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Unaffiliated fork off https://linksawakeningdxhd.itch.io/links-awakening-dx-hd
After defeating the primary boss of a dungeon, they enter into a death animation with explosions. In the original game, it was possible to stand in the middle of the dying boss with no collision. In this port, the boss's death animation collides with Link and will damage him. I noticed this with the boss of Bottle Grotto (# 2) and the boss of Key Cavern (# 3).
Even if you picked all the heart container, you can't get a full 2 lines of heart
I was messing around with the in game editor, trying to fix the incorrect block in the tail dungeon (there's a block in front of a blade trap you're supposed to be able to push upwards to block it, but in the map its a tile with a collision box instead). I finally figured out how to change the block, saved the map and pushed the block up to block the blade trap. When I went to cross its path, the blade trap traveled through the block and hit me anyway. Pulling up the source, I noticed that, unlike most entities, this one does not have anything assigning it a collision box that tells it it can't go through walls. It is instead coded to use some math to know where its beginning and final points are in all directions and will ignore anything placed in between them.
Links-Awakening-DX-HD/InGame/GameObjects/Enemies/EnemyBladeTrap.cs
Lines 44 to 53 in 165c727
for comparison:
Links-Awakening-DX-HD/InGame/GameObjects/Enemies/EnemyDarknut.cs
Lines 64 to 76 in 165c727
There are no checks anywhere in the blade trap's code for any potential obstacles.
A quick search told me it's missing a font of some sort.
Is it a font I have to extract from the game rom or is it a font that was present in win 10 and no longer available in win 11?
Or is it something else entirely?
Any help appreciated.
Additionally, it complains about "Mark of the web" on the .json in the .config folder. Some new security thing.
Solved it by opening the .json with notepad and saving it.
In the original game, holding a directional button to make Link push against a wall or object, it was possible to place a bomb at Link's feet while this animation was in effect.
In this port, the directional button must be released and Link's push animation must stop before a bomb can be placed.
I was a big dumb with finding the golden leaves in the castle, so out of desperation I tried this sequence break.
It works, game hints only talk about golden leaves until you return and do them.
Video:
https://youtu.be/U9Mci-xU7Nw
This skip is not possible in the original due to the screen transition there.
Not sure if this is intentional or not. In the original game, bombs are available to buy immediately after purchasing the shovel but it is not present here. The bombs do eventually appear in the shop after the 2nd or 3rd dungeon is completed.
In the original, you can protect you and use the sword, charge the sword etc.
In the original game, a Piece of Power or Guardian Acorn powerup would stay in effect while changing floors on a dungeon. I noticed this once in an earlier dungeon and was able to replicate it again when reaching Catfish's Maw (# 5).
From the entrance of the dungeon, 3 screens to the left, there is a set of stairs I entered with a Piece of Power in effect. Both the power up music and the actual sword effect were gone after entering the stairs.
Normally this power-up effect leaves when exiting a dungeon or building, or vice-versa if the power-up was obtained outside. I believe the flag for the stairs was mistaken for an entrance / exit and canceled the power-up.
In the original Link's Awakening, it is possible to kill the hopping rabbit enemy Pols Voice by playing the Ocarina (this is a reference to their weakness of sound in the original Famicom version of Zelda by making noise in the microphone of the Japanese controller).
Pols Voice does not have this weakness in this port.
Not always happens, but there is a problem:
When picking up an instrument, the game plays the animation but never stops, and the game is softlocked. The only solution for now is to exit through the menu (so the game is saved), exit the application, reopen it and go pick the instrument again, hoping the game doesn't softlock this time.
After the 3rd dungeon before going to the desert, you must go to the beach and speak with Marin where she will join Link after a cutscene. After Link holds Marin above his head, Marin's sprite disappears. She continues to comment on activity such as using the shovel and the text box is visible.
Marin's sprite did reappear after entering a building.
It seems that this port lacks the beeping sound that occurs when you are low on life... Would there be a way to add this feature back in?
I approached the ghost's grave and got the photo by his grave despite not having done that quest, and only being two dungeons into the game. I did go into the ghost's (empty) house, however.
As title, this dramatically decreased my survivability.
I died while killing the angler and when I went back and killed the angler, if I go in again and pick up the instrument, I get stuck in a repeating loop of it playing the teleport noise after the music plays but no teleport happens.
I'm not 100% certain what caused this, but I'll be digging into the code to try to fix it after I get some sleep. I suspect it has something to do with how the game is checking if a boss is beaten (since I killed the boss twice, it toggled back to false but didn't reset the door?). I'll check to see if it happens with other bosses as well.
Edit: my suspicions were incorrect. It looks like some bosses are properly set to remove their collision while quite a few are not.
The darker atmosphere of Mysterious Forest is kind of lost when you can see a fully lit map surrounding the forest. A bit of that "mysterious" feeling goes away and it comes across differently.
In the original game, having an exclusive atmospheric feeling for a place like Mysterious Forest was actually a small feature/innovation, so I think this "distinct atmosphere" feature is something the original game has but which is missing from DX HD.
It would be great if there was a "Fog" option that could hide/obscure the rest of the surrounding map when you're inside a darker place like Mysterious Forest.
No activity since december
In the original game, there are some sections with swimming in a side-scrolling view screen. In these sections, Link can still hold out his sword and charge up a spin attack and release it.
