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legend-of-zelda-phantom-hourglass-d-pad-patch's Introduction

Legend of Zelda Phantom Hourglass D-Pad Patch

This patch implements non-touchscreen controls for essential actions in Legend of Zelda Phantom Hourglass.

Control Bindings:

  • DPad = Run
  • Y + DPad = Walk
  • B = Wide Slash
  • B + DPad = Long slash
  • Y + B = Spin Attack
  • A = Interact
  • A + DPad = Roll
  • A = Advance Dialog

Compiling

Compiling these sources requires:

  • ARMIPS by Kingcom
  • blz by CUE
  • ndstool by DarkFader
  • Legend of Zelda Phantom Hourglass ROM

Setting Up Game Files:

Place a copy of Legend of Zelda Phantom Hourglass US/EU in the unpack folder and name it "input.nds" and run compile.bat

Compatibility

This patch has only been tested with the US and EU release of Phantom Hourglass. Support for other regions hasn't been tested so it may or may not work.

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legend-of-zelda-phantom-hourglass-d-pad-patch's Issues

Doesn't work on ghost ship

The D-pad portion of this patch stops working while on the ghost ship (next dungeon after Temple of Courage), causing the arrow keys to go back to their original bindings. The a/b bindings continue working however.

License/permissions to use code elsewhere

Hi @StraDaMa, I'm one of the developers working on the Phantom Hourglass and Spirit Tracks randomizers (https://github.com/phst-randomizer/). We are interested in including dpad support in the randomizer as an optional setting via your patches. I didn't see a LICENSE file or any mention of rules about forking/reusing your code elsewhere, so I thought I'd ask here.

I think ideally, we would just integrate your ARMIPS patches into our own patch build process. We use ARMIPS for our asm patches too, and build a BPS patch from them in a CI pipeline. That patch is then bundled with the randomizer executable and then applied to the ROM dynamically when the user runs the randomizer. We could extend our pipeline to clone your repo (either by including it as a git submodule, or just git clone'ing it in the CI process that builds the patch) and include your ARMIPS patches in that one BPS patch. Or, we could just bundle your xdelta patch with our randomizer, and patch the ROM on the fly. (Edit: after thinking about this for a bit, I think the latter would be the simplest approach)

If you could let me know if you have any objections to this or any other thoughts that would be great. Thanks!

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