Homebrew The Legend of Zelda - A Link to the Past (Nintendo Switch port)

Vorde

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Do you mean zelda3_assets.dat inside /switch/zelda3 folder? I have that. Is there a new version of zelda3_assets.dat that may be not compatible with the new compilation of the .nro? Because I cannot find any other reason why it does not work...
Was this ever solved? I'm trying to run this on my Switch and it just immediately closes, and I've double checked the assets, and these were generated just a few days ago.
 

Vorde

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Try recreating it.
I tried recreating it, and uploaded it to the /switch/zelda3 folder and it still didn't work. No error or anything, just brings me back to the Homebrew Menu with all my other homebrew apps.
I tried uploading the folders and files that are in the Zelda 3 launcher and it didn't make any difference.
I'm unsure what to do at this point as the Zelda 3 recompilation for PC works just fine, and has no issues, so I don't believe it to be an assets issue. Is there a verbose mode or log I could enable?
 

godreborn

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Zelda3 for vita.
 

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blaizX

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Alright here's a tweaked build, I wanted to use the autosave function (enabled from the ini, saves on quit and reloads on restart) but afaik there's no way to quit the nro with the default controls. I saw this person's pull request to quit by pressing start + select together, copied the code but changed it to pressing both joysticks in at the same time, as I don't think the joystick presses have any effect in the default controls. So this updated nro is from the same latest commit on master but with the added quit code as described, I've also changed Autosave to 1 in the included ini, so you can use that or set it yourself in your own ini.

Next up - neither of the forwarders in this thread worked for me, so I made my own (using the same titleid as impeeza's because thinking of numbers is hard), I used the setup from this forwarder maker but the main from this one so that when you quit the nro, it exits back to the home menu rather than reopening the nro over and over. So with the aforementioned modified nro you can click both joysticks any time and it will autosave and exit to home menu, then autoload when you reopen. nro path is /switch/zelda3/zelda3.nro
Nice
works perfect

Autosave = 1
Language = de
AudioSamples = 1024

but how can I reset the game, so I could load the standard-savegame (if I dont want the autosavegame)?
Is there another shortcut like MINUS & ZL to start the game without loading the autosavegame?

or how to load the autosavegame if "autosave = 0" ? shortcut?

I would like it if it were possible to create a savestate using a shortcut. and with another shortcut to load this savestate, instead of the autosavegame-option.
 
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hippy dave

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Nice
works perfect

Autosave = 1
Language = de
AudioSamples = 1024

but how can I reset the game, so I could load the standard-savegame (if I dont want the autosavegame)?
Is there another shortcut like MINUS & ZL to start the game without loading the autosavegame?

or how to load the autosavegame if "autosave = 0" ? shortcut?

I would like it if it were possible to create a savestate using a shortcut. and with another shortcut to load this savestate, instead of the autosavegame-option.
Glad it's working. Yeah there aren't any shortcuts set up in the standard Switch configuration, because all the buttons are in use apart from the joystick clicks (SDL doesn't see ZL/ZR as buttons but as axes because they're analogue on some platforms, which is a pain for our purposes).

The ini file has configuration for keyboard shortcuts to load/save state, I don't know if it would work with putting joypad button names in instead of keys, if not then it would require more code tweaks to enable manual save states when autosave = 0. Can have a look when I have some time.
 
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hippy dave

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The ini file has configuration for keyboard shortcuts to load/save state, I don't know if it would work with putting joypad button names in instead of keys,
I saw a github comment saying this should work, but haven't tried.

Unrelated, has anyone encountered the hookshot being invisible? The inventory icon is visible, but when I use it, no part of it is visible. It still works tho. Couldn't see any mention of this issue on the github or the discord.
 
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mlgfx

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Every time I try to build the assets on my Mac I get the following error:

Traceback (most recent call last):


File "restool.py", line 2, in <module>


import util


File "/Users/---/zelda3/tables/util.py", line 80


msg = f"\n\nROM with hash {hash} not supported.\n\nYou need one of the following ROMs to extract the resources:\n"


I checked the hash of the rom but it is correct. Any help?
 

kiyafox

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can some one please make a video on how to make a nd install this port to the switch with the cheats? i need a visual learning
 

Vaskie

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Would someone be able to help me run it on Ryujinx ?

Ryujinx detects the nro, but nothing happens when I launch it. I am not too sure where to put the data file.
 

sean222

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I saw a github comment saying this should work, but haven't tried.

Unrelated, has anyone encountered the hookshot being invisible? The inventory icon is visible, but when I use it, no part of it is visible. It still works tho. Couldn't see any mention of this issue on the github or the discord.
Did you ever get to look into the keyboard shortcuts? I've tried many combinations in the ini file and nothing seems to work on the Switch. I guess the shortcuts are for keyboards only.
 

Frisk_

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Great port !

I try to use shaders but nothing happens. I have the correct line in ini file with OpenGL instead of SDL.
Anyone succeed with this ?

Also bilinear filtering is by default and I can't get rid of it even if I set it to 0 in ini file.

Thanks for your help
 

switcher4579

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Phew, this took a bunch of tries for me to get running.

Firstly, as hippy dave mentioned in comment #67, Python 3.8 is required to run the asset extraction scripts. I copied the dumped rom file to the root of the source code's folder. Then `cd`ed into it, and ran:

Code:
python ./assets/restool.py --extract-from-rom

You'll get a warning while running about an "invalid escape sequence", but this did not affect the output for me. (this may become an error in future Python versions, in which case, just try escaping each backslash in the offending Python file with another: `\` to `\\`)

With the v0.3 of the code, the resulting assets file had an MD5 of 9c9c356f6cbf837d828c0fb4bed45962. Next, you'll want to use an up-to-date nro. Not the one on the first page of this thread, but from user octopus in comment #95. When you copy the files over to your switch, make sure the assets file and config is in the same directory as your nro. You can use the nsp-forwarder.n8.io online generator to make your own forwarder.

Finally, I wanted to use a shader. Make sure to change your renderer in the config: "OutputMethod = OpenGL". For the shader, both glsl and glslp files are supported. Keep in mind however that glslp files have a file path configured inside of them, so if you want to use them as-is, you'll have to have the same folder structure inside the folder containing your nro. I kept things simple with a flat directory structure and set "Shader = crt-hyllian.glslp" and modified that file so "shader0 = crt-hyllian.glsl" (erasing the folder paths). Then I placed both shader files alongside the nro.

And with that, I have this running on my Switch with a shader :). Refer also to the wiki on the GitHub page, which explains many things, such as the bug fix options.
 
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