Making a ED64 compatible Zelda hack

Discussion in 'Everdrive 64' started by Heavy1390, May 18, 2013.

  1. Heavy1390

    Heavy1390 Rapidly Rising Member

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    Preview of the Deku Tree Dungeon
     
    Last edited by a moderator: May 25, 2015
  2. Zoinkity

    Zoinkity Site Supporter 2015

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    I can sort of understand where MottZilla is coming from. To be completely fair, not all N64 flash carts can run all games completely for various reasons. Ironically, the absolute most compatible commercial unit to-date would still be a 512 Dr.64 Jr. The pass-through system allows it to handle the edge-cases that include funny hardware (the RTC in Doubutsu no Mori, the modem in that shogi game, etc.) provided you have something that contains that same funny hardware ;*)

    In the past FLASHram wasn't supported by many devices, or a game would be too large, or dev unit hardware access required a small hack to avoid IO at weird addresses. I've had to alter some of my patches so newer devices that use the region codes realize something has been changed and use the right graphics modes.

    For the most part though, we're seeing a lot of games that don't run because the code is bad but emus don't catch it.
     
  3. rogerhanin2002

    rogerhanin2002 Active Member

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    If I may ask, what are the other units that are most compatible, if there is an order ?
     
  4. Zoinkity

    Zoinkity Site Supporter 2015

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    Don't think anyone made a list, but the new gen units are near the top. (ED64 and 64drive) In large part this is due to regular upgrading and support. Short of odd hardware, they'll run almost anything so long as it's formatted properly and can run on console. They're lightyears ahead of the old-generation stuff, and much more user-friendly. With updates they've managed to get most of the commercial and PD titles working completely, so the compatibility exceeds old-gen units.

    The only limitation is that peculiar hardware isn't supported or would require physical hardware be added in order to support fully. For a couple edge cases that's hardly worth the effort, and I'm not ruling out possible emulation of said features at a later date. That said, because you can do a passthrough with certain older devices you can avoid the problem by using the original hardware. That means that 512 Jr.s possibly edge out with on the 'completely supported' list by 1-2 titles--presuming and only presuming you have a matching original hardware configuration. No joke, counting on one hand.

    That said, I'd probably wager new units will meet total compatibility and push the console limits in the future. Still looking forward to RWROM regions reaching up to the PIF. Presuming the flashcart's own processor could manage IO with PC and RW that region, you'd basically be doing the exact same thing as one of the official dev units.
     
  5. Heavy1390

    Heavy1390 Rapidly Rising Member

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    @Zoinkity
    That's pretty interesting stuff. I'm curious to know if the 64Drive can play games like Conker, or Banjo Tooie without the lag it has in the ED64.

    Anyways I've redone the Wind Waker music in Hyrule Field. When I originally ported it, it sounded bad, but I didn't think so because I was happy I got it sounding like it did.. being a noob at porting, and setting the instruments, and all. I plan on setting a new instrument set for the LTTP Lost Woods song in my hack as well.



    Other changes I've already done, yet not posted are the changes in the Deku Tree. Originally the dungeon was not that hard.. I don't think the puzzles are much harder now, but I changed a few, added one. Mostly it is harder because of the enemies I have placed in certain rooms.. one room in particular you will have to be really skilled at beating.. when testing to see if it was possible to accomplish beating the enemies I died about three, or four times before I actually did it.. and I've been playing OoT every year since it first came out.. and then some.
     
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  6. Heavy1390

    Heavy1390 Rapidly Rising Member

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    Considering this is a project that can take long amounts of time before updating I hope it isn't against the rules for me to post in this thread after such a long time, or the fact that I'm double posting.
    I'm generally not a rule breaker.. when it comes to website forums and all at least, hehe.
    I was planning to keep updating a lot more frequently, but I've had a lot going on. I did stop working on it for close to a month and a half due to work, and having to move.

    Getting close to releasing a demo, it could be a week, or more. I don't have a lot of work till I release the demo, but I only work on it when I feel like it.
    I have other new videos on my Youtube page as well that I have not shared here.



    In my signature is a link to the project web page.
     
    Last edited by a moderator: May 25, 2015
  7. bennydiamond

    bennydiamond Gutsy Member

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    Looks really good, I must admit that a hard OoT will make me want to play it once more! Keep up the great work!
     
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