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Thread: Potential NES Inconsistencies

  1. #1
    The Timelord
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    Potential NES Inconsistencies

    I found some interesting pages on NES Zelda bugs/glitches, and oddities, that we may not yet be implementing.

    Ganon
    This one is obvious. Our Ganon is not NES accurate:
    http://ifs.nog.cc/kobe-ug.hp.infosee...elda_ganon.htm

    Video
    Spoiler: show





    NES Glitches

    Some topics on NES glitches that we may not be emulating:
    http://www.glitchgamer.com/the-legend-of-zelda-nes

    Bugs
    A Bug that Allows Quickly Skipping to the Ending:
    https://www.digitaltrends.com/gaming...to-the-ending/
    This one may only affect the FDS version, that IMO, we should eventually support as a module.

    Behaviour
    Finally, some trivia and NES behaviour that we may not have down pat:
    https://www.gamefaqs.com/boards/5634...3969876?page=1

    Patra
    Apparently, we are not the only ones with issues on boss coding:
    https://www.youtube.com/watch?v=83iAiwhQQF8
    This may be an emulation bug.

    Clearly, none of this is mission-critical to 2.54+ versions of ZC, but we might want to consider implementing it (perhaps with scripts), in the Z1 module.

  2. #2
    Here lies mero. Died by his own dumbassitude.
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    BS patra also doesn't behave correctly.
    @ZoriaRPG
    Your video is misleading a bit.

  3. #3
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    BS patra also doesn't behave correctly.
    @ZoriaRPG
    Your video is misleading a bit.
    I didn't record that. Someone sent it to me, and if it is not correct, tell me how or why.

    BS Patra: I would need to play the BS Game and sit around recording its patterns, or see long-shot videos of it. if you know precisely what it is not doing properly, let me know and we can try to address it at some point.

    I was thinking that the first npc scripts would probably be a set of Z1 enemies and bosses, and we would fix all of these patterns in those.

  4. #4
    Here lies mero. Died by his own dumbassitude.
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    @ZoriaRPG
    Gannon
    He appears to be teleporting and shouldn't be...

    BS Patra
    Two versions.
    https://youtu.be/-fnXGPfOjz8?t=125
    https://youtu.be/KmxsMSIC_Ro?t=614

    That patra fight rustles every ones jimmies.

  5. #5
    Here lies mero. Died by his own dumbassitude.
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    @DarkDragon @ZoriaRPG
    Once you get the base line for the NPC scripting developed, feel free to email me, I dont check this site daily, but I do check my email every day.
    I am very much in support of this contrary to how I have made my beliefs sound. As long as we can get it working this time around that is, and I very much have faith in you two have been working together.
    Hopefully 3 won't make a crowd.

  6. #6
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    <!-- BEGIN TEMPLATE: dbtech_usertag_mention -->
    @<a href="http://www.armageddongames.net/member.php?u=42228" target="_blank">ZoriaRPG</a>
    <!-- END TEMPLATE: dbtech_usertag_mention -->
    Gannon
    He appears to be teleporting and shouldn't be...

    BS Patra
    Two versions.
    https://youtu.be/-fnXGPfOjz8?t=125
    https://youtu.be/KmxsMSIC_Ro?t=614

    That patra fight rustles every ones jimmies.
    Ace! Thanks.

    That second Patra fight, has damned sexy moves.

    Here is an alternative take on the Ganon pattern:


  7. #7
    Here lies mero. Died by his own dumbassitude.
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    That actually is ZC, and is how he works.
    I found a game genie code that made him visible, and he does in fact teleport.
    So I retract the above statement.

    His pattern is very complex mind you. And the closest anyone has come to decoding is the Japanese page above.
    I'm far too busy this month to translate it as I told you unpolitely. Come September, I'll have more freetime and will be more then happy too.

  8. #8
    Administrator DarkDragon's Avatar
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    @Nightmare do you have any insights about these inconsistencies? I know you're an expert on the NES behavior.

  9. #9
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    It's worth noting that the way the RNG works for item drops isn't even remotely close to how the NES does it. Probably not something worth worrying about but I figure in a topic about NES inconsistencies I might as well point it out. Could be a potential "default quest only" rule if it ever does get implemented.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  10. #10
    The Timelord
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    Quote Originally Posted by jman2050 View Post
    It's worth noting that the way the RNG works for item drops isn't even remotely close to how the NES does it. Probably not something worth worrying about but I figure in a topic about NES inconsistencies I might as well point it out. Could be a potential "default quest only" rule if it ever does get implemented.
    Do you know the difference, off-hand? I suspect that NES item drops work off a one byte timer, but I do not know if that is true.

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