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Main - ROM Hacking Related Releases - Zelda3 Parallel Remodel New thread | New reply

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puzzledude
Posted on 09-01-12 01:53 PM Link | Quote | ID: 152245


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Since many players have problems with patching, here is a CRC32 ID for the original Alttp rom to patch to and the CRC for the correctly patched file.

CRC32 of the Original US Alttp rom to patch to
777AAC2F

CRC32 of the Correctly patched rom
588F0E4A


To calculate the CRC I recommend freeware CheckCRC, a CRC calculator by Andrew Koupparis. It allows a fast right click option to calculate the CRC of any file.

josete2k
Posted on 09-05-12 12:57 PM Link | Quote | ID: 152291


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Thank you. I've seen that this release has the title screen broken, I have the title-fix patch... I can upload it this night.

puzzledude
Posted on 09-05-12 03:58 PM Link | Quote | ID: 152292


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Title screen fix fixes the title, but it destroies the ending sequence. However, the new title screen fix was released by Red Scorpion, but it came sort of to late to be in the release. The title screen problem is actually more of an emulator thing, since snes9x can't render it correctly, but the title is not broken in Zsnes. Since I had the entire game tested, I didn't want to include some new code that could make the game crash elsewhere.

josete2k
Posted on 09-05-12 05:02 PM Link | Quote | ID: 152293


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in real hardware is broken too.

And, please, could you link RedScorpion's fix?

Lunaria
Posted on 09-05-12 05:06 PM Link | Quote | ID: 152294


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Posted by puzzledude
Title screen fix fixes the title, but it destroies the ending sequence. However, the new title screen fix was released by Red Scorpion, but it came sort of to late to be in the release. The title screen problem is actually more of an emulator thing, since snes9x can't render it correctly, but the title is not broken in Zsnes. Since I had the entire game tested, I didn't want to include some new code that could make the game crash elsewhere.
Did you test it in BSNES? That one is the most accurate SNES emulator.

____________________
The fun has been doubled!

josete2k
Posted on 09-05-12 05:12 PM Link | Quote | ID: 152296


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I've tested in real hard (tototek and repro cart) and title is broken.

I have this patch, as I read, is based on RedScorpion's german translation.

http://forums.nesdev.com/viewtopic.php?f=12&t=8177&sid=4ffb80cba34e29b5bb0bead380103f80&start=15

puzzledude
Posted on 09-05-12 06:16 PM Link | Quote | ID: 152297


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I've just analized the file from your shortcut. It has the OLD fix, which breakes the ending. It is actually an IPS file with only 1KB, so it must be patched to the already patched Parallel Worlds game, which is no good for you (patch can be applied Only to Parallel Worlds 1-1, Not 1-0 and Not Parallel Remodel).

Here's the new code, written by ikari_01, a friend of Red Scorpion. The code was written after the release of the english Parallel Remodel 1-1.

Open the file Parallel Remodel (patched correctly) in a hex editor. The file doesn't have a header. Then go to hex address 9C6 and change the old FF values into:

A6 13 DA A2 80 8E 00 21 86 13 20 A1 92 FA 86 13 60.

At BE3 change A1 92 into -> C6 89. (implements the new routine, otherwise the game crashes). PS The code was only released in hex format.

The CRC of the Parallel Remodel 1-1 with the new code is C9D9397C.
(intro and ending tested)

The old fix, that is hosted by the site you linked is
48 A9 80 85 13 8D 00 21 68 20 A1 92 A9 0F 85 13 60.

So if your fix starts with 48 A9 at 9C6, you have the Wrong one; the new one starts with A6 13.


The new fix was also implemented into both PW and PR, translated into german, but only the most recent versions (1.10 and 1.50 ger).

Like I said before, I didn't implement this, since I got the code just a little to late and the game has quite some other minor problems, so fixing the title screen would be a little to less fixes for the entire new version 1-2.

I can, however, make a "bonus" ips file to be patched to the original Alttp, which has the Parallel Remodel data with the included code already in (if you are unable to implement it in hex).



josete2k
Posted on 09-05-12 08:37 PM (rev. 2 of 09-05-12 08:39 PM) Link | Quote | ID: 152299


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Thank you, it's working.


I assume that this patch can be aplied to the original Parallel release too (1.1).

I' m working in a reproduction cart with original and remodel (all in one) and it would be nice to have all roms ok 100%.

puzzledude
Posted on 09-05-12 09:19 PM Link | Quote | ID: 152301


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It works with Parallel Worlds 1-0 and 1-1 aswell, if you open it in a hex editor and change the values. But this is still far from 100 percent, since the Links gfx is wrong (he has silver face when obtaining Goron's bracelet etc). This really can't be fixed with the current file. And there are various other minor things. At least we got the title working.

