Homebrew [Release] Zelda ROTH for 3ds

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Could you provide me a savagame of a point close to the crash?

Sure. This save should put you at the beginning of the dungeon, which is right next to the boss door. The big key should also already be obtained, so that door should open without any problems.

I hope this helps.
 

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Sure. This save should put you at the beginning of the dungeon, which is right next to the boss door. The big key should also already be obtained, so that door should open without any problems.

I hope this helps.

Your savefile was very useful.

I found a possible cause, but don't know why it's appening.

Seems that a class destructor doesn't call the parent destructor, and this causes a severe memory leak. Very strange.

Meanwhile I added the language selection to the option menu.
 
Released v0.3
Please let me know if someone has other random crashes.

Right outside of Hyrule Castle, I was cutting down some bushes, and the game froze. Afterwards the system tells me 'An error has occurred, forcing the system to close. The system will now restart.'. Couldn't reproduce it doing what I had done before (to the best of my memory), so I assume it's random.
EDIT: After playing around in the Water Temple, I tried to open the map, and it froze in the same manner.

Something lesser - the music seems to not load sometimes in certain areas. I've only made it as far as Kakariko Village (and subsequently Hyrule Castle right next to it.), but the music in Kakariko seems to take either longer to load, or just doesn't start until after a set period. The music from the area below it failed to load one time as well, and didn't load in any amount of time, either. EDIT: Just got to the Water Temple too, and it acted the same was a in Kakariko.

Something so minute it doesn't affect any gameplay - I had played the 3dsx version and made a save with that one, then installed the .cia version of it. I was able to select my file from it (which was awesome) but the time had jettisoned itself all the way to the maximum [99:59:59].

After checking out the changes you made, this is really coming together for a piece of 3DS homebrew even if it's just a port. The bottom screen is used pretty well IMO, and the button remapping works pretty well. There are a couple of buttons I'd change around, but they're all mapped, so it's not a big deal.
 
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Right outside of Hyrule Castle, I was cutting down some bushes, and the game froze. Afterwards the system tells me 'An error has occurred, forcing the system to close. The system will now restart.'. Couldn't reproduce it doing what I had done before (to the best of my memory), so I assume it's random.
EDIT: After playing around in the Water Temple, I tried to open the map, and it froze in the same manner.

It's a problem of memory leak in the original source. When the memory is over the game freeze. I solved it in a couple of points, but there are other bugfix to do

Something lesser - the music seems to not load sometimes in certain areas. I've only made it as far as Kakariko Village (and subsequently Hyrule Castle right next to it.), but the music in Kakariko seems to take either longer to load, or just doesn't start until after a set period. The music from the area below it failed to load one time as well, and didn't load in any amount of time, either. EDIT: Just got to the Water Temple too, and it acted the same was a in Kakariko.
In Kakarico the background music has osecond of silence at the beginning. It' isn't a bug and it's this way in the original game. I could easily remove this extra muted sample from the sound file.

For the other sound problems, it could be the memory shortage bug. If here is no memory available the background music doesn't load.[/QUOTE]

Something so minute it doesn't affect any gameplay - I had played the 3dsx version and made a save with that one, then installed the .cia version of it. I was able to select my file from it (which was awesome) but the time had jettisoned itself all the way to the maximum [99:59:59].

Strange. V0.1 had bad timing but v0.3 should be ok. Have you used a savegame from v0.1?

lAfter checking out the changes you made, this is realy coming together for a piece of 3DS homebrew even if it's just a port. The bottom screen is used pretty well IMO, and the button remapping works pretty well. There are a couple of buttons I'd change around, but they're all mapped, so it's not a big deal.
After fixing the bugs I'll made some changes to keymapping. There are some suggestions in the thread
 
Last edited by nop90,
Source updated on my github:
  • removed some memory leak (only one left, I'm working on it)
  • added language selection in game menu: selected language is saved in the system.dat file. No need to delete a previous system.dat file.
  • Changed volume selector of music and sfx to have only two levels (ON and OFF), that affects the sound output. the selected leve are saved in the system.dat file.
The Italian translation is at 20%.

