

When the seminal Super Mario Bros was followed up by this sort of goofy, offbeat sequel, budding Mario watchers were left bemused. Not that a company like Nintendo needed to be told that – they’ve wowed and re-wowed the crowd a hundred times before. That’s how you keep the frothing masses entertained. But where do you go from there? How do you improve on your strong start? You’ve simply got to take what’s worked before, roll with it, improve upon it as much as you can, and slam dunk it into everyone’s face - be they haters or be they raters. You can hear the enhanced soundtrack below.Have you ever left your adoring fans guessing as to what you were about to do next? You’ve thrown out a few whimsical anecdotes, witty one-liners or even some attention-grabbing dance moves, and all eyes are on you. Additionally, the game supports MSU audio tracks, where the DSP chip in the SNES is replaced by a modern synthesizer. And, with the ability to switch current items using the L/R, you don't have to waste time flipping back and forth to your inventory screen. The game also gains a secondary item slot accessed with the 'X' button, allowing players to switch items more quickly and easily. The new map is much more detailed and gives players a better sense of the world they are exploring. It also supports widescreen aspect-ratios, giving players a wider field of view, making the game even more immersive on modern displays.Īnother new feature of this reimplementation is the higher quality world map. For example, the game now supports pixel shaders, which allow for even more stunning visuals. Not only does the game play just like the original, it also includes a number of new features that were not present in the original. Of course, creating a clone of such a complex game is no small feat, and Snesrev now works alongside 19 other contributors.ĭespite the immense amount of work that went into this project, the result is brilliant. However, with this head start, Snesrev was able to get a better understanding of how the original game was put together, and to make sure that the reimplementation is as accurate as possible. Unfortunately we were unable to find a homepage for the disassembly project. The project would not be possible without Zelda 3 JP disassembly, a project that dumps the rom into raw assembly code, and other sources that documented function names and variables. This works by creating a save-state on both versions of the game after every frame of gameplay, comparing their state and proving that the reimplementation works.
#LEGEND OF ZELDA LINK TO THE PAST CODE#
It also offers one of the craziest features I have seen in a long time the game can run the original machine code alongside the reverse-engineered C implementation.

Breaking from the LakeSNES dependency, which allows for compatibility on modern operating systems, would allow the code to be built for retro hardware.
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In its current state, the game requires the PPU and DSP libraries from LakeSNES, a fast SNES emulator with a number of speed optimizations that make the game run faster and smoother than ever before. This version is also content complete, with all the same levels, enemies, and puzzles that fans of the original game will remember. This reimplementation of Link to the Past is written in C and contains an astonishing 80,000 lines of code. Now, thanks to a programmer on Github who goes by Snesrev, the game has been reverse-engineered, opening up the possibility of Link to the Past on other platforms, like Sega's 32X or the Sony Playstation. The Legend of Zelda: A Link to the Past is one of the most beloved video games of all time, and for many it’s their favorite in the franchise.