PS I'm vondering since you make carts... is it possible to use an external srm save on a certain game. For instance Zelda Stone Tablets has 4 files. In order to play Part2, you need to rename the srm of the solved Part1, which is easy to do in a computer. You just rename the srm file. Is it possible to do this on a cart... For instance you have 2 different Zelda carts, and you "tell" the machine to read the same srm saves for both carts. (Like read the srm obtained from Parallel Worlds on Parallel Remodel cart).

josete2k
Posted on 09-05-12 10:17 PM (rev. 3 of 09-05-12 11:31 PM) Link | Quote | ID: 152303


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OK, here´s the patch, original and remodel compatible:

http://www.mediafire.com/?sliiogwm8u8t5i4

It repairs checksums and sets the rom in PAL zone.

Edit: sorry, the patch is for original release, not Remodel... in Remodel you only need to repair checksum after patching your file.



By other side....


I´m already working in a BS COMPLETE all in one cart.

I only need 2 flashtop (29F032), an 74LS139 and a double switch. Then you can change between weeks (2MB rom) using this switch, no extra sram is needed.

But I want to finish the spanish translation first (adding submessages).

Musashi
Posted on 09-24-12 08:40 PM Link | Quote | ID: 152461

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Hey PuzzleDude, great of you to make this hack; It definitely makes Parallel Worlds more reasonable.

At the same time I also find that some of the creativity of the insanely hard original game was lost in the remodel. What I would really like is a hack combining elements from both. One where the monsters and pitfalls are less brutal, and backtracking reduced, but more of the little secrets kept intact.

To get to the specifics:

The new guardhouse is a big improvement. I was not a fan of how long Link was unarmed for previously. I might have kept some of the dark caves on the way there, and added some walking room in the place with the fire shooters, but not as much as was added in Remodel. I also agree with having the red boomerang available early and without backtracking. The old version had a thing where you either get the blue boomerang early on but miss out the red, or do without the blue until the snow world and get the red there. Poor idea in my view, so Remodel handles this better for sure.

In general, I see that Remodel lights most of the places that were dark in the original. I would have compromised on this; keep most of them dark, but add lightable torches. Din's Catacombs and Nabooru's Hole are deep in the earth, and as such, they're supposed to be dark.

Speaking of Darunia's Hole; I would have kept it more like the original, but added lightable torches in many places. When I played the Remodel, I went in with 2 bottle fairies and 14 full hearts, and even when I avoided every beam eye blaster (using save states), I still ran out of health due to all the unavoidable spike floors. I couldn't get the
Spoiler:
cane of Byrna
since the
Spoiler:
clue to get it is in the snow world,
so I had no choice to activate a cheat to finish the level. I'dve put
Spoiler:
the lost woods combination somewhere in Home World.


It appears that a
Spoiler:
message from Link's alter ego in the snow world
is gone; I think that takes away from the story. Same for the fact that a
Spoiler:
person living near the Lake Ruin
is now MIA now.

I would have kept of the puzzles intact from the original, particularly those where a Star Panel is there to tell you something in the room is not as it seems. In the Remodel, seems the star panels just tell you which jars have keys in them, almost making them unnecessary.

Impa's Ways: Remodel makes a huge improvement; the old Impa's Ways was just too confusing. The new version feels more creative to me.

Darunia's Cavern: Original was a Zelda-1-esque maze. Remodel has that Zelda 1 flavor too, but now its more linear. Both versions have their merits.

Parallel Tower: Before, you had to climb it 3 times, now, only once. I would've compromised with 2: once in each world. I like before how the first trip creates anticipation for the second trip via the crystal switch and the info about the super puzzle. I also find that part of the storytelling is that you have to
Spoiler:
chase Ganon up the tower in the Home World
. I also find that the Home world climb gives you a chance to get some mileage
Spoiler:
out of the master sword
rather than just
Spoiler:
fighting Ganon
with it. Getting the
Spoiler:
Ocarina at the top of the tower
and having that extra exit made it so that your reward for scaling the tower in Home World was
Spoiler:
you could travel to the top of it any time you wanted
. I was also a little disappointed upon seeing the
Spoiler:
Heart container and Bombos Medallion
were just
Spoiler:
offered up along the way
instead of
Spoiler:
being prizes for the super puzzle
. Finally, I have mixed feelings about the keys thing. 9 keys is bit much to keep track of, and I myself had to retry the tower a few times due to losing count of the keys I found or were still out there. At the same time, I thought having those keys outside the tower added an element of mystery to it (why is there a key here?). Overall, here's how I would do it:

2 Climbs required: First trip gets you a
Spoiler:
Mirror, a treasure key, and the Kokiri Emerald
. Second gets you the
Spoiler:
Ocarina, Silver Arrows
, and if you
Spoiler:
complete the super puzzle, Bombos and Heart container.


