A Link to the Past: Retold
Zeldix :: Zelda III Hacking :: Hacks Database :: Finished
Page 5 of 6
Page 5 of 6 • 1, 2, 3, 4, 5, 6
20190508

A Link to the Past: Retold

Patch Download v.1.40
- Code:
https://mega.nz/file/gvJ0FaCY#H1Pc1fNYNAz9X7uqdcp3s8R45I5ipLumH4BPAV4Fngg
The patches need to be applied on ALTTP (US), no header. You need a UPS patcher.
--------------------------------------------------------------------------------------------
I'm a few years late to the party. But here we go.
This is the result of 2 years of fiddling, tweaking, learning ASM and HEX, all to pull this off. I hope you enjoy.
This hack edits nearly every room(Visual edits mostly, layout stays the same), most dialogue, and many, many gameplay aspects of ALTTP.
Major changes:
-Any Dungeon, any order. You still need to get the three pendants first, but the order of the pendants, then later of the crystals, is 100% up to you.
-Items are no longer inside their respective dungeons. You will now have to explore, talk to NPCs, and venture off the beaten path to find items. (Think about how you find the Icerod)
-The combat difficulty has been increased. Significantly.
-Several shortcuts have been added to the overworld. (Like in A Link Between Worlds)
-Dialogue has been re-written while keeping the same overall messages in tack.
-Almost every single room has been visually redesigned with added detail.(Layouts are mostly the same) Just look at Link's house or Hyrule castle and you'll know what I mean.
-New sprites have been added while keeping to the original style. Nothing should stand out too much.
-Magic now regens, but it’s incredibly slow. This cuts down on frustration, but doesn’t make magical items fully OP.
-Pits no longer hurt you. This hack is intended to be played on mobile. Bad touch-screen controls should not be the reason you get a game over.
Also contains:
- Make Silver Arrows Double Fast By Conn
- The Legend of Zelda - DX By Puzzledude
- 24 Item Menu By Conn and Euclid
- Original sprites by Euclid, heavily modified by Kyim
- Original ALTTP bug fixes By MathOnNapkins and Conn
- Random and Special Treasure Dig Up By Conn
- Direction Change while running with Pegasus Boots By Conn/AST Team ^_^
- Detailed Description:
Item Relocation:
Firstly, almost every item’s location is heavily hinted at by an NPC. No luck in required to find them. All you have to do is be thorough about talking to everyone and exhausting their dialogues. I love how many hacks change item location, but few of them actually give you in-game guidance on where to find said items. This means you have to follow legends and rumors to find mythical artifacts to slowly build your adventuring arsenal to take on whatever may come your way. If you can’t find something, ask around Kakariko. The hints are not subtle. Many of the items have been swapped with Heart Piece locations, if push comes to shove, following a HP Collection Guide will likely find you all the items. If all else fails, the ReadMe spells it out. Most of the Big Chests within the dungeon now contain Heart Pieces (A bit like Twilight Princess). This may seem underwhelming for a big chest, but Heart Pieces matter MUCH more now because of the:
Difficulty:
The first thing you will notice, gameplay-wise, is the difficulty. Everything hits for roughly double damage, with the weakest enemies still able to shave off an entire heart. ALTTP used to be hard when I was a kid, but that was because I wasn't good at video games. The challenge is all but lost now. This gives the game an almost Dark Souls feel to it, though not quite as punishing. This one tweak changes so much about the game. Such as:
-Bottles, Fairies, and potions are now much more important. You'll need them if you want to make it through the game without multiple deaths. (Healing potion is basically estus now. Fairies are akin to the Resurrection Nodes in Sekiro)
-Heart Pieces are valuable. Honestly, in the original ALTTP, collecting 100% of the HP upgrades was more about completion than it was about efficiency. This changes that. You'd better get every. Single. One. of those Heart Pieces if you want to save Hyrule. Seriously. Ganon will ROFL Stomp you.
-Items become more viable. When was the last time you used the Cane of Somaria in combat? Probably never. Did you know it can be used as a floor trap to hurt enemies who walk into it? Or as a barrier to bounce multiple enemies back when you're over whelmed? Probably not. Because the difficulty of this game didn't require you to experiment and utilize each tool to its full potential. This, hopefully, will.
-Areas become daunting. In the early game, if you wonder into the wrong area, or underestimate a foe, you will likely get one-shotted(Keep Fairies on you!) This happens less and less as you progress, but that feeling of vulnerability and apprehension stays with you.