In this port, Link's swing animation immediately terminates and the sword will not remain out while underwater when the sword button is pressed and held.
This was noted during the boss fight in Angler's Tunnel (# 4), and was also repeated in Manbo's Cave west of Angler's Tunnel.
Bosses dying, minibosses, stuff you stun with the boomerang/hookshot.
Additionally, link can still be hurt when transitioning through stairs or pits.
Currently, the readme suggests that someone with a fresh install of Visual Studio 2022 should be able to just compile and go, but this is not the case.
There are multiple references to Microsoft.Xna.Framework
in the source, which suggests either using XNA (which doesn't seem to be an option for 2022 as even Windows 10 is trying to block the installation due to security issues) or MonoGame, but there is no reference to this in the readme nor in the source via comments. I'm going to make the educated guess that this is MonoGame source, as XNA has not been updated since around 2010, but with no instructions on what specifically is needed (NuGet packages?), I can't even build the current source code to make sure I'm set up properly.
As title, tried a couple times including quit the game altogether.
Originally Armos Knight is damaged using Spin Attack or the Bow, but in this version, only dashing into it with the sword hurts it.
The original game allows you to do that.
Originally, the boomerang kills DethI in one hit, but it doesn't do damage in this version
When beating the Eagle's tower nightmare, if you pick up the instrument but the game softlocks (as noted in #3), if you exit through the menu and restart the app, the game is softlocked. The instrument's doors remain closed but the nightmare is already beaten, and the doors won't open again. It's impossible to progress.
I know you're supposed to dash then jump across the 3 holes, but no matter how much of a running start or even with the piece of power that makes you move a little faster it's impossible to make the jump. Unless I'm missing something. I just tried for 20 minutes every single thing I could think of to jump the gap.
Hey, we've got a version of this project open here (https://github.com/ladxhd/projectz/), where we've removed the copyrighted assets (to be readded with a user-submitted copy of the 1.0 source)
How would you feel about collaborating in some way?
I used the boots instead. Not sure if there are other missing ways to damage him.
In the original: https://youtu.be/SdVzL7ItnVg?t=153
After taking the Bay House ghost to his house, the ghost requests to return to his grave. When reaching the grave, there is a scripted event in which Link is frozen from player control, and watches the ghost leave. During this scripted event, zombies from the area below can continue spawning and damage Link.
In the original game, Link can retrieve items by swinging or holding the sword to touch the items (hearts, rupees, etc).
This seems to work for most items so far, but it does not work on the Piece of Power item. Link's own body sprite must contact with the Piece of Power item to retrieve it.
In Bottle Grotto (# 2) where you first encounter the Shy Guy (masked enemy) I noted an issue where they do not properly mimic Link's movement with sword drawn.
In the original game, if you held out your sword and moved different cardinal directions, the Shy Guy's face would not change directions. This allowed you to attack the weak point behind Shy Guy by moving behind him and releasing the sword for with a spin attack.
In this DX HD port, the Shy Guy will continue facing in whatever direction input is pressed regardless if sword is drawn and held out or not. The original intent of the Shy Guy's movement pattern was such that his face would always face the same direction as Link's from an opposite vantage. Link's face does not change directions while the sword is drawn and held out while moving around, so having the Shy Guy face different directions from Link while sword is drawn seems to break the original intent of this enemy.
In the original game, it was possible to damage and kill both large and small flowers in the Goponga Swamp after obtaining the lvl 2 Koholint Sword obtained after giving 20 seashells to the Seashell Mansion.
The DX HD port Koholint sword has no effect on Goponga Swamp flowers and all attacks from it are nullified, same as lvl 1 sword attacks.
This bug does not apply to the beam attack projectiles from swinging the lvl 2 sword with full hearts. The beam attack itself does not damage the flowers in original or the port.
Would it be possible to create an updatable launcher, like most other PC ports/fan games? (AM2R, Zelda3, Ship of Harkinian, SM64), so you dont have to build the game every time a PR merges
It would improve the usability of this fan game a lot, since people aren't that tech savvy (like me)
In the original game, it is possible for Link to swing the sword while holding the button to defend with the shield. The shield will drop while swinging but immediately raise again after the swing animation is complete.
In this DX HD port, the sword cannot swing until the button to raise the shield is released.
After completing 3rd dungeon, using the Pegasus Boots to get the Ocarina, normally you can speak to Marin with the Ocarina and she will teach Link the Ballad of the Wind Fish. I've spoken to her with the Ocarina equipped in all slots, but it does not seem to trigger the flag for me. I've also tried unequipping and speaking to her and reequipping and speaking to her. I've also going into a building and leaving and speaking to her, as well as resetting the game.
The chest where the level 2 shield is can be sequence broken with the boomerang.
Video:
https://youtu.be/lrhdnlCpW2E
Kinda trivializes that part of the floor as you get free travel both directions. And saves one small key.
In the original game, you could hold the sword button to keep the sword out and jump down from a ledge while holding it drawn. In this port, there seems to be a glitch where Link will not jump down with the sword drawn and instead will poke the ledge as if it were a wall. The jump sound will continuously loop if you continue holding the direction of the ledge.
Link's sword will also collide with some other assets that it did not in the original game, such as the mini boss in the Tail Cave with the giant rolling spiked column. You cannot jump over the spiked column with the sword drawn like in the original game, because the sword collides with the column and bounces you back.
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