Keep some of the illusion doors and sub-bosses from the original, keep some of the dark rooms but add torches to them.

Keep it so that the L+X button move is needed for a certain part.

9 Keys needed: 3 in tower, 3 in home world, 3 in snow world. Add a switch (or a sub boss event trigger) on the 7th Floor, accessible only from Home World, that creates a treasure chest on the ground floor, located apart from other things, reachable by hookshot. Beside the chest there would be a teleporter to the start of the 7th floor. This way, if a player didn't have all the keys, they could go get them, and return to floor 7 without re-doing the whole tower. Alternatively, the parts requiring outside keys could be moved to a lower floor. Maybe: Lower floors of Snow world tower require 3 keys, lower floors of home world tower also require 3, and then you get keys in the tower itself to be used up top.

No backwards teleporters. Maybe have one that gets you the previously unreachable treasure box.

Final thing I would add to both versions is maybe a more satisfying ending story. I get such a
Spoiler:
"Mission Failed"
feeling seeing
Spoiler:
Zelda and the ladies return to the Snow World
without
Spoiler:
anything to make it livable
. I got to thinking that since the
Spoiler:
Ether Medallion was used to calm the cold wings around the Lake Ruin,
maybe the
Spoiler:
Triforce could tell Link to give the 3 medallions to Zelda
, and with them
Spoiler:
she can reduce the wintry conditions and produce heat
, thus
Spoiler:
making it possible to grow food and live more comfortably.

puzzledude
Posted on 09-25-12 12:54 AM Link | Quote | ID: 152462


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Thank you for this big review. To comment on certain ideas:

1. Lightable torches. These are a pain. They are not normal objects and are very limited (only small number can be inserted). You should know that Parallel Worlds is not a normal Zelda hack, since all the data has been moved to other hex locations. Sprites, torches, header, overworld data etc is very difficult if not impossible to edit in PW.


2. Naboorus hole and cane of Byrna. This problem actually comes from PW. You can not force the player to pick the Cane up. The combination to Lost woods is actually in the light world, just before the entrance to the Lost woods in that house. Ive put big arrows on the floor, but like Ive said, you can still miss the cane, making it almost impossible to finish Naboorus hole.


3. Regarding the Parallel Tower. It actually is only one tower, not two. The two were only a trick with the double first room. A super puzzle means one more extra climb, comming to the dead end. So, since there is one tower Ive decided for one climb.


4. Illusion doors seemed like a bug, so they were removed.


5. "Add a switch (or a sub boss event trigger) on the 7th Floor, accessible only from Home World, that creates a treasure chest on the ground floor."
This is not possible with Alttp engine. Trigger chest is only in the room where the trigger is. The chest must be picked up before exiting the room, or the trigger/chest resets.

Regarding the tower. You can enter it only in dark world or only in light world, but you have to do a mirror warping outside before each entering. Or in other words, if you enter in the light world, you must only exit in the light world. Ive siplified this: only one tower, only in dark world, all keys inside a dungeon (normal for Alttp engine).

6. "Beside the chest there would be a teleporter to the start of the 7th floor."
This is a floor paradox. You can warp only on one floor. You can transit only by one floor. You can not trasit from 1 to 7 without severly desturbing the floor counter. For instance 1F+warp = must remain on 1F. 1F + stairs is 2F. It can not be 1F+stairs/warp/hole is 3F/7F.

7. "Final thing I would add to both versions is maybe a more satisfying ending story."
Triforce monologue and all monologues above 370 can not be edited on the current file. Hex data is shifted if edited. Monologue 370 has two hex banks and has "abnormal" lenght.


Musashi
Posted on 09-25-12 07:05 AM Link | Quote | ID: 152467

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That all makes sense. I'm a little surprised that torches would be so hard to add, or that teleporters would be limited to 1 floor change. But yea, since its a hack and not full fledged reverse engineering of the game, I fully believe there will be restrictions on what can be edited.

I'll look again, but I could've swore that somewhere there was a floor switch that made a treasure chest appear in a different room. The 2 rooms were fairly close to each other I believe.

I'll also look again for the Lost Woods combination. Seeing as I finished the game with 19 hearts, I probly missed some things along the way.

I'll give both versions credit for helping me think about a spooky Zelda fanfic I've been prepping.

puzzledude
Posted on 09-25-12 12:57 PM Link | Quote | ID: 152468


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That switch and its "door" (this is a big bombable wall, defined as a door) are actually in the same big room, that is made out of one half room on the left and 2 times one quarter on the right. However a quarter room may seem like a separate room from the emulator's perspective.