-The Shovel matters SO much. If you are stranded, without hearts, arrows, or rupees, but you have your trusty Shovel, you're in luck. Digging anywhere now gives random rewards to restock and replenish your hero. The Digging game has been removed because of this. The Heart Piece is now somewhere else.
In defense of this, I’d like to say that ALTTP is designed in such a way that, if you think things through, are clever, and take your time, you can get through 100% of this game without ever taking any damage. There are tons of No-Hit runs on YouTube. One guy even did it one-handed. This hack doesn’t change anything about that. If you’re dying a lot, it’s your fault. Learn from it and try to get creative.
Shortcuts:
The main one is just north of Link’s house. It connects the castle area to the Blacksmith’s workshop. This is pulled right out of A Link Between Worlds and makes so much sense. There is also a mini shortcut in the area near the Kakariko House of Books that cuts down on traversal time. That area was so tedious.
North of Link's house.
Near the Kakariko House of Books.
-The Ice Palace is now open, so you can just walk right in.
-Turtle rock is now no longer blocked by a LVL2 boulder. So go nuts.
-More in the ReadMe
Dialogue:
The story is the same. The themes are the same. The general message is the same. But things have been re-worded and re-written to be a bit less cartoony and a bit more believable. Zelda’s personality is now much less “You can do it, Link! Save us!” and more regal and straight forward. I mean, she is the ruler of a kingdom and her dad was just killed, one would think she’d be a bit more affected by that. Some more emotional moments have been edited as well to add more punch to them. The Fluteboy’s quest especially hits hard. The Kakariko villagers have had the most editing. Many of them now reference each other and imply more of a connection. Call it world-building, I guess. The Zora King has been completely redone, sprites and all. He is much less “GUWAHAHAHAF!” and more like the powerful warrior-king of an entire species, and he sells the flippers for 100 Rupees, as the 500 Rupees price was just needless padding. Some of the dialogue is pulled straight from the Nintendo Power ALTTP comic, just to tie it together more. The message on the Master Sword pedestal is a heavy nod to my favorite childhood film. The Pond of Happiness is now much more similar to the O-Mikuji traditions it’s based on, and now explains the hidden “Luck” system. Many other little changes here and there.
Rooms:
Link's House
Kakariko Inn
Sewer Entrance
The dungeon layout of mostly untouched, so if you have them memorised, you’re at an advantage, but the rooms all now have much, much more detail. They feel more like actual temples dedicated to the monsters that dwell within.
The NPC houses have all been revamped to feel much more “lived in”. I’m especially proud of the Inn, located in Kakariko Village, and Link’s house. BONUS! This hack finally addresses the age-old question: “If Link lives with his Uncle… Why is there only one tiny bed???” Playing the original after this makes the rooms feel naked.
Also cute Slimes!
TIPS:- Tips:
-Magic Cape = Dodge. If you're in a sticky situation, the cape can be used as a quick dodge to get past enemies or avoid attacks. Keep that in mind.
-I would suggest you get the flippers, Bow, Power Glove, Pegasus Boots, Book of Mudora, two bottles(With Faries), and as many Heart Pieces and Bomb/Arrow upgrades as you can afford before you take on whichever dungeon you decide to do first. You don't NEED all of this, but... It helps.
-USE. YOUR. ITEMS. In the original, most issues could be solved by sword spamming. Not so here. You'll need to use that boomerang to stun enemies, THEN to go town on the others so you don't get overwhelmed. You'll need to use your arrows, a lot, to keep enemies at a distance so you don't get ROFL stomped. You'll need to use your Magic Powder to turn those annoying red, bouncy, Antifaries into actual Faries to refill your bottles. Think things through. Slow down. Consider your options. Uses that arsenal of yours to its fullest potential.
-If you can't find the Cane of Somaria:- Red Cane Location:
- Use Magic Powder on the Cucco under the pot in a house in Kakariko.
-If you can't find the Fire Rod:- Fire Rod Location:
- It's on Death Mountain. You have to go into the dark world, jump down onto a seemingly empty ledge, then go back to the light world and enter the now accessible cave on said ledge.
-The Blacksmith’s partner has been relocated to a more logical location. (Of course he’d try to go home!) So you can reach him as soon as you enter the Dark World. I suggest you get the tempered sword immediately then head directly to the Ice Palace to get the Blue Mail. You’ll need both.
Good luck, Hero!
Last edited by Kyim on Sun 14 May 2023 - 17:02; edited 36 times in total (Reason for editing : Fixed download link :-))
Kyim- Since : 2019-05-08
A Link to the Past: Retold :: Comments

