1512 - Classic NES Series: Legend of Zelda (U)

megabug7

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Calm down - it's only a game
rolleyes.gif
 

lurrtopia

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QUOTE said:
Works with my TT Flash in full speed when fixed to 32mbit
To get 32 mbit:

Use an editor and copy the first 8mbit x 4 = 32 mbit

Or use this in Dos prompt:, your drive's rot with Trm release:
C:>copy /b trm-nclz.gba + trm-nclz.gba + trm-nclz.gba + trm-nclz.gba trm-32.gba

And savefix if you need to..

Just use this method. Zelda works just fine. Even saves. That is on F2A Ultra carts.
 

gba_user

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Works with my TT Flash in full speed when fixed to 32mbit
To get 32 mbit:

Use an editor and copy the first 8mbit x 4 = 32 mbit

Or use this in Dos prompt:, your drive's rot with Trm release:
C:>copy /b trm-nclz.gba + trm-nclz.gba + trm-nclz.gba + trm-nclz.gba trm-32.gba

And savefix if you need to..
I tried this method on drive C:

I have the file :

trm-nclz.gba 1024 KB

After puting into comand prompt.

I get another file called copy.
thus :
CODEtrm-nclz.gba Â1024 KB
copy          Â0 KB

the 2nd file 'copy' is 0 KB
what am I doing wrong ?

-thanks.
 

davester333

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Ok , here are the weird findings i have my made : (i own a F2A 256m)

The US version of Zelda doesn't work on my f2a , but the mario version boots. The mario game has sticky buttons , and the keys stop answering after few seconds of play. I duplicated the data , or added 0's to mario for a size of 32m and then mario runs just fine. There seems to be a little shadow behind the text on my SP. I patched the eepromv_124, but mario still won't save. Every other rom ever released , saved fine on my f2a when patched. those 2 don't. If you hold L+R when you boot zelda or mario , you get asked if you want to delete the saved game. if I answer no in zelda , i get the game pak error screen again, if i answer yes it says that the save is corrupted , and then sends me back to the game pak error screen. In mario , if i say yes it says save was deleted and game starts , if no , the game starts also.

In VBA , if you want to do the same , you do this : hold A and S (L + R) and press ctrl + R (Reset) you will now see the message i mentionned "Delete all saved data?" Answer yes , and you get a screen saying that the data was deleted (unlike my f2a) . press B , screen goes black, Now , press L+R again and you will get the game menu , with the choices "Continue" "Reset" "sleep mode" , and from there , if you press reset , the same black screen is shown ,the menu still working. If you choose sleep mode ,some garbage sound comes out , and you can't exit the sleep mode.

With or without the save fix , vba always saves a 8k file, but it should save a 64k file if patched correctly.. so i'm thinking the patcher doesn't patch the rom correctly.. maybe yet another version of v124 ?

My guess is in mario's case , the save isn't critical , its for highscores alone , so the game proceeds over this barrier.. But for zelda , the game needs to save before you can even start playing (right after the name entering screen) so the save being more critical ,it can't proceed if not a valid save is detected (like on my f2a , it tries to delete the save and fails , and goes back to game pak error , but vba achieves erasing the save , and proceeds to trying to load the game , without success).

DreamGBA using a real bios , is yet closer to reality by having stickys keys in zelda , like on some flashcarts , when the size is too small , size fixing it solves that .. (?????????) even with 0's , not only dupe data. Dreamgba also always saves a 64k file.. (it loads if you answer yes when a eeprom_v124 warning screen shows up)

Another weird thing , i have hexedited zelda , jap and us , and the files are very very different . The jap version of zelda , contains about 900k of FF's , and the usa version of zelda is a full 1024k of different data.. And i would think that the Us version would be as small ,or smaller , seeing how it doesn't have japanese text in the name entering screen...

My final guess is this , perhaps these are bad dumps ... or its not really v124 but something just a bit different , (dreamgba 1.4 runs them with crappy colors here , and saves ...) Every other famicom releases worked fine on my f2a , now 1 won't work at all , the other would work , but keys are sticky. 2 that don't work on my f2a are trashman's ... perhaps someone else could dump the carts again , and compare with trashman's..
 
S

sonoi

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same here, i have the F2A 256m flash card. The game does not work even if u patch it, save fix etc.
aint got a clue why, but as davester333 said, alot of these new NES/Famicom roms released past few days have got sticky keys. The jap version of zelda worked no problem, but wasnt playable unless u can read japanese. hopefully sum1 releases a patch that will fix these roms to work on all flash carts etc.

cheers
 

helga/mugs

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This Zelda game is copy protected.

There is an explicit write and read to sram, while this test fails on the real cart, it returns with success on a flashcart with sram support (all piracy flashcarts support sram!)

Furthermore, if your flashcart doesnt support EEPROM emulation (not a lame savefix or patch), you won't be able to save.

I've made 2 ipses, one to remove the sram check (and zelda works fine on my cart now whereas it first without crack didnt) and another ips to make the game save data to sram. Now i can play zelda in the train and live happily after.


PS: The EEPROM_V124 string you see in the ROM is completely fake. The real EEPROM saving/read routines are compressed using somekind of sloppy homemade LZSS technique and are very deeply hidden.
This is why generic patchers won't have any effect.

Copy /b anyone? hah.
 

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