Homebrew game Project [Release] The Minish Cap – Alek's Ultimate NX Edition | Dual Screen, FLIP GRIP SUPPORT, Touch, RetroAchievements

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Thanks for the detailed report. Two quick questions so I can tell whether 1.3.8 broke this or you've simply reached that spot for the first time now that the doors work:

  1. Can you try the same two things on v1.3.74 (same save)? Talk to the librarian, then try to grow back at the pot. If they fail there too, it's a pre-existing bug rather than a 1.3.8 regression.
  2. When you tried to talk to the librarian, was Link normal size or still Minish? (Minish Link can't talk to her on GBA either — only big Link can.)

Also useful: your save file (or the autosave) so I can reproduce it directly. Either way I'll keep digging on my side.
 
I'm having a blast playing this port. Thanks a lot for sharing your work. I found that when playing with only one screen in normal display mode after pressing - & + to bring up the second screen, only the config screen works. Trying to use the quest , map or items screens make the second screen go. Not sure it it's intended to be that way or if it's a bug. This does not happen on your other port of zelda alttp. There the second screen always stays. I also noticed that the saves are not recognized by mgba. I would love if they were compatible and be able to swap the save between this switch port and other devices.
 
Thanks for the detailed report. Two quick questions so I can tell whether 1.3.8 broke this or you've simply reached that spot for the first time now that the doors work:

  1. Can you try the same two things on v1.3.74 (same save)? Talk to the librarian, then try to grow back at the pot. If they fail there too, it's a pre-existing bug rather than a 1.3.8 regression.
  2. When you tried to talk to the librarian, was Link normal size or still Minish? (Minish Link can't talk to her on GBA either — only big Link can.)

Also useful: your save file (or the autosave) so I can reproduce it directly. Either way I'll keep digging on my side.


Save file attached, it should land in Hyrule with the library just opened.

I tested both 1.3.74 and 1.3.8; I cannot reproduce the flipped pot in either now so thats good. When trying to talk to the the girl in the library, I am big Link. Pressing B should start dialog, but it just does the B weapon action. Video attached, trying to talk to the girl is at :30 seonds in. I tried in both versions to talk to her.



 

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Thx for ur feedback❤️‍🩹 i will try to solve it, could u add the tmc.log?
Save file attached, it should land in Hyrule with the library just opened.

I tested both 1.3.74 and 1.3.8; I cannot reproduce the flipped pot in either now so thats good. When trying to talk to the the girl in the library, I am big Link. Pressing B should start dialog, but it just does the B weapon action. Video attached, trying to talk to the girl is at :30 seonds in. I tried in both versions to talk to her.



View attachment 590995
 
Attached. Thank you!
1789621645464.png

GOOD NEWS!
1789621661320.png

Post automatically merged:

New update soon
Post automatically merged:

Alek's Ultimate NX Edition v1.3.9

Download v1.3.9 (or let the in-game updater pick it up)

Thanks to everyone reporting in this thread — this one is mostly your bugs.

Fixed from your reports
  • Library Minish you couldn't talk to (@digdat0) — the Minish at the foot of the bookshelf was the only entity in the game defined in code instead of read from the ROM, and it was missing its "scripted" flag bit. It never attached its dialogue and never registered as interactable, so R showed Roll instead of Talk. The two librarians at the counter were always fine.
  • Link half-hidden walking into house stairs / doorways (and during the Castor Wilds swamp sink) — on GBA Link goes behind the background and a separate head-overlay sprite is drawn on top; the port never drew that overlay. Link now stays fully visible (same approach as the PC/3DS builds).
  • Second screen in Normal display mode disappeared on Quest / Map / Items (@JJTapia19) — it was tied to the Settings tab. Now Minus opens it and it stays up on any tab; Minus closes it.
  • Saves now work in mGBA / VBA-M and cart dumps (@JJTapia19) — real cause found: every 8-byte EEPROM block sits in memory reversed relative to the serial stream emulators store, and the port wrote its memory image verbatim. tmc.sav is now written in the emulator order and both orders are auto-detected on load, so your existing save keeps working. Copy tmc.sav to <rom>.sav (or back) with no conversion. Note: a save written by 1.3.9 will NOT load on 1.3.8 or older.

Second screen controls in Normal mode
  • Quest / Map / Items: D-pad moves in all four directions, A activates.
  • Items: A equips to the A slot, B to the B slot.
  • L / R (your configured shoulder buttons) cycle Quest → Map → Items → Settings.
  • Map: A on the map opens the region Link is standing in; ZOOM toggles close / whole-Hyrule view; Back / B returns.