My how incredibly... helpful.
Does the sarcasm come through in that, it's just so hard to get sarcasm to come through right in text, and I wouldn't want to give you the impression I was being serious.


Before this gets somewhat spammed with off-topic, why does not anybody want to help edale posting the solution with a spoiler 


No idea, what's going on here or why you have problems. I checked version 1.40 and 1.43. In both versions the hex code is the same as in original ALTTP at E96E section, code is 8C 80 23, ie Armor3 or red armor is in the big chest of room 140= 008C, ie in Ganon Tower one staircase down from the entrance, in the same chest where it was in the original game. It's not even a spoiler I would say.edale wrote:I can't find the red armor, and it's location change is not listed in the readme...
Because the location was not changed.it's location change is not listed in the readme...
Also, version 1.43 heavy bugs on naming and playing screen again, as well as on title screen even. So whatever was updated from 1.40 brought this bug back.

Puzzledude wrote:Also, version 1.43 heavy bugs on naming and playing screen again, as well as on title screen even. So whatever was updated from 1.40 brought this bug back.
It might be from using Hyrule Add-Ons to edit the Enemy health/damage tables?
I wish I knew exactly what part the of the code in HEX is messed up so I could just copy the chunk from line "X" to line "Y" and re-insert after each updated. Because it seems that its the same part getting corrupted each time.

Ugh... the guides I was checking kept saying it was in Turtle Rock, not Ganon's Tower...Puzzledude wrote:No idea, what's going on here or why you have problems. I checked version 1.40 and 1.43. In both versions the hex code is the same as in original ALTTP at E96E section, code is 8C 80 23, ie Armor3 or red armor is in the big chest of room 140= 008C, ie in Ganon Tower one staircase down from the entrance, in the same chest where it was in the original game. It's not even a spoiler I would say.edale wrote:I can't find the red armor, and it's location change is not listed in the readme...

Do you have old versions of the patch from before the fixes were done?Kyim wrote:Puzzledude wrote:Also, version 1.43 heavy bugs on naming and playing screen again, as well as on title screen even. So whatever was updated from 1.40 brought this bug back.
It might be from using Hyrule Add-Ons to edit the Enemy health/damage tables?
I wish I knew exactly what part the of the code in HEX is messed up so I could just copy the chunk from line "X" to line "Y" and re-insert after each updated. Because it seems that its the same part getting corrupted each time.
If so, then take a pre-fix ROM, and a post-fix ROM (where the fix is the only change), use LunarIPS to make an IPS of the differences. Now you have an IPS patch you can apply to any future updates to apply only those fixes.

