Homebrew Homebrew game Project The Legend of Zelda: A Link to the Past - ALEK'S Ultimate NX

  • Thread starter Thread starter alexgg1014
  • Start date Start date
  • Views Views 3,420
  • Replies Replies 33
  • Likes Likes 16
I get a python error, if i want to use the language extraction tool.
What can i do?

Code:
   import util                 # noqa: E402
    ^^^^^^^^^^^
ModuleNotFoundError: No module named 'util'
 
Awesome, was really hoping to see this. Everything SNES 16:9 mode is welcome, the games really deserve to have a wider view and it is awesome, that you already have the companion there. Will try it out in depth. Zoom in and out like Link's Awakening DX is also good for several devices and screen sizes...
 
Works great, I love the widescreen support . I have tried adding an MSU audio pack, but it says no pack found. How do you get them to register?
 
Just one thing... Link does not show on the map when pressing x? Not too bothered personally but thought I'd mention it!
thx for the feedback ;)
Post automatically merged:

Awesome, was really hoping to see this. Everything SNES 16:9 mode is welcome, the games really deserve to have a wider view and it is awesome, that you already have the companion there. Will try it out in depth. Zoom in and out like Link's Awakening DX is also good for several devices and screen sizes...
Its difficult because LADXHD is built different, I dont think i could add that becuase how A link to the past work
Post automatically merged:

I get a python error, if i want to use the language extraction tool.
What can i do?

Code:
   import util                 # noqa: E402
    ^^^^^^^^^^^
ModuleNotFoundError: No module named 'util'
That one's on me — the error message is useless. The tool isn't standalone: it needs the assets/ folder from the repository, where the language tables live. Copying just the .py can't work.

Grab Source code (zip) from the release page, unpack it, and run it from inside that folder:

python tools/make_language_pack.py "your-rom.sfc"

I've fixed it to say that instead of throwing a Python traceback — it'll be in the next build.

Works great, I love the widescreen support . I have tried adding an MSU audio pack, but it says no pack found. How do you get them to register?
Real bug, thanks for finding it. The detection looked in msu/ while playback looked in the game's root folder, and the setting that connects them was never written into zelda3.ini — so there was no way to work it out.

Fixed in the next build. Meanwhile you can make it work by hand:

  1. Put the pack in switch/Zelda3/msu/, named alttp_msu-1.pcm, alttp_msu-2.pcm, …
  2. Add this under [Sound] in zelda3.ini:
    MSUPath = msu/alttp_msu-
  3. Turn on MSU1 MUSIC in SETTINGS → AUDIO
After the fix that's the default, so dropping the pack in msu/ will just work.
 
Last edited by alexgg1014,
MSU audio works, thank you! It's way more epic, widescreen with an orchestral score. I can't wait for winter now, between this, Minish Cap & the dusk port I'll keep busy 😂
 
  • Haha
Reactions: alexgg1014
MSU audio works, thank you! It's way more epic, widescreen with an orchestral score. I can't wait for winter now, between this, Minish Cap & the dusk port I'll keep busy 😂
Im glad to hear that! Btw Im just port the dualscreen to dusklight 👀
1788795959343.png

Post automatically merged:

Is there a way to expand the number of auto save slots? I think 3 is the current.
Maybe
 
Last edited by alexgg1014,
That one's on me — the error message is useless. The tool isn't standalone: it needs the assets/ folder from the repository, where the language tables live. Copying just the .py can't work.

Grab Source code (zip) from the release page, unpack it, and run it from inside that folder:

python tools/make_language_pack.py "your-rom.sfc"

I've fixed it to say that instead of throwing a Python traceback — it'll be in the next build.

Ok, that worked, great, thx! :)
 
  • Like
Reactions: alexgg1014
Thank you @alexgg1014 ! This port is really great.

Not only does it remove the steps of extracting the assets file, but it also avoids editing the ini file by providing the settings in the GUI.
Best of all is the working save states (I couldn't get that working with the official Zelda3 build).

Question: is it also possible to activate and switch between shaders (and renderer) though the GUI ?
This of course when all the shader files are placed in the Zelda3 dir.
 
  • Like
Reactions: alexgg1014
Thank you @alexgg1014 ! This port is really great.

Not only does it remove the steps of extracting the assets file, but it also avoids editing the ini file by providing the settings in the GUI.
Best of all is the working save states (I couldn't get that working with the official Zelda3 build).

Question: is it also possible to activate and switch between shaders (and renderer) though the GUI ?
This of course when all the shader files are placed in the Zelda3 dir.
Thx for ur feedback❤️‍🔥
And i will try to add the shader option!
Post automatically merged:

Zelda3 — ALEKS Ultimate NX Edition v1.2.0

Renderer and Shader Selection Update

Thank you wesslyr for the suggestion!

I’ve added the option to select the renderer and shaders directly from the GUI.

Menu path:
Settings → Screen → Renderer / Shader

Available renderer options:
  • SDL
  • SDL Software
  • OpenGL
  • OpenGL ES

The shader menu automatically detects .glsl and .glslp files placed inside the Zelda3 directory. It also includes an OFF option and a toggle for linear filtering.

Zelda3/
└── your-shader.glsl
└── your-preset.glslp​

Renderer and shader changes are saved to zelda3.ini. Restarting the game is required after changing them.

Also included in v1.2.0

  • In-game updater
  • Native story guide
  • Widescreen map improvements
  • Mirror marker
  • Language tool improvements

Download

GitHub — Zelda3 ALEKS Ultimate NX Edition v1.2.0

Thanks again for the feedback. I hope you enjoy the new version!
 
Last edited by alexgg1014,
  • Like
Reactions: angelhp and wesslyr
Thx for ur feedback❤️‍🔥
And i will try to add the shader option!
Post automatically merged:

Zelda3 — ALEKS Ultimate NX Edition v1.2.0

Renderer and Shader Selection Update

Thank you wesslyr for the suggestion!

I’ve added the option to select the renderer and shaders directly from the GUI.

Menu path:
Settings → Screen → Renderer / Shader

Available renderer options:

  • SDL
  • SDL Software
  • OpenGL
  • OpenGL ES

The shader menu automatically detects .glsl and .glslp files placed inside the Zelda3 directory. It also includes an OFF option and a toggle for linear filtering.

Zelda3/

└── your-shader.glsl

└── your-preset.glslp

Renderer and shader changes are saved to zelda3.ini. Restarting the game is required after changing them.

Also included in v1.2.0


  • In-game updater
  • Native story guide
  • Widescreen map improvements
  • Mirror marker
  • Language tool improvements

Download

GitHub — Zelda3 ALEKS Ultimate NX Edition v1.2.0

Thanks again for the feedback. I hope you enjoy the new version!
My god that is fast!
I just tested it but the GUI days there are no shaders regardless the renderer (while I have the files in the following dir/file structure - see image).

Edit : I now see the glsp files need to be in the root of Zelda3. Will try again

Edit2: I placed the glsl and glslp files in the root and i can now select them from the GUI. But when applying I see no difference on the screen (opengl is used as renderer). I'm using the files from https://github.com/snesrev/glsl-shaders . Which shader file have you tried succesfully (from which source)?

Something else that I noticed: the save state buttons and texts are now correctly displayed! (before they were overlaying each other). Some story Guide texts are a bit unreadable (only the first line is fully shown fully, the other lines are missing the lower part of the font? )
 

Attachments

  • PXL_20260917_135807554.jpg
    PXL_20260917_135807554.jpg
    1.5 MB · Views: 0
Last edited by wesslyr,

Site & Scene News

Popular threads in this forum