make a note that bug reports are indeed sometimes annoying, I had complained here:
https://www.zeldix.net/t2070-final-fantasy-v
Thanks, and sorry if my complain sounded too harsh, but I was bug fixing all times in the last two weeks. If I do not get a clear description but rather something like "look, bug!" it is getting really hard for me. It's been stressful the last weeks, believe me on that Wink

Some quotes how bugs shouldl not be reported:
Are you still able to fix the lines issue in MSU1 Patch. I think one of code changed was interfering Super FX 2 Chip.
Lines... ok?

almost complete thread... at a point I lost patience Sad

There's this problem on Snes9x and there's this same problem on bsnes. Here's the (savestate) link.
Err...?

One of the good examples (pm):
Hi Conn,

I'm currently playing through A Link to the Past with your MSU-1 patch on my new SD2SNES Pro, but I have encountered a bug with the latest patch version that I'm hoping you can help with.

It seems that when collecting the crystals in the dark world, the game doesn't wait for the fanfare to finish before the maiden appears in the crystal. Because of this, the game loops the fanfare track (track 19) over and over instead of playing the Zelda's Lullaby/Maiden Crystal track (track 26.)

I'm using the 'full' patch from the latest version from these forums, with a non-headered USA copy of the ROM from the No-Intro set.

I found another post on the subject, https://www.zeldix.net/t1681-zelda-3-j-msu1-glitch, and it looks like you had fixed this in the 'old' patch version (the one with the video), but the latest version has the bug again. Any chance you can re-apply the fix to the latest patch version (if you still have the asm code?)

Also, I have some improvements to the Zelda re-orchestrated PCM files that I made if you're interested.
You see here that there's an exact description what is happening and where I need to play to reproduce the bug, along with patch version and all needed stuff to test Very Happy
Best is of course if I get a savestate or video, but then please with description and what I need to do to see what is happening or a timestamp or whatever.

So my advice to all: We game modifiers/developers are also human only and, if you find a bug, please describe it in a polite way as close as possible. We always need to play to the place where the bugs occur, try to reproduce and manage(or not) to fix it.

There are also indeed trolls, where I was close to get an outburst like Puzz did. Take this comment for example:
https://www.youtube.com/watch?v=l3HHTJnynk0

phycoanto reborn a month ago wrote:
This video isnt bad, you are conn, 1, you never said what this rom hack is call, its not zelda 3 coz nothing comes up and 2 you wont put a link to the romhack, just your stupid comunity website
I then tried to politely advice him that people who can read clearly have an advantage in life Very Happy
I am in depth sorry for (1) insulting you with my un-creative name choosing - you need Hyrule Magic to place the items or use the srm, and (2) with your most certainly somewhere existing brain powers I am sure you find the link to the patch link either in the video description or on the community website

So yes, there are nasty haters/trolls out there with annoying messages, so in a way I can retrace PD reaction though it was in this particular case of course inappropriate.

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Post Yesterday at 15:21 by wizzrobemaster

we all have those moments. i mean while it was no means appropriate to hurl insults like that, i can see the frustration any hacker is going through especially when it was not easy to make. also conn, it is impressive how you were able to create items like this.

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