Homebrew [Release] Zelda ROTH for 3ds

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Hey ! That's really a great one. Good job. Do you think it will be possible to port the sequels as well, when that one will be smooth ?
Also, with Zelda ROTH being originally a French game, is there a way to get the French version instead of the poorly translated one ? :3
 
Yeah, they already have French, English, Spanish and German available, so Italian is the only missing one.

The French version is top-notch; I can't speak for the Spanish and German translations, though.
Might have to find people who are fluent in Spanish/German to look back over the translation. The English one was made by a French person who didn't have very good English. :p

Releasing it in different languages shouldn't be too difficult, a simple text replacement (or even just replacing the source files with the translated ones and compiling.) Unless you wanted it to be just one homebrew with language selection?

Also don't forget to go back through the source code to change it so it refers to the 3DS's buttons when you receive new items :p because I may try and guess what button assignments you would use, but I may be wrong.
 
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Yeah, they already have French, English, Spanish and German available, so Italian is the only missing one.

The French version is top-notch; I can't speak for the Spanish and German translations, though.
Might have to find people who are fluent in Spanish/German to look back over the translation. The English one was made by a French person who didn't have very good English. :P

Releasing it in different languages shouldn't be too difficult, a simple text replacement (or even just replacing the source files with the translated ones and compiling.) Unless you wanted it to be just one homebrew with language selection?

Also don't forget to go back through the source code to change it so it refers to the 3DS's buttons when you receive new items :P because I may try and guess what button assignments you would use, but I may be wrong.

The game structure for the other three chapter is absolutely the same and I will definitively port all of them.

For the language I'm planning to insert all the languages in a single build, use the system language to set the default and add a menu ti change language.

For key mapping you can open the help with the Start button. There are only three button missing: open map, see monster defeated and take objects. I'm woeking on this.
 
If I can suggest something for the key mapping...

A: Interact/Talk
B: Use the sword/Cancel
Y: Use the selected item
X: View the map

D-Pad: Movement

Start: View the items menu
Select: View the Save menu

R: Pick up objects
L: View list of defeated monsters

This leaves us with only one thing missing, which is a toggle for the run feature. The last three games have you find the Pegasus boots before you can toggle run, but ROTH has it as a hidden feature. On PC, you toggle it with Caps Lock, or you can hold Shift.


I have a few ideas, but I don't know how comfortable you are with actually editing the game's code. I'm not sure how much actual coding these would require but:

- You could possibly have a menu on the bottom screen for switching between items. This would remove the need for using Start to pull up the items menu, and you could move the Save menu over to Start. Then the Select button could be used for viewing the list of defeated monsters, while L could be made to toggle run.

- You could have the A button be bound to Interact/Talk while also being bound to Pick up objects. No idea if that could cause problems in any way, but this should behave the same way as it does in the original A Link to the Past. Then you would be able to set the run feature to the R button (hold R to run.)

- You could keep the keybinds the way I said, but you could have a simple menu on the bottom screen with a Run toggle. You could possibly add more things to the bottom screen too.


In my opinion, the second option would probably be the best, and I -think- would require the least extra work. The game would use the same controls as the original ALttP, except for using R to dash and L to view a new defeated enemies screen.
 
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If I can suggest something for the key mapping...

A: Interact/Talk
B: Use the sword/Cancel
Y: Use the selected item
X: View the map

D-Pad: Movement

Start: View the items menu
Select: View the Save menu

R: Pick up objects
L: View list of defeated monsters

This leaves us with only one thing missing, which is a toggle for the run feature. The last three games have you find the Pegasus boots before you can toggle run, but ROTH has it as a hidden feature. On PC, you toggle it with Caps Lock, or you can hold Shift.


I have a few ideas, but I don't know how comfortable you are with actually editing the game's code. I'm not sure how much actual coding these would require but:

- You could possibly have a menu on the bottom screen for switching between items. This would remove the need for using Start to pull up the items menu, and you could move the Save menu over to Start. Then the Select button could be used for viewing the list of defeated monsters, while L could be made to toggle run.

- You could have the A button be bound to Interact/Talk while also being bound to Pick up objects. No idea if that could cause problems in any way, but this should behave the same way as it does in the original A Link to the Past. Then you would be able to set the run feature to the R button (hold R to run.)

- You could keep the keybinds the way I said, but you could have a simple menu on the bottom screen with a Run toggle. You could possibly add more things to the bottom screen too.


In my opinion, the second option would probably be the best, and I -think- would require the least extra work. The game would use the same controls as the original ALttP, except for using R to dash and L to view a new defeated enemies screen.
I was thinking to something like this too. I don't know a link to the past, so mu mapping was different, but I'll follow your suggestion.

Mapping two action to the same key is easy as long as they never be enabled at the same time.

But the priority now is to fix the midi output.
 
Good luck with that !

Although I agree with @Ammako 's mapping, I do think that Start to view the map and X to view the item menu is better. I feel like I need to change my active Item more often than I need to open my map.
Also, problems will mostly be coming with the sequels, NSQ introduces a new Inventory for example. They will need a bit of extra work.
 
Good luck with that !

Although I agree with @Ammako 's mapping, I do think that Start to view the map and X to view the item menu is better. I feel like I need to change my active Item more often than I need to open my map.

It could be, yes. I was just going from whatever button mappings the original ALttP had. :p

The limited amount of buttons on the 3DS can be an issue, but we also have a touch screen which can be used for a lot of things. Unfortunately, coding things for the touch screen would require a lot more work than just porting the game.
 
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Probably already known, but the game is really playable. Only problem is that it can and will randomly freeze at anytime while playing. It's a pretty fun made up zelda game, this is definitely worth porting over.
 
Probably already known, but the game is really playable. Only problem is that it can and will randomly freeze at anytime while playing. It's a pretty fun made up zelda game, this is definitely worth porting over.

what do you mean for freeze: does it crashes, hangs or has a temporary slowdown? Are there specific points in the game where this happen?
 
what do you mean for freeze: does it crashes, hangs or has a temporary slowdown? Are there specific points in the game where this happen?
The game itself will hang, buttons don't do anything and it's just frozen. But luckily holding L + R + B + Dpad down will reset back to Homebrew Launcher, where you can launch the game again.

It happened to me twice. Once in the forest temple when I was half way through it, I don't think any specific actions caused this.
The second freeze happened while in Kakariko village while in one of the houses. This just let's me know that it's never safe to play it unless I save every 2 minutes. But sadly the game has no save and continue option, only save and quit.

But hey I love this app, as much as something like Duke 3D's port.
 
The game itself will hang, buttons don't do anything and it's just frozen. But luckily holding L + R + B + Dpad down will reset back to Homebrew Launcher, where you can launch the game again.

It happened to me twice.

It could be the gpu. I'm drawing framws too fast and don't wait the vblank yet.
 
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This is the reason homebrew is awesome! Great job :D
 
The Title Screen reminds me to...

phpB6HjZnAM.jpg
 
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Just downloaded and tried. It's awesome. You could add the music themes as the game without music is pretty boring. Also you could add easier key mappings
 

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