I wish I knew exactly what part the of the code in HEX is messed up so I could just copy the chunk from line "X" to line "Y" and re-insert after each updated. Because it seems that its the same part getting corrupted each time.
It is not so simple. While the same global thing gets bugged, it is bugged in an unique way every time you make the updates. I'm guessing it is the GFX update or HM just messing up due to space shortage. Similar thing was in Conker, where everytime SePH changed the GFX (ie recompress it), the same bug appeared, but on a slightly different section of the hex code.If so, then take a pre-fix ROM, and a post-fix ROM (where the fix is the only change), use LunarIPS to make an IPS of the differences. Now you have an IPS patch you can apply to any future updates to apply only those fixes.
As you can see in 1.41 only naming and playing screen got affected, in 1.43 it is also the title screen affected, so it's not the same. Basically what should be done is to take 1.40 (where all these screens and all rooms above 255 are debugged) than make the changes. And if the bug appears, the changes need to be made so, that they don't destroy the screens. Making the change, destroying the screen, and trying to debug the screen later is not the best way to debug this.
But obviously can be done either way. The corrupted area is in this section:
- Code:
ALTTP,
Titlescreen and other screens in hex code
addr hex block screen
01. 65D6D, (FD) to 65E69, = 07. LOAD LIST
02. 65E6A, (E0) to 65F49, = 08. LOAD SCREEN
03. 65F4A, (FD) to 66046, = 09. ERASE LIST
04. 66047, (AD) to 660F3, = 10. COPY LIST
05. 660F4, (85) to 66178, = 11. DESTINATION LIST
06. 66179, (45B) to 665D3, = 01. TITLE SCREEN
07. 665D4, (B1) to 66684, = 03. PLAYER SELECT
08. 66685, (E9) to 6676D, = 05. ERASE SCREEN
09. 6676E, (51) to 667BE, = 04. COPY SCREEN
10. 667BF, (5BB) to 66D79, = 02. NAMING SCREEN
11. 75A9C, (294) to 75D2F, = 06. MAP SCREEN
*all screens (no map) = 65D6D, (100D) to 66D79
Complex partial POINTERS only for main screens (06. to 11.) are at 137D.
137D, (19) to 1395
string
79 1B BF D4 6E 85 9C (10 10)
E1 02 E7 E5 E7 E6 DA (00 00)
0C 00 0C 0C 0C 0C 0E
0C E1 79 = 66179 = 01. TITLE SCREEN
00 02 1B = /
0C E7 BF = 667BF = 02. NAMING SCREEN
0C E5 D4 = 665D4 = 03. PLAYER SELECT
0C E7 6E = 6676E = 04. COPY SCREEN
0C E6 85 = 66685 = 05. ERASE SCREEN
0E DA 9C = 75A9C = 06. MAP SCREEN

I did some testing and basically could not debug the 1.43 at all. After you transfer all screen-code+pointers, it still doesn't work. I then transfered all GFX and also the entire area past 1MB from 1.40 and 1.43, only then it was debugged - but this essentially almost entirely changes the 1.43 back to 1.40.
Conn's method of transfering the section 66100 to 66500 from original game to 1.43 also works and debugs the naming screen, but now in 1.43 also the title screen is bugged. And again if you debug this, you might destroy some rooms beyond 255. So nothing more I can do here, but to recomend to rather use 1.40.
Conn's method of transfering the section 66100 to 66500 from original game to 1.43 also works and debugs the naming screen, but now in 1.43 also the title screen is bugged. And again if you debug this, you might destroy some rooms beyond 255. So nothing more I can do here, but to recomend to rather use 1.40.

edale wrote:My how incredibly... helpful.
Does the sarcasm come through in that, it's just so hard to get sarcasm to come through right in text, and I wouldn't want to give you the impression I was being serious.![]()
Did you find it?
It's in the same place as the original alttp.

No need to ask this, just look at the code in section E96E onward. The first 23 byte is 8C 80 23, ie Armor3 or red armor is in the big chest of room 140= 008C, ie in Ganon Tower one staircase down from the entrance, where it was in the original game.sinistra wrote:edale wrote:My how incredibly... helpful.
Does the sarcasm come through in that, it's just so hard to get sarcasm to come through right in text, and I wouldn't want to give you the impression I was being serious.![]()
Did you find it?
It's in the same place as the original alttp.

The guide I was looking at had it in the wrong place. Yea, I found it.sinistra wrote:Did you find it?
It's in the same place as the original alttp.

Hi,
I tried playing this on my SNES using an SD2SNES but it appears when I save and quit it doesn't actually save, so I lose all progress. Sadly this means I can't continue playing unless I switch to emulator which I'd prefer not to do.
This doesn't happen with other hacks, so there is probably an easy solution. Posting here so hopefully someone more knowledgeable than me can help!
I tried playing this on my SNES using an SD2SNES but it appears when I save and quit it doesn't actually save, so I lose all progress. Sadly this means I can't continue playing unless I switch to emulator which I'd prefer not to do.
This doesn't happen with other hacks, so there is probably an easy solution. Posting here so hopefully someone more knowledgeable than me can help!

