I'm really liking what I'm seeing in the latest build,
@nop90! In regards to the hotkey mapping, I noticed you're mapping it rather similarly to LTTP! There are a couple of differences though:
- SNES LTTP used X to open the map, although I think it's nice that X behaves similar to Y! It might work even better if it functioned the same way Start currently does, so users don't have to reach down for the start button to quickly switch items. (L+Y is a good mapping for the map, by the way, and so is L+B to open the enemy menu! [I'd prefer a touch-screen menu, but that might be asking too much]. By the way, can you allow the user to close that menu by pressing B, instead of how it currently closes with A?)
- SNES LTTP used the same controls you are using for the A button, but it also used A for pegasus boots and picking up items with the glove. I don't know how the game is currently coded, but if you cannot remap the pegasus boots along with the A button, then nevermind. (I like it on L, too though: the GBA LTTP, ALBW and Tri Force Heroes all use L for dashing)
- I noticed you mapped the gloves to both X and Y. I really like this, but I noticed I can only place my bombs with the X button! SNES LTTP primarily mapped it to Y!
Alternatively, you could try the GBA LTTP button scheme [Even better if it's a change-able option in the Options menu]:
B - Sword, Spin Attack, Cancel menu options, Close menus
A - Item selected from pause menu, Open Chests, Interact with people
Start - Open save/quit menu
Select - Open item menu
L - Open map
R - Pegasus Boots, pick up objects with the glove, open chests, interact with people (SNES LTTP does all of R's functionalities using the A button instead)
Although most of the controls feel very comfortable in the second version, I think some users could get confused without some way to view the instructions within the app: Perhaps you could toggle-display the entire list of controls on the bottom screen if the user taps it while it's not being used for anything else?
Now, I'm not sure if the original game did this or not, but the text's sfx overlapping can get a bit grating on the ears: Do you think you can stop the sfx each time it's about to play, so it "overwrites" the previously-playing character writing sound? I think that could polish the sound up a bit more.
I'm not sure if this is just me or not, but the graphics seem to tile improperly every now and then: there's a single-pixel-wide vertical line that cuts through each 16x16 tile occasionally, perhaps due to an improper screen draw. Also, do you have plans to re-scale the resolution so it's not stretching the pixels?
All in all, this is looking very promising! I've been playing for an hour on my 11.0 non-XL N3DS, and I haven't experienced any random crashes [Exiting to homebrew menu still crashes for me though]. This could easily be one of my favorite homebrews on the 3DS (Right next to Syobon Action, thanks for that by the way! And if you ever want help with volume mixing on the audio, I can lend a hand!)