#Zelda A Link To the Past

32 messages · Page 1 of 1 (latest)

plain hull
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[] rg351v/p amberelec
[] rg353m arkos
[x] rg353v Jelos
[] rg353vs arkos
[] oga arkos
[] rg503
[] rg552
[] x55

Technically already on Portmaster-MV, but for the more curious here's the thread.
To boot it you need the zelda_assets.dat file in root of the zelda folder, for device with a lower resolution of 640x480 you need to modify the config (zelda3.ini) file. For upper resolutions it's up to the user technically, in the worst cause there should just be the black bars if you boot without chaning anything.
You can obtain the .dat file legally with 2 possible solutions.

Extract Assets

Rom Checksum 66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb

For Windows users you just need to download https://github.com/RadzPrower/Zelda-3-Launcher and use your rom to create a windows build, that will include the .dat file that we need.

For Mac OSX/Linux

  1. Open a terminal
  2. Install pip if not already installed
    python3 -m ensurepip
  3. Clone the repo and cd into it
    git clone https://github.com/snesrev/zelda3
    cd zelda3
  4. Install requirements using pip
    python3 -m pip install -r requirements.txt
  5. Install SDL2
    Ubuntu/Debian sudo apt install libsdl2-dev
    Fedora Linux sudo dnf install SDL2-devel
    Arch Linux sudo pacman -S sdl2
    macOS: brew install sdl2
  6. Place your US ROM file named zelda3.sfc in zelda3
  7. Compile
    make (suggested make -j$(nproc) )

Then we will have our .dat file into the zelda3 folder

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native glen
plain hull
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idk, technically it has it's own scaling and i included the file for 640x480 that is probably the most compatible and common

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but eventually you can just delete the zelda.ini and should go with the original aspect ratio and everything

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or change with your resolution also

native glen
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Yeah maybe that's best

granite jay
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This will be awesome

plain hull
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Yap

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and technically super mario world and super metroid are in test lol

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for super metroid there is probably a problems btw, cause it's an all in one executable

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need to see if we can make it compile on the device itself

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smw on the other hand is okay

native glen
plain hull
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Yeah, agree, but sm is the one in the super early state, so probably the problem will resolve with the first "release"

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For snesrev (the dev)

plain hull
surreal flax
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So I put the assets file, I had it from my Vita port, but it says in the log invalid assets file

plain hull
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try extract newer ones with the tool up here

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could be that the psvita assets are from an old version of the extractor

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can you send me the checksum eventually?

surreal flax
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Nevermind it works after extracting it on windows with a bat file

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I actually used the bug fixed version of the rom and it still works so checksum isn't needed

plain hull
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That said, that's what they say on their GitHub, so I prefer to add this info to evade the guy that uses the redux version with 172626 mods

surreal flax
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Alright 😄 Awesome work as always, you guys rocking it lately

plain hull
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I rebuild in order to have the lasts update haha

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Let's say what was lacking was the MV repo

surreal flax
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Far from my reach anyways

bitter cloak
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rg353p/jelos works well