Thanks for the extensive list. I'll see what I can do.
EDIT:
I gave them numbers to help progress updates.
-Numbers 14 and 18 have now been handled.
-In regards to number 7: You noticed the decreased movement before having to come up for air?
-Number 8 is the only one I'm going to leave as is (for now). Mainly because I don't like enemies freezing and solving it another way is a major time investment. If there are cases where you HAVE to take damage then I prefer to look at the leveldesign first.
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1 Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2 Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
3 Regarding Bomb and Arrow capacity upgrades, should the messages be different if the player hasn't collected the Bombs or Bow (or even Arrow) items yet?
4 Underwater Prison, two chests have the same "opened" flag. The chest in Florine's cell, and the one to the east of the first big room (the chest in the lower pit where you have to push the columns to reveal stairs). Both have triple bombs in them, but opening one will open the other and make it impossible to mark completed. The other will show up as an unopened chest on the map + compass.
5 Underwater Prison, after you use Florina to hit the two switches simultaneously, and after she escapes, after you defeat Moldorm and reenter that room from the doorway that that third button opens, Florina appears there again, standing on the upper button.
6 Underwater Prison (and possibly others), going through a door while walking on a grate will still have the sfx of walking on a grate as Link transitions through the doorway into the next room.
7 Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
8 Going up or down stairs in ALTTP pauses all enemies and other entities. In here, the enemies keep going. Sometimes that causes unavoidable collisions and health loss just because of RNG.
9 Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.
10 At Switch's Shop, you can keep buying the Red Tunic even if you are already wearing it. Finding the Blue Tunic permanently makes the Red Tunic disappear.
11 Soldier Tombs, floor B1, the pit room to the west. There's one section with Medusas and a single staircase. I tried throwing a bomb across a gap to kill one of the Medusas, and the bomb clipped through the staircase and stayed on the same Z-axis level as Link. Arrows collide correctly with the staircase, Bombs do not.
12 Soldier Tombs, I lit all four torches, then backtracked to the dungeon entrance to enter the hidden staircase. Only three of the torches were lit, and the staircase was covered. I saved and quit, reentered the dungeon, and all four torches were lit, and the staircase was uncovered. Only happens occasionally. Maybe it's dependent on torch order?
13 Soldier Tombs. In the boss battle room, one of the statues near the entrance says [End]. Intentional?
14 When Link starts his idle animations, he puts his shield away. This can be problematic against flying tile rooms like those in Soldier Tombs. How bout if Link's shield gets hit, it resets his idle timer?
15 After picking up the Boots, initiate a run. Then hit the Inventory menu button. If you unpause, Link will continue running. If you swap out any of the equipped items, though, Link will stop running once the menu is closed.
16 Desert Palace central plaza, can't reenter kitchen.
17 Desert Palace, room west-southwest of central plaza. There's a locked door that gains access to a button, but you can walk over the barrier to press the button, so the locked door is pointless. Unintentional missing collision?
18 With regards to the L.2 Sword, it's hard to tell whether I'm at full health if an enemy can damage me and I receive (I assume) 1/4th heart damage. It doesn't register as "less than full health" on the health gauge, but I still can't use my sword beam unless I for sure pick up another heart. Maybe have health be "rounded down" instead of rounded up?
19 Toadstool has disappeared from the bombable cave in the Overworld. Event flag issue?