ChristosOwen wrote:Hi,
I tried playing this on my SNES using an SD2SNES but it appears when I save and quit it doesn't actually save, so I lose all progress. Sadly this means I can't continue playing unless I switch to emulator which I'd prefer not to do.
This doesn't happen with other hacks, so there is probably an easy solution. Posting here so hopefully someone more knowledgeable than me can help!
Hi ChristosOwen,
Sorry to hear that, not sure what can cause this but what i do know is that at page 1 of this topic there have been some issue's with this ROM which were fixed, but doing so caused another bug somewhere else, your problem could be related, not saying it is but it might be.
What you can do is check and see if sliding the SD card adapter into the sd2snes is pushing the slider on the side of the adapter to "memory lock" position. you could tape the slider down so it can't move when you insert it, if this isn't the problem, then your off-brand SD card probably is or the ROM itself i buggy.
Try the above and let us know if that helped.

@CristosOwen I remember on my OG SD2SNES with MSU-1 patch you have to hold reset for a second or two then release to write the save to SD card. I remember encountering this problem with Yoshi’s Island MSU-1.
If memory serves me, MSU-1 and real time SRAM saving do not play nice together. If using a MSU-1 patched game you have to hold reset down for a bit then let go to save to SD card. I think it has to do with MSU-1 wanting exclusive access to the SD card. Not sure about the Pro version, have not tried it yet.
If you are playing a regular plain ROM, the auto save works like a champ and saves automatically to the SD card.
If memory serves me, MSU-1 and real time SRAM saving do not play nice together. If using a MSU-1 patched game you have to hold reset down for a bit then let go to save to SD card. I think it has to do with MSU-1 wanting exclusive access to the SD card. Not sure about the Pro version, have not tried it yet.
If you are playing a regular plain ROM, the auto save works like a champ and saves automatically to the SD card.

Thanks for the replies guys. I didn't realise this used MSU-1 as only skimmed the details (woops!) - I also remember from playing Conker's that there was some finicky thing I had to do with holding down the reset button in order to make the save work.
I'll give it another go with that in mind. Thanks!
I'll give it another go with that in mind. Thanks!

Minor bug: the Helmasaur King fight will be softlocked if you end up getting the heart container dropping directly on top of the spike blocks.

I had something similar happen that I wrote earlier in this thread in a hidden spoiler tag I had written, which said:
"I had a glitch with the Eastern Palace where the last Armos Knight I defeated got stuck in the spikes above between the top wall and spikes, so I couldn't grab the heart to get the the pendant to drop, so I had to scale the Easten Palace to go forward."
"I had a glitch with the Eastern Palace where the last Armos Knight I defeated got stuck in the spikes above between the top wall and spikes, so I couldn't grab the heart to get the the pendant to drop, so I had to scale the Easten Palace to go forward."

I gave it a go and played it, but it was too similar for me to really get much out of it since it was still very close to the source material.
but any hack is an accomplishment.
but any hack is an accomplishment.

one issue that i found so far is where you get the shovel. the sprite is messed up once you get the ocarina.

so one thing i would change is in the swamp palace. the central room should have a big key hole so you do not skip the big key.

Is the download link for this not working? I tried clicking on it and i never get something to load

All romhacks hosted on acmlm are dead.
I have the latest version of all of them.
I will update/fix all the Zelda 3 rom hacks database soon enough!

I have the latest version of all of them.
I will update/fix all the Zelda 3 rom hacks database soon enough!


I was just curious if there are any moderate to major bugs left.
I like this hack a lot, and I'd like to make it my go-to version of the game if it's reasonably stable.
I like this hack a lot, and I'd like to make it my go-to version of the game if it's reasonably stable.

Vanya wrote:I was just curious if there are any moderate to major bugs left.
I like this hack a lot, and I'd like to make it my go-to version of the game if it's reasonably stable.
Yes, it's good .. i recommend this hack.


» A Link to The Past: ReLink
» A Link to the Past Demastered
» A Link to the Past - Zero hit challenge
» A Link to the Past revamped
» A Link to the Past: Redux
» A Link to the Past Demastered
» A Link to the Past - Zero hit challenge
» A Link to the Past revamped
» A Link to the Past: Redux
Permissions in this forum:
You cannot reply to topics in this forum