No matter if you use asm or reverse engineering, if you want your game to actually look like Alttp, you will always have restrictions. If you want to make something like Solaris Zelda, the reprogramming of the entire game is needed, which really isn't a snes rom file anymore.

Nocturnesthesia
Posted on 10-06-12 03:44 PM Link | Quote | ID: 152598


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This is really interesting. I'll definitely keep this to play next time I have a few days free.

Personally the only major problem I had with the original was Impa's Ways. I'm glad you removed the backtracking (it did get tedious) but I'm curious why you removed the bomb jumping?

puzzledude
Posted on 10-06-12 06:34 PM Link | Quote | ID: 152601


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Bomb jumping is certainly not a normal/standard move. It feels more like a special thing, that can get problematic if the gap is to big, so Ive just decided to remove it (maybe also because you are loosing health in the process).

puzzledude
Posted on 10-10-12 10:49 PM Link | Quote | ID: 152639


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Ateraformer started a walkthrough of this game on You Tube.

Check it out.

http://www.youtube.com/watch?v=4ltfLk4aDaQ&feature=plcp

Arseen
Posted on 05-20-13 07:28 PM Link | Quote | ID: 153952


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Hellos from the Finland.

I have 2 questions for you that I've tried to get answered elsewhere without any luck.

1: I'm missing 3 heartpieces and ater searching decided to check the FAQ for the non-remodel version (the one in romhacking site) that had the heatpiece locations, and noticed that at least 2 pieces where missing (or relocated?).
One is the one in Ancient Pyramid that was behind the barrier in the non-remodel version, the another is the the second one in the Waterfall cave (I think you remolled the cave as I can find spot that looks like the spot where the second one should be). Not quite sure what the third would be, but it's not any in the pre-Ice World Light World ones.

Do you have any idea where the missing ones are? Or do you have list of where the heartpieces are in Remodel 1.1.

2: I'm also playing the second quest and have just gotten the red mail, fire rod and ocarina from the cave where farore's maze was.

Now I'm stuck as no gots hammer (so can't get to Draegor), and no has 3rd sword or silver arrows (so can't kill Ganon).

So where to go?

Thank you for the answers

Ronnie

puzzledude
Posted on 05-20-13 08:34 PM Link | Quote | ID: 153954


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In Parallel Remodel you can get a total of 20 heart containers plus one heart piece = 20 1/4 hearts (so one heart piece extra goes over the maximum). This is for the first quest. No list exist, but the complete guide and the maps for PR will get done in the near future.

The two heart pieces (pyramid area and the second in the waterfall cave were removed), since they produce glitches: two heartpieces can not coexist in one big area, the electric barrier and heartpiece sprite are also not compatible (breaking the barrier will make the heartpiece disappear on area trasit, if the heart piece is not picked up immediately = before transit). Same thing for 2 heartpieces, one will make the other disappear.

In the second quest, there are 9 and 3/4 before Ganon. The 3 additional heart pieces can be reach by abusing a semi glitch. After beating the second quest, restart the played game, and you will end up as a bunny in the dark world (this semi glitch can not be fixed), get the 3 heart pieces in the dark world without getting defeated and Save and quit your self out, since the area is quite limited, when in a bunny form.

-----------------

In Farore's cave in the Second quest. Go through the left wall (where the star is) and pick up 3 more hidden chests, hidden inside the blue bumps.

Then the second smith will appear, get sword2. In Draegors castle get shield2 and exit (Draegor is blocked). Get the sword4, and lots of rupees in the forest (left of the forest house there's a cave with 50 rupees under jars on one visit).

Get 99 arrows from the fairy and 2 blue potions (2 bottles possible) and go to Ganon directly.


Arseen
Posted on 05-20-13 09:21 PM (rev. 4 of 05-20-13 09:32 PM) Link | Quote | ID: 153955


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Thank you.

So it seems I'm probably missing one of the full containers then... though I picked all them.

LW church, ?'s house, Bow house, darunia cavern, IW Parallel tower = 5. Did I miss any, or have I just skipped one? (49 Heart pieces?)

And BTW I just started yesterday making maps too using 1200 by 1600 dot screencaps as raws.
reduzing to 25% and pasting together.

So far done:

- Lantern cave
- Kakariko small cave (missing one part as I just restarted the game and no bracelet yet).
- Kakariko big cave
- Guardhouse first floor.
- Village Church.
- Kakariko Loot room (you with 4 bombs & 5 arrows and 2 rupees).
- Shop left of Loot Room

Next:
- Finishing Guardhouse
- the 4 Light world dungeons (and misc caves).

Do you want the maps and raw stuff?

EDIT: Got the heart container. it was the bow house, when got bow didn't have hookshot and thus forgot this one.
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Main - ROM Hacking Related Releases - Zelda3 Parallel Remodel New thread | New reply

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