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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Rom Hacker needed for BS Zelda 3 | | | |
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cent208 Goomba Level: 8 Posts: 15/20 EXP: 1904 For next: 283 Since: 08-06-04 From: Philadelphia, PA Since last post: 36 days Last activity: 15 hours |
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Hi everybody, I noticed that no one has posted on this thread in over 2 weeks. I was just wondering if anyone is "working" on the rom. If not I just want to thank everyone for their intrest and feedback on this project. |
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d4s Panser Level: 29 Posts: 217/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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Originally posted by cent208 i think the efforts of the guy whos been doing the mode7, music and all that somehow miss the point. he added in stuff from the original alttp to make the game look less glitchy, but this is not how the game was meant to be. he also re-enabled the music, but the music was disabled for a reason by the original programmers. have you already talked to somebody who has actually played this game while it was on broadcast? i think there are a couple of reasons why you will never been able to play this game in its full glory (you will know about most of this, but i will elaborate a bit on it, anyway.): 1.) the game uses the soundlink feature to play music and implement voice acting. while playing back such audio data is technically possible on the snes without the satellaview (ive already proven it with my mario world soundstreaming demo), the actual music that was broadcasted is long lost. 2.) overworld, dungeon objects etc are all present in the game without any patching. whats missing are the dungeon backgrounds that also incorporate the bg interaction/collision detection. the game loads these from a 4mbit psram chip inside the bsx cart. however, the game never writes to this ram. the only possible explanation is that the room data was downloaded every time you start the game and is thus lost. what dreamer nom did was to point the game to free space in his expanded rom instead of the psram to load the dungeon floor. makoknights (david) floor patch just loads a map that is filled with the default floor tile on both layers 1 and 2 but this is by no means what the game actually looked like, it just gives the impression that the game is less glitchy, but this floor data wasnt actually present in the rom. the only option you have is to create new dungeons in hyrule magic while trying to incorporate the already present objects, then import these to ast. however, perfectly recreating the dungeons puzzles is probably impossible unless some japanese guy makes maps for them available he made while playing through the game. this is obvious in the first dungeon already, when you get to the puzzle with the red/blue block switch.(aslo featured in the video) imho its a lost cause: even if you manage to recreate the dungeons, you wont be able to recreate what made this game so special: the voice acting. [edit] oh, almost forgot that: because i didnt like the approch the other guys took, i hacked the rom from scratch cause i wanted to know what the fuzz is all about. the very first thing i did (and thats really important imho, but wasnt done yet) was remap the sram (not the psram, mind you! sram=game save data on 32k sram chip inside the bsx cart. psram=4mbit work ram inside the bsx cart) to normal lorom sram space. as a result, the game now works fine on a backup unit and not only on emulators. (havent tried it, but i dont think it worked on a copier before) this is essential if you want to get bs games to work on the real machine, as it cures lots of problems, i can really not understand why it wasnt done yet. btw, i do own a complete satellaview setup(not any of the zelda games on flashcart though) and already did various testing and researching on it. just i case you were thinking i was talking over my head. (edited by d4s on 05-24-05 01:21 AM) (edited by d4s on 05-24-05 01:38 AM) (edited by d4s on 05-24-05 01:40 AM) |
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Froboy Micro-Goomba Level: 6 Posts: 2/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I (of course) haven't played the original game, but I wouldn't think that voice acting makes or breaks a Zelda game. Bravo to everyone working on this -- being able to play through the dungeons/overworld would be more than enough for me. | |||
midget35 Paragoomba Level: 13 Posts: 32/70 EXP: 8877 For next: 1390 Since: 03-17-05 Since last post: 3 days Last activity: 14 hours |
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The technical chat here is well over my head, though it seems unlikely that this project can meet a conclusion whereby the experience is the same as the BS original. This is a considerable loss imo. Nonetheless- if there is a way, and it is a question of whether interest exists; I would like to put my vote in! I would absolutely love to see this finished. Best of luck mate EDIT: I don't know if Cowering has a redumped version of this rom, but he has a website these days: http://www.allgoodthings.us/mambo/ I've found him to be very helpful and I'm sure he'd be more than happy to help you out if he could. He responds to forums quite regularly (edited by midget35 on 06-02-05 01:26 PM) |
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Violent J Melon Bug Level: 41 Posts: 401/749 EXP: 479154 For next: 991 Since: 05-05-04 From: Since last post: 8 hours Last activity: 8 hours |
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Voice acting in a snes game is definatly not impossible! It was done for the Star Ocean Translation for the opening sequence! So dont say that! It is very much possible, I dont know how, but you should get in touch with the creators...DeJap. Maybe you guys can do it... | |||
The Sage Of Time Blue Octorok Level: 12 Posts: 31/46 EXP: 7444 For next: 477 Since: 04-12-04 Since last post: 40 days Last activity: 13 min. |
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I pretty much expected this.. But I'm glad someone could at least confirm it's status. As for the voices, they're lost forever, period. Remake them? eh.. Personally I would just be happy having remade\corrected dungeons, the voices while special do not mean much to me. Oh and Sonicandtails, Dejap is as good as dead, they have been for quite awhile.. |
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d4s Panser Level: 29 Posts: 222/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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Originally posted by Sonicandtails the question is not if its possible or not. of course its possible, not only in commercial games. my super mario world demo has voice acting, too. the hard part is getting the sound data. we already have the exact same music that was used in the game.(it was part of some zelda music collection) even if were not able to recreate the voices, its a step in the right direction. fyi: ive started to work on the bs zelda kodai no sekiban games. the first thing i did was to fix the sram and now, it runs on a real snes and on zsnes, too. im currently getting in touch with several japanese satellaview freaks who might be able to help us. head over to the bs zelda forums for the details. (edited by d4s on 06-03-05 12:03 AM) |
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cent208 Goomba Level: 8 Posts: 16/20 EXP: 1904 For next: 283 Since: 08-06-04 From: Philadelphia, PA Since last post: 36 days Last activity: 15 hours |
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Just so everyone knows, Euclid who also visits this page is working on the translation. If anyone is interested in reading or joining the forums regarding euclid's translation patch or d4s's work please visit our site at http://www.bszelda.zeldalegends.net/bszelda.shtml and then click on "Forum" under General on the left side of the homepage. I am much more optimistic about this project now. Thanks again for everyone's support. cent208 |
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