Why it exists
Dungeons of Infinity draws a 16:9 picture: the dungeon in the middle, status panels on both sides. On the 4:3 Retroid Nova that layout does not fit, so the patch began as a 4:3 edition that gives the dungeon the whole screen. Version 2.0 fits every screen shape, and the name grew to match.
On a 16:9 handheld the playfield keeps its SNES shape, and equipment, pendants, the minimap and floor progress dock beside it at a whole-number scale, as in the original widescreen game.
On a Retroid Nova the playfield fills the display, and a classic Zelda HUD keeps hearts, magic, your item and supplies in view. Click the right stick and the status panels open over the game.
Hero's Path, Second Quest or Master Quest, or tune every challenge yourself: hearts, darkness, inventory space, shop prices, even a Wallmaster on your trail. A level meter adds it all up.
The village on floor 6 gains an arcade with a claw machine, and the pub runs Mothula's Money. Both come from the newer version of the game, backported to the handheld build.
A port of the CRT-Lottes shader adds scanlines, a phosphor grille and soft bloom to the playfield while the HUD stays crisp. Square pixels and integer scaling are one switch away.
About this project
An unofficial patch for The Legend of Zelda: Dungeons of Infinity, Justin Bohemier's roguelike dungeon crawler, on ROCKNIX handhelds. It fits the game to 4:3, 16:9 and other screens: the playfield keeps its SNES shape, a classic HUD stays in view, and the status panels dock beside the dungeon or open over it. It backports selected updates from the newer game, such as inventory bags, the spin attack, Topaz, adjustable challenges and the village minigames, and adds a CRT effect, remappable controls and updates over Wi-Fi. The installer downloads the official PortMaster package and applies the patch on the device, so no download contains the game itself.
Tech Stack