I tested this only on CItra emulator. I'll release a new version only after fixing the remaining memory leak and a test on a real 3DS.
 
v0.4 build released on my github.

Now the code should be stable.

Let me know if someone experiences crashes again (I hope no, it was very time consuming to study all that source code)

When I complete the Italian traslation I'll release a final v1.0 build.
 
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The port and the italian traslation are completed.

I also implemented a nice use of the bottom screen to show the game menu while playing, with the possibility of to change the object with the touchscreen without pausing the game.

Now I'm fixing a little problem in the option menu and testing the italian traslation. Final release is planned for sunday.

Last oprimization could be a button remapping, but I'll do it only if someone show me a good and complete solution.
 
Awesome work, thanks! It´s planned the release (for 3DS) of the other two games of this series? I can help on the translate to portuguese.
 
Awesome work, thanks! It´s planned the release (for 3DS) of the other two games of this series? I can help on the translate to portuguese.
There are other 3 games and I'll port all of them. The second is already in progress.

And there is another Zelda fan game (not a rom hack) from another group that should be released this month. I'll try to port it too as soon as the source will be availabe.
 
What would count as a good and complete solution for button mapping to you?

Yeah I missed that when I was reading the list of controls, my bad.

Couldn't we still do it like this, though?
R to pick up objects when you have the gloves (instead of X)
X to open the map when you have it (instead of L+Y)
Circle Pad to look around (instead of R + D-Pad), because I'm pretty sure Circle Pad and D-Pad can be mapped to different functions.

Do you have a way to detect double-tap for key presses? Hold L is being used for the run function, but if possible, we could make it so double-tapping L toggles it on and off, rather than having to hold L all the time. :p

I apologize if I seem pushy, but I really want the control scheme to be as close to ALttP as possible, and likely other people feel the same way. I mean, of course, this is your homebrew, so you can do it however you want, but with it being based on ALttP, it would be a lot more intuitive if the control scheme was similar to the official games.

Now that the item selection is done with the touch screen without having to open a menu anymore, that frees up the Start button, doesn't it?

Could do like this

- Read / Open / Speak: A
- Confirm / Pass text: A
- Move Link: D-Pad
- Run : Hold R/Double-tap R to toggle (if possible)
- Use sword: B
- Spin attack: Hold B, then release
- Use selected item: Y
- Pick up items (with the gloves): X
- Open the map: SELECT
- Open the map: SELECT
- View defeated monsters: L and Y
- Look around: Circle Pad
- Enlarge / Shrink screen size: L and A
- Show help: L and X
- Save / Quit: START
- Close the game: START from Title screen (to mimic behaviour of other Homebrew apps)

If anything's missing, or if someone else has suggestions, let me know.
(Map on SELECT because there is a precedent for the map being bound to Select in Link's Awakening and Oracle of Ages/Seasons, and I think it makes sense.)
 
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What would count as a good and complete solution for button mapping to you?



Now that the item selection is done with the touch screen without having to open a menu anymore, that frees up the Start button, doesn't it?

Could do like this

- Read / Open / Speak: A
- Confirm / Pass text: A
- Move Link: D-Pad
- Run : Hold R/Double-tap R to toggle (if possible)
- Use sword: B
- Spin attack: Hold B, then release
- Use selected item: Y
- Pick up items (with the gloves): X
- Open the map: SELECT
- Open the map: SELECT
- View defeated monsters: L and Y
- Look around: Circle Pad
- Enlarge / Shrink screen size: L and A
- Show help: L and X
- Save / Quit: START
- Close the game: START from Title screen (to mimic behaviour of other Homebrew apps)

If anything's missing, or if someone else has suggestions, let me know.
(Map on SELECT because there is a precedent for the map being bound to Select in Link's Awakening and Oracle of Ages/Seasons, and I think it makes sense.)


This for sure. I'd much rather gloves be on a separate button rather than having to equip them, but mainly, "Run" is no good on L when L+ is used for other things (R seems more comfortable to me as well), in the little that I've played so far I've been wanting to hold run all the time but when I interact with something the screen changes size, and I can't use the sword (presumably because it clashes with defeated monsters). To toggle or not to toggle, I can see both having their advantages, neither would be a pain.
 
