A Link to the Past: Retold

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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 cut 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 my Euclid, hevily 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.
A Link to the Past: Retold - Page 5 Shortc12
North of Link's house.
A Link to the Past: Retold - Page 5 Shortc13
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:
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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:
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Link's House
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Kakariko Inn
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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 tiny one bed???” Playing the original after this makes the rooms feel naked.

Also cute Slimes!
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TIPS:

Tips:

-Magic Cape = Dodge. If your 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 over whelmed. 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 your to it's 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!

Version 1.40, fixed by Puzzledude (22nd May):
http://acmlm.kafuka.org/uploader/get.php?id=5366


Last edited by Kyim on Mon 27 May 2019 - 10:39; edited 22 times in total (Reason for editing : File Update)
Kyim
Kyim

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Since : 2019-05-08

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A Link to the Past: Retold :: Comments

avatar

Post on Thu 6 Jun 2019 - 4:27 by edale

sinistra wrote:
edale wrote:I can't find the red armor, and it's location change is not listed in the readme...

It's there, i found it, so you have to search.

A Link to the Past: Retold - Page 5 Retold12

Yes
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. Very Happy

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Conn

Post on Thu 6 Jun 2019 - 5:59 by Conn

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

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Puzzledude

Post on Thu 6 Jun 2019 - 8:39 by Puzzledude

edale wrote:I can't find the red armor, and it's location change is not listed in the readme...
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.

it's location change is not listed in the readme...
Because the location was not changed.

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.

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Kyim

Post on Thu 6 Jun 2019 - 10:15 by Kyim

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.

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Post on Thu 6 Jun 2019 - 11:40 by edale

Puzzledude wrote:
edale wrote:I can't find the red armor, and it's location change is not listed in the readme...
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.
Ugh... the guides I was checking kept saying it was in Turtle Rock, not Ganon's Tower...

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Post on Thu 6 Jun 2019 - 11:45 by edale

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.
Do you have old versions of the patch from before the fixes were done?

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.

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Puzzledude

Post on Thu 6 Jun 2019 - 12:18 by Puzzledude

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.
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.

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

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Puzzledude

Post on Thu 6 Jun 2019 - 13:17 by Puzzledude

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.

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sinistra

Post on Fri 7 Jun 2019 - 13:39 by sinistra

edale wrote:
sinistra wrote:
edale wrote:I can't find the red armor, and it's location change is not listed in the readme...

It's there, i found it, so you have to search.

A Link to the Past: Retold - Page 5 Retold12

Yes
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. Very Happy

Did you find it?

It's in the same place as the original alttp.

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Puzzledude

Post on Fri 7 Jun 2019 - 15:30 by Puzzledude

sinistra wrote:
edale wrote:
sinistra wrote:
edale wrote:I can't find the red armor, and it's location change is not listed in the readme...

It's there, i found it, so you have to search.

A Link to the Past: Retold - Page 5 Retold12

Yes
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. Very Happy

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.

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avatar

Post on Fri 7 Jun 2019 - 15:32 by edale

sinistra wrote: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.

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