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/vr/ - Retro Games


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File: 30 KB, 528x518, zelda3.png [View same] [iqdb] [saucenao] [google]
9223494 No.9223494 [Reply] [Original]

I didn't see any theads about it. Now it can be ported natively to most platforms.
This is exactly what I hope happens to the GB and GBA pokemon games.

https://github.com/snesrev/zelda3

>> No.9223561

I'm waiting for someone to do this with Super Street Fighter II X or KOF 98.

>> No.9223578

>>9223561
Imagine the possibilities this was done to all CPS1/CPS2/NeoGeo games.

>> No.9223582 [DELETED] 
File: 12 KB, 229x264, ganonreadshispaper.png [View same] [iqdb] [saucenao] [google]
9223582

>>9223561
But KoF98 is already perfect.

>> No.9223587

>>9223582
Quality of life improvements my friend.
>Native netcode implementation
>Native widescreen
>Arranged OST or your choice of OST
>Palette Editor
And most important
>open fighting game engine that isn't MUGEN

KOF 98 isn't perfect. It's got a pretty lop-sided tier list. UM is better but isn't free for netplay.

>> No.9223694

So does this mean LTTP has been reverse engineered?

>> No.9223710

>>9223694
Yes.
Which is different from decompiled.

>> No.9223712

So is it possible to make four swords in this engine?

>> No.9223728

>>9223710
How come? I thought it was decompiled and the assembly code converted to C.

>> No.9223805

>>9223728
I don't know why that was the case but if you're asking what the difference is reverse engineered means that somebody had to program it from scratch in as close as what they think the original was.

>> No.9223812
File: 784 KB, 797x872, Uzucake-1282718189391089664-20200713_124702-img1.png [View same] [iqdb] [saucenao] [google]
9223812

Excellent.

>> No.9223840

>>9223494
How long until we get widescreen?

>> No.9223847

>>9223840
I dunno how well that will work with the way the screens are set up on the map.

>> No.9223850

>>9223494
Zelda 3?

>> No.9223891

>>9223850
That's what people often called A Link to the Past, well, in the past.

>> No.9223916

Someone on gbatemp tried compiling it for the Vita and said it ran at like, 7fps.

>> No.9224976

>>9223561
I'd want it with True Lies, I'd love to make my own levels for that.

>> No.9225157
File: 2.63 MB, 3683x2112, cvania.jpg [View same] [iqdb] [saucenao] [google]
9225157

>>9223494
>Native widescreen
fuck that, let's go all out and have it render the entire map with free zoom, similar to Castlevania Harmony of Despair

>> No.9225168

>>9223847
shouldn't be too hard to rebalance things around a mostly contiguous overworld, since we can do that now too. as little tampering as possible, really.

>> No.9225171

>>9223494
>Zelda 3
Nobody called it this. It was Super Zelda.

>> No.9225176

>>9223891
You mean it's what people called it in the 90s but now it's what zoomers are calling it so they can pretend they played it in the 90s.

>> No.9226482

>>9225176
why lie?

>> No.9226489

>>9225176
I called it "Super Nintendo Zelda" when I was a dumb little babby.

>> No.9226506

>>9225176
you always need a new boogeyman, eh?

>> No.9226528

>>9225171
We actually called it "Super The Legend of Zelda: A Link To The Past Only For The Super Nintendo Entertainment System".

>> No.9226530

>>9226489
i love it. i love you, im totally gonna start shitposting and calling it Super Zelda now

>> No.9226538

>>9223494
I just called it "Zelda." Nothing reminds me more of my childhood than LTTP screenshots. This was the game that taught me how to read before I ever hit kindergarten. I'd bug my dad to read the player's guide to me and would work toward reading it myself as well as the text boxes. Probably finished this game like 500 times in my life.

>> No.9226543

>>9225176
>>9226482
>>9223891
I'm 30, and we sometimes called it Zelda 3 for short back in the day.

>> No.9226712

>>9226528
>>9226530
I wasn't shitposting...

>> No.9226864

>>9226712
based

>> No.9226981

>>9223494
Android when

>> No.9226983

>>9223891
I called it Super Zelda. Other people just said Zelda, or Zelda for the super. Never in my life have I heard anyone say Zelda 3.

>> No.9227047

>>9226983
Super Zelda kinda makes sense, since it's the Super Nintendo one, like Super Metroid, but Zelda 3 isn't even outlandish, because it was the third one.
I remember a bunch of Super Nintendo ROMs we downloaded back in the early 2000s had simplified titles like that, Zelda 3, Metroid 3, etc (though we only ever said Super Metroid). SNES emulating was really big in my circle back then because it was free videogames and many of us never had a real SNES, or never had all these games we could now check out for free.

Man, emulation was so magical back then.

>> No.9227117

>>9227047
Super Metroid also happens to be Metroid 3, but nobody calls it that.

Super Mario World is also known as Super Mario Bros 4, that's even part of its proper title in Japan, but again nobody calls it that.

With Link to the Past, I think Nintendo opted to drop the numbering in Zelda titles because they didn't want LttP to appear to be a sequel to Zelda II, they very little in common.

For old ROM file name conventions, where DOS filenames were limited to 8 characters, something like ZELDA3.SFC, METROID3.SFC, would work.
Otherwise you'd get SUPERME~.SFC etc.

>> No.9227139
File: 2.05 MB, 4112x4112, Eg-map[1].png [View same] [iqdb] [saucenao] [google]
9227139

>>9225168
It's more challenging than you think.
Screen boundaries are often the width of one screen, but only in dungeons or underworld as far as I can remember.

Any indoors locations are all part of a bigger "EG Map" or "Underworld Map". EG referring to Exploration Glitch.
https://alttp-wiki.net/index.php/EG_Map

Where all of the rooms are tightly packed and assume a fixed boundary, rooms with a single-screen width will break in a widescreen implementation due to horizontal screen transitions, or exposing parts of rooms from completely unrelated dungeons or interiors.