Replies: 29 comments 34 replies
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I do not know ANYTHING about making games. Is it possible to redo ALL of the terrain and sprite graphics/animations, or do those features suffer similar restrictions as SNES romhacks? What about adding things like 3D light sources? Custom weapons/tools from more modern Zelda games being implemented? Someone with more knowledge please discuss what the possibilities are with this project because I don't have a damn clue what I am talking about! |
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MSU1 audio/video replacement support SNES audio samples can be found here https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o |
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Add BS The Legend of Zelda & BS The Legend of Zelda: Ancient Stone Tablets support Not sure if it uses the same engine https://zelda.fandom.com/wiki/BS_The_Legend_of_Zelda Thanks |
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Add features from "A Link to the Past Redux" & "A Link to the Past DX" romhacks https://www.romhacking.net/hacks/2594/ e.g:
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Use X Button for a 2nd item slot and remap Map to another button (maybe press select and start together) |
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Allow L and R buttons to cycle through your usable items/tools. |
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If there was effort to include randomizer support akin to Ship of Harkinian I think it would really streamline how people do randomizers; however I do wonder how that community will react to how fast some of the load times are when it comes to races. |
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How do you like the inventory reordering? |
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Add support for translations and Unicode characters. The language could be changed in the .ini file. |
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Add the ability to mute the low HP alarm sound. |
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Is it possible to add optional skipping of the Triforce intro upon button press and yellow text when rupees/bombs/arrows are at maximum like in the GBA port? A whole list of differences between the SNES and GBA versions can be found here. Perhaps there's some other useful changes on there that can be incorporated as optional features. |
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I already requested this under Issues, which is still marked as Open, but I might as well include it here. Pixel shader/filter support. :D .cg(p), .glsl(p), and .slang(p) in particular, which are the most commonly used, but perhaps also Quark shader folders since they were used specifically for byuu/Near's SNES emulator. You can read a little more about the different shader/filter types on Emulation General Wiki if you're so inclined. The holdup was the different license types between the libretro shaders and not being sure if it was okay to add them to the repo, no? I still think the best way around this is to allow the user to incorporate them much like the MSU-1 feature. |
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Dropped items don't disappear after x seconds. Makes collecting items easier |
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Use more than 2 bombs at once |
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Add the option to speed up the game by holding Space bar (or any other key you map it to) like the fast forward feature in emulators. |
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Add Hero Mode https://zelda.fandom.com/wiki/Hero_Mode Enemies deal double the damage and Hearts do not appear |
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Idea: Feature for dungeon names appear when you enter a dungeon, as seen in the GBA port. |
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Possibly adding Redux as a feature would be neat :P Also, another two suggestions I'd like to make:
Just out of curiosity, is compiling the whole source back into an SNES ROM possibly with this? |
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How about an option to start a save with full hearts? Edit: To clarify, I mean full health, not all heart pieces. |
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Maybe an option to hide the output window? |
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Thank you for the effort! |
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How difficult would it be to implement the replacing of graphics and palettes, that break out of the limitations of the SNES image formats? HD packs with more than we 256 colours for example? |
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Optional HUD placement that mimics the placement of more recent Zelda games (HP/mana in top-left, current item(s) in top-right, rupee count in lower-left, arrow and bomb count aligned with those items when equipped) |
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Optional spaced HUD to make better use of widescreen/ultrawide real estate. |
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If one were to extract the English re-translation from the GBA version, would it be possibly to implement that as an optional alternate? |
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Can this be played on Steam Deck? |
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Pause when the main window loses focus (and unpause when it gains focus). |
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Hello everyone ! I enjoy playing from my switch to zelda 3 in French again, thank you, however, after adding the dialogues in French, the menus remain in English. Would it be possible to add the hud_icons.png file in French in the extract in order to compile the whole game in French or in another language? THANKS ! |
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Talk about new features here
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