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Messages - ShadowOne333

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Personal Projects / Re: Zelda II Redux
« on: November 12, 2018, 03:27:07 pm »
I haven't received any bug/glitch feedback from the newest beta, so I will assume it is going smooth for now. :P
So with that, animations on the overworld should be working, and crossed off the list thanks to Trax and the info he provided!

Now, there are still a couple more things I want to attempt to do, but in the meanwhile please be sure to try the latest beta I uploaded and give it a rough test, beginning to end, to ensure it is working properly.

Last things I want to do (beside the Pause message on the overworld) are nothing more but fancy things that I do hope I can implement, still I want to see if I can achieve them before even saying what they are, so enjoy the beta meanwhile :P

Personal Projects / Re: Castlevania 3 - Linear Version
« on: November 09, 2018, 01:02:55 pm »
One thing I didn't see mentioned about this hack.
How does this handle multiple characters?
If you are going from one stage straight into the other, you are going to bump into all 3 other characters (Alucard, Sypha and Grant).
Are you able to keep all 3 once you find them, or are they going to be replaced with whoever you bump into next?

Personal Projects / Re: Zelda II Redux
« on: November 06, 2018, 11:47:32 am »
1) Rev Edition v1.6
2) Redux
3) New Link Sprites
3) Restart from Palace at Game Over

I think this patch should pretty much give the desired result:

Should be what I have of Redux so far, alongside Rev Edition v1.6 and the New Link sprites.

Personal Projects / Re: Zelda II Redux
« on: November 06, 2018, 10:26:39 am »
Unfortunately it is not compatible with Rev Edition, as the author has modified several graphics in the overworld, they appear simultaneously with the originals ruining everything. (I just wanted the moving waters and lava to be the ultimate version.) :'(
That can be somewhat easily fixed.
What hack are you applying first, Redux or Rev?
I need to know in what order you are applying them, so that I can give you the proper instructions on how to fix them.

Personal Projects / Re: Pokémon FireRed Redux
« on: November 06, 2018, 10:19:48 am »
This hack has a lot of good additions to them...
Except for one.

Why force the player to choose between Jolteon, Flaeron or Vaporeon?
That's my only gripe with it.
If you could somehow make that optional, and keep the original starters for both main player and Blue, that's be ideal.

Out of that, the rest of the additions sound great :)

Personal Projects / Re: Zelda II Redux
« on: November 05, 2018, 11:59:33 am »
Mmmm okay I had to re-implement the Dragon Quest reference for the version I had, since I couldn't find the patch that already had it. Btw, to restore the reference, it takes nothing more but a 2 byte change in the ROM, just so you guys know :P.
To manually restore the Dragon Quest reference, all you have to do is go to offset 0x00C8E9 and put [7B 8C] in there. (At least for Redux, I'm unsure if this works for vanilla Zelda 2 as well).

Here's the latest beta:

What's included in this beta?
  • Overworld tile animation. Right now, water, grass and the River Devil are animated. I might animate the town tiles too, but I'm still seeing what might work best.
  • Dragon Quest reference name changed from Loto to Erdrick. I also had to repoint the text to make room for the bigger name.
  • Icons for levels on Save Selection screen and HUD changed. I changed the Sword icon to a more decent one, and also changed the Heart (