Homebrew [Release] Zelda ROTH for 3ds

  • Thread starter Thread starter nop90
  • Start date Start date
  • Views Views 93,772
  • Replies Replies 169
  • Likes Likes 78
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 did it, but maybe I changed it twice :D

I found another memory leak problem advancing in the game and a typo in the italian text, so probably i'll have to release a new fix.
 
Last edited by nop90,
So I was reading the intro text in English when it said "Until a" and abruptly cut to the game!

Yes, I noticed it, but it's a bug that is in the original source too (verified in the windows version of the game that I use to check bugs found in my port)

I really don't want to debug the whole code, but if I find a quick fix I'll add it in one of the next bugfix releases.
 
  • Like
Reactions: CrispyYoshi
A couple more notes as I play (Will probably update this post if nobody posts after this one):

- Dialogue box for gloves still says "Push Y to use them" and not X, although if you want it to say Y, perhaps you could say "Select the Gloves on the touch screen, then press Y"
- The text is a bit unpleasant to listen to: Can you stop the talking sfx before playing it again, so only one talk sfx is playing at a time, per character it writes?
- The puzzle solved jingle that plays after bombing a wall is very loud! Can you lower the volume on that?
- The music in Forest Temple plays really late... Maybe it doesn't play until the song loops once on mute?
- Can you swap the map to L+X and make the controls window pop up with Start?
- In the controls window, I think you flipped X and Y. I also think "Use selected object" should say "Use selected item"

I'm on an A9LH Luma non-XL N3DS running the .3dsx version, by the way!
 
Last edited by CrispyYoshi,
A couple more notes as I play (Will probably update this post if nobody posts after this one):

- Dialogue box for gloves still says "Push Y to use them" and not X, although if you want it to say Y, perhaps you could say "Select the Gloves on the touch screen, then press Y"
- The text is a bit unpleasant to listen to: Can you stop the talking sfx before playing it again, so only one talk sfx is playing at a time, per character it writes?
- The puzzle solved jingle that plays after bombing a wall is very loud! Can you lower the volume on that?
- The music in Forest Temple plays really late... Maybe it doesn't play until the song loops once on mute?
- Can you swap the map to L+X and make the controls window pop up with Start?
- In the controls window, I think you flipped X and Y. I also think "Use selected object" should say "Use selected item"

I'm on an A9LH Luma non-XL N3DS running the .3dsx version, by the way!

I'll change the mistakes text and try to fix the bugs, but I will not change again the key maping. For the sound problem i think it's a minor issue and to solve it I should change a lot of code. If it's to ugly for you, now you can mute sfx and leave only background music.
 
I'll change the mistakes text and try to fix the bugs, but I will not change again the key maping. For the sound problem i think it's a minor issue and to solve it I should change a lot of code. If it's to ugly for you, now you can mute sfx and leave only background music.
That's okay! In any case, thank you for the update! I'm having a lot of fun playing this!
 
Trimmed music of the forest temple. There was about 10 seconds of silence at the starting of the original midi file.

Also already fixed the text reffering to X and Y mapping, changed "object" in "item"and corrected a typo,

Now I'm trying to fix a memory leak that happens during the battle with level 4 boss. It's very hard to find (I tought to have fixed it days ago)
 
  • Like
Reactions: Deleted User
With the French language, there is a bug with all special characters (ex : é, è, à, ê, etc...) , he did not appear, instead he repeats the previous character.

Thank you for this excellent port ;)
 
Last edited by Cid2mizard,
For french language refer to the game author.

For italian language i replaced the accents with ' that is a trick used in old charset not supporting accents.

Don't know if it is possible in french.

Fel free to propose a fixed traslation not usinc accents.
 
For french language refer to the game author.

For italian language i replaced the accents with ' that is a trick used in old charset not supporting accents.

Don't know if it is possible in french.

Fel free to propose a fixed traslation not usinc accents.

Original game have not a bug with special characters !
 
Special characters output fixed. It's a problem in the way the numerical value of the chars are expressed in the original code that seems to be architecture dependent.

I changed numerical values with const chars ( i.e something like val=='è' instead of val == -17) and now everything is ok for every language.

So now I can use accents in italian too :D.

Now I have to fix that damn remaining memory leak in snipe.cpp.
 
Can't understand. Explain better please.

It's referring to the X on the touch screen in the item selection menu. It's basically instructing you to press the X button to use the selected item even though the button was changed to Y in 1.0.

Other than that, the game seems to be running great now that the memory leaks have been fixed.
 
It's referring to the X on the touch screen in the item selection menu. It's basically instructing you to press the X button to use the selected item even though the button was changed to Y in 1.0.

Other than that, the game seems to be running great now that the memory leaks have been fixed.
Ah that X. It's from tbe original source and I did not ask myself why it was there.

I'll change it in Y in the github sources But it's not worh a new build only for this.
 
Yeah it was there because the PC version is X on keyboard to use selected item.

I thought you had changed it to Y = Gloves and X = Use selected item, though :o
 

Site & Scene News

Popular threads in this forum