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Another obscure NES behavior I noticed in The Outlands.

7 replies · 1,576 views · Started 03 January 2010

Last year, I found an obscure NES Behavior in the 1st quest of The Outlands, where there was a fairy on the screen where Link would find the Master Sword. Of course, there was a Gerudo (Abei 1) in that cave.
Another thing I noticed, the 9th dungeon in the 1st quest of The Outlands is 9 screens wide (horizontal)! See for yourself.

Yet, in ZC, the NES Dungeon, Exterior, and BS Overworld DMaps can only ever be 8 screens wide (horizontal) at best.

And here's a video that shows the obscure NES behavior involving the Outlands 1st Quest Master Sword Location.

That's clearly hacked programming. There's no way the original Zelda could do that.

And, we can reproduce the effect (though, not the mini map) quite easily.

Yeah, other than using the Overworld DMap and the NES Dungeon Screen Flag, we could just make a custom minimap for that, using an overworld minimap as a basis.

Here's a replica of the Level 9 map in the 1st quest of The Outlands. However, I used the Overworld DMap, and Overworld DMaps don't use the compass marker.
User posted image
Yet, all the dungeons in the 2nd quest of The Outlands can be replicated without using the Overworld DMap and the NES Dungeon Screen flag, and the other obscure behavior in the 1st quest of The Outlands did not exist in the 2nd quest of The Outlands. In other words, only the 2nd quest of The Outlands can be replicated, seeing as we could use a shop room type for the free bombs rooms (left in place of the Gamble Room) and the special item room type for the heart container rooms.

The minimap could be easily scripted provided the "allow sprites over subscreen" rule is enabled. The rightmost rooms would probably be set up as side-warps.

My theory is that in ther original Zelda, there was nothing stopping Link from travelling to further right, just in the normal quests, there's walls in the way.

Further, the minimap position would be a simple calculation without bounds checking.

My only question is how he managed to set the minimap squares, since the unmodified code would only look for 8 bytes of data (I think)

Gleeok wrote:The minimap could be easily scripted provided the "allow sprites over subscreen" rule is enabled. The rightmost rooms would probably be set up as side-warps.


In that case, would you mind showing me a script for that?