Update3: Branched the repository and submitted a pull request.
UPDATE2: Found the fix.
In src/MMC1/code/optional/OriginalGFX.asm, change line 36 from:
org $AE9B // 0x0EEAB
to
org $AEA0 // 0x0EEB0
The location of the animated tile frames had been shifted a few bytes between 2.0 and 3.0.
Emulators: FCEUX 2.6.1 and Mesen 0.9.9
Steps to reproduce:
Use base ROM: "Legend of Zelda, The (USA).nes" (CRC-32: D7AE93DF, MD5: 337bd6f1a1163df31bf2633665589ab0)
Apply "Zelda1_Redux.ips" (CRC-32 of IPS: EFAFF81D)
Apply "Original NES GFX.ips" (CRC-32 of IPS: A8A89591) from the MMC1 version's optional patches folder.
(Final bugged ROM should have CRC-32: 71752410)
// The game will not start when loaded in either emulator.
// (This does not appear to be an issue with the MMC5 version.)
// update: compiling from current source with
incsrc code/optional/OriginalGFX.asm
// active in optional.asm does not fix the problem.
Update3: Branched the repository and submitted a pull request.
UPDATE2: Found the fix. In src/MMC1/code/optional/OriginalGFX.asm, change line 36 from:
org $AE9B // 0x0EEAB
toorg $AEA0 // 0x0EEB0
The location of the animated tile frames had been shifted a few bytes between 2.0 and 3.0.
Emulators: FCEUX 2.6.1 and Mesen 0.9.9 Steps to reproduce: Use base ROM: "Legend of Zelda, The (USA).nes" (CRC-32: D7AE93DF, MD5: 337bd6f1a1163df31bf2633665589ab0) Apply "Zelda1_Redux.ips" (CRC-32 of IPS: EFAFF81D) Apply "Original NES GFX.ips" (CRC-32 of IPS: A8A89591) from the MMC1 version's optional patches folder. (Final bugged ROM should have CRC-32: 71752410)
// The game will not start when loaded in either emulator. // (This does not appear to be an issue with the MMC5 version.)
// update: compiling from current source with
incsrc code/optional/OriginalGFX.asm
// active in optional.asm does not fix the problem.