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This for sure. I'd much rather gloves be on a separate button rather than having to equip them, but mainly, "Run" is no good on L when L+ is used for other things (R seems more comfortable to me as well), in the little that I've played so far I've been wanting to hold run all the time but when I interact with something the screen changes size, and I can't use the sword (presumably because it clashes with defeated monsters). To toggle or not to toggle, I can see both having their advantages, neither would be a pain.
Excatly run has to be moved from L to another button I have had several disasters because of forgetting to stop pressing L when I need to press another button lol
 
So here is a recap of the change I want to make:

I'll swap the functions of X and Y (Y will be to use object and X to pick up objects with gloves). A and B will reamin unchanged.

I'll map R to run, and L to look around, but I'll leave the L+ combos as they are now, this way running will not create problems using objects or weapons. This solution is easier to implement.

Monster list will remain L+B
Change top screen size will remain L+A
Show help will remain L+X

But I'll use the START Key to open the Map. L+START will give focus to the object selection menu to move the cursor with arrows. This is usefull to pause the game.

I'll try this solution tomorrow, but should work fine. What about this?
 
This sounds like it'll work great. As I said the main problem I found was with L combos interfering with running. I've only just realised I didn't have to equip the gloves to use them but swapping X and Y would be more comfortable IMO.

The only other problem I've found (that I THINK I've seen mentioned somewhere) is that it doesn't seem to close properly (using the home button), it hangs on the "Closing software" screen. As I say, I think you're aware of this?


**EDIT** I've just reread your initial post, you are indeed aware of the problem with closing it.
 
Last edited by Liambass,
This sounds like it'll work great. As I said the main problem I found was with L combos interfering with running. I've only just realised I didn't have to equip the gloves to use them but swapping X and Y would be more comfortable IMO.

The only other problem I've found (that I THINK I've seen mentioned somewhere) is that it doesn't seem to close properly (using the home button), it hangs on the "Closing software" screen. As I say, I think you're aware of this?


**EDIT** I've just reread your initial post, you are indeed aware of the problem with closing it.

The problem happening closing the game with the home menu (obviously only CIA version) is a strange thing that I wasn't able to fix. But maybe I'm only to tired for to much work. One of this day I'll figure out why it happens.

Meanwhile exit the game using the SELECT button while in the strating screen ort in the game selection screen.
 
This sounds like it'll work great. As I said the main problem I found was with L combos interfering with running. I've only just realised I didn't have to equip the gloves to use them but swapping X and Y would be more comfortable IMO.

Fun fact, early versions of the game required you to open the menu and equip the gloves before you could pick up objects. It wasn't until several updates later that the functionality to pick up items without having to equip the gloves came.
Similarly, you used to have to manually equip the Flippers whenever you wanted to go into the water.

Dark times, I tell you. Still, better than the original RPG Maker version of Solarus, which required you to open the pause menu, select an item, confirm... Every single time you wanted to use an item at all. Every time you wanted to fire the bow, every time you wanted to throw the boomerang, etc.
It was horrible.
 
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Fun fact, early versions of the game required you to open the menu and equip the gloves before you could pick up objects. It wasn't until several updates later that the functionality to pick up items without having to equip the gloves came.
Similarly, you used to have to manually equip the Flippers whenever you wanted to go into the water.

Dark times, I tell you. Still, better tban the original RPG Maker version of Solarus, which required you to open the pause menu, select an item, and confirm... Every single time you wanted to use an item at all. Every time you wanted to fire the bow, every time you wanted to throw the boomerang, etc. It was horrible.


I'm so incredibly glad that both these games were finished by the time I found them....
 
Everything finished and fixed. No bug left.

Now I'm testing as much as I can to release the v1.0 sunday.
 
Great work! All seems good so far gameplay wise. You've forgotten to update the new keybindings for Item and Gloves in the item select screen, the help screen and indeed in your original post.


I'm looking forward to the next ones!
 

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