Upstream engine fixes ported (999sian/tmc v0.9.3)
Verified one by one against this build, not blind-merged:
  • Entity update order now matches the GBA (entities could be skipped or updated twice after another one deleted itself; enemy targeting could leak between enemies).
  • Rotated/scaled sprites use the BIOS-accurate math; full ice-velocity table (was truncated).
  • Great Fairy light stuck on her face; Wind Tribe Tower 2F Gregal softlock; Hyrule Castle Garden knights frozen.
  • OBJ palette slot leak fixed — NPCs drawn with wrong colours in busy rooms.
  • Nine room entity lists that were empty are now loaded from the ROM: Mayor's house, Mayor's cabin (Minish path) and all the Happy Hearth Inn 2F oracle lists — the Din / Nayru / Farore house sidequest NPCs finally spawn.
  • Boss hardening: Vaati Reborn (phase/eye/projectile), ChuChu boss, Gyorg tails and eyes, Vaati tennis balls, pullable mushrooms — no more crashes when the entity pool is full.
  • Item-get cutscene retries instead of losing the pickup; {Player} name shows in the figurine screens; Goron Kinstone wall scripts; several out-of-bounds table reads; graphics slot allocation guards; per-scanline effects no longer leak between rooms.

SHA-256: 347a72490e7cc85177ed787a3056bddad3e9959ec2b2f9c03df1b70a83c67c4b

As always: if you update the NRO and something looks off graphically, delete the assets folder next to it and let the game regenerate it. Keep the reports coming.
Post automatically merged:

Alek's Ultimate NX Edition v1.4
Widescreen Support
SOON....
 
Last edited by alexgg1014,
View attachment 591089
GOOD NEWS!View attachment 591090
Post automatically merged:

New update soon
Post automatically merged:

Alek's Ultimate NX Edition v1.3.9

Download v1.3.9 (or let the in-game updater pick it up)

Thanks to everyone reporting in this thread — this one is mostly your bugs.

Fixed from your reports
  • Library Minish you couldn't talk to (@digdat0) — the Minish at the foot of the bookshelf was the only entity in the game defined in code instead of read from the ROM, and it was missing its "scripted" flag bit. It never attached its dialogue and never registered as interactable, so R showed Roll instead of Talk. The two librarians at the counter were always fine.
  • Link half-hidden walking into house stairs / doorways (and during the Castor Wilds swamp sink) — on GBA Link goes behind the background and a separate head-overlay sprite is drawn on top; the port never drew that overlay. Link now stays fully visible (same approach as the PC/3DS builds).
  • Second screen in Normal display mode disappeared on Quest / Map / Items (@JJTapia19) — it was tied to the Settings tab. Now Minus opens it and it stays up on any tab; Minus closes it.
  • Saves now work in mGBA / VBA-M and cart dumps (@JJTapia19) — real cause found: every 8-byte EEPROM block sits in memory reversed relative to the serial stream emulators store, and the port wrote its memory image verbatim. tmc.sav is now written in the emulator order and both orders are auto-detected on load, so your existing save keeps working. Copy tmc.sav to <rom>.sav (or back) with no conversion. Note: a save written by 1.3.9 will NOT load on 1.3.8 or older.

Second screen controls in Normal mode
  • Quest / Map / Items: D-pad moves in all four directions, A activates.
  • Items: A equips to the A slot, B to the B slot.
  • L / R (your configured shoulder buttons) cycle Quest → Map → Items → Settings.
  • Map: A on the map opens the region Link is standing in; ZOOM toggles close / whole-Hyrule view; Back / B returns.

Upstream engine fixes ported (999sian/tmc v0.9.3)
Verified one by one against this build, not blind-merged:
  • Entity update order now matches the GBA (entities could be skipped or updated twice after another one deleted itself; enemy targeting could leak between enemies).
  • Rotated/scaled sprites use the BIOS-accurate math; full ice-velocity table (was truncated).
  • Great Fairy light stuck on her face; Wind Tribe Tower 2F Gregal softlock; Hyrule Castle Garden knights frozen.
  • OBJ palette slot leak fixed — NPCs drawn with wrong colours in busy rooms.
  • Nine room entity lists that were empty are now loaded from the ROM: Mayor's house, Mayor's cabin (Minish path) and all the Happy Hearth Inn 2F oracle lists — the Din / Nayru / Farore house sidequest NPCs finally spawn.
  • Boss hardening: Vaati Reborn (phase/eye/projectile), ChuChu boss, Gyorg tails and eyes, Vaati tennis balls, pullable mushrooms — no more crashes when the entity pool is full.
  • Item-get cutscene retries instead of losing the pickup; {Player} name shows in the figurine screens; Goron Kinstone wall scripts; several out-of-bounds table reads; graphics slot allocation guards; per-scanline effects no longer leak between rooms.

SHA-256: 347a72490e7cc85177ed787a3056bddad3e9959ec2b2f9c03df1b70a83c67c4b

As always: if you update the NRO and something looks off graphically, delete the assets folder next to it and let the game regenerate it. Keep the reports coming.
Post automatically merged:

Alek's Ultimate NX Edition v1.4
Widescreen Support
SOON....
Thanks a lot for the big update and for taking the time of looking into the stuff I mentioned:bow:
 
dude i love this game so much , i havent gotten a chance to really try it but the updates are nice , im currently in the first dungeon lol.

is there a way i could get some gameshark or action replay or whatever cheats in this , maybe shaders might be cool
 
Alek's Ultimate NX Edition v1.4.0 — Widescreen, faster renderer, quality of life

Download: https://github.com/Alexgg1014/The-L...lek-s-Ultimate-NX-Edition/releases/tag/v1.4.0
(the in-app updater under SETTINGS → SYSTEM → UPDATE also picks it up)

Widescreen (16:9) in NORMAL mode
The camera now shows more of the room on both sides (284×160 instead of 240×160), the text box stays centred and the HUD anchors to the right edge. Rooms narrower than the view are pillarboxed, never stretched. Cloud shadows, light rays, cave darkness and the other overlay effects cover the whole view instead of stopping at the old 240-pixel edge. Toggle under SETTINGS → DISPLAY → WIDESCREEN (on by default).

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Performance
The software renderer was rewritten to work per tile instead of per pixel. Widescreen now holds 60 FPS at the stock 1020 MHz clock (the dev builds dropped to 53–56), and DUAL / FLIP benefit too. Verified pixel-identical against the old renderer on 41 scripted captures before shipping.

Fixed: Link drawn over the door frame
On house stairs, doorways and the Castor Wilds swamp sink Link was drawn on top of the frame (1.3.9 had approximated the GBA behaviour). The renderer now implements the GBA's sprite priority propagation trick the game relies on, so Link is occluded exactly as on hardware.

1789692026165.png


Quality of life (SETTINGS → GAMEPLAY → QUALITY OF LIFE, every one a toggle)
  • 360° stick movement — Link walks in 32 directions with the left stick.
  • Spin attack by stick circle — roll the stick through a circle and press B for an instant spin attack, 3D-Zelda style (needs the spin attack scroll; 1.5 s cooldown).
  • Roll attack button — one button rolls and thrusts with your best sword (needs the roll attack scroll). Bind it under CONTROLS → ROLL ATTACK, default R3.
  • Shells cap 9999, no Ezlo hint right after loading a save, figurine odds never below 20 % — on by default.
  • Skip Ezlo tutorials and Hero Mode (2× damage) — off by default.
Ported from The Minish Cap Reborn by way of Project Picori (GPL-3.0), plus the stick-driven ones which are new here.

1789692038293.png

1789692045556.png


Screen filters
SCANLINES, SCANLINES SOFT and LCD GRID under SETTINGS → DISPLAY → SCREEN FILTER. They are a single overlay drawn by the GPU, so they cost nothing — no FPS impact and no overclock needed, in every display mode. (Thanight705: the warm CRT colour shaders from the PC port need a shader pipeline the Switch presenter does not have, so those are not in. Cheats / Action Replay codes are on the list for a later version.)

1789692329154.png


Also
Post-0.9.3 engine fixes from the upstream PC port; settings pages with many rows now page instead of squeezing; long values no longer get cut off; DISPLAY now links to the RENDERING and FPS HUD pages.
1789692297306.png

Notes
  • Saves are unchanged from 1.3.9 (mGBA-compatible .sav).
  • Updating the NRO does not refresh the assets/ folder on the SD card. If something looks wrong that is not on this list, rename switch/tmc/assets and relaunch.
  • Known: in widescreen the TALK TO EZLO box can overlap the rupee / FPS counters (cosmetic, fix planned).

SHA-256 c93a9846405e625f02e50c65f068a6805ff31f51cb5b871316b9f3ed0db597e1 — tmc_aleks_ultimate_nx_v1.4.0.nro
 

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