The speed of Link moving over the jump point seems a bit right, but the Minish Cap does something to where Link is draw; it's more easily visible over larger distances.
Sorry for the late reply. Had to do some machine learning. But for the ledgejumping I checked that with VBA frame by frame. And I noticed the following:
* From the moment the ledge jumping begins the shadow moves at 3 pixels per updated frame.
* In the beginning the distance between the shadow and Link increase gradually to a maximum of 2 tiles (or 1 tile when going up, left or right in the overworld due to the 3/4 perspective)
* Ledges are always the size of 1 or 2 tiles. At the landing place there is always free space of at least 2 tiles.
* The only ledge that is higher is in the Temple of Droplets, but I think a special version is used there.
* When Link lands he always lands exactly on the tile after the ledge.
Essentially all that it is needed for jumping is a jump block, and then solids set up that you can't land on; the act of the jump just goes to the next available space in the direction of the jump.
That is easily fixed. The ledge objects have parSolid as their parent. It will also require that the masks for ice and solids be made 16x16, but that is an afterthought.
There is a slight "glitch" made when you go to the bottom left of the screen to where those jump blocks look like two right triangles sitting next to each other. If you run right, and it makes the jump, if you sometimes keep pressing right you'll go through the other jump blocks when you land even though you're not supposed to. I don't know how much this would occur in a game setting though because typically jump blocks of differing directions wouldn't be so close together like that.
I placed those blocks so close together, for the calibration to land link exactly on the next available tile (meaning in either the y or x direction and not both) and not over or before that. But the landing doesn't work that well. Link either ends up colliding with the ledge and gets stuck. Or collides with the parSolid on the next tile. This is for going left and right the same. What is different is that after the landing, when you continue going left after a left you Link gets set back to the contact point, but in the right direction Link walks all over the parSolid. And this is the strangest thing I can't solve.
But I will take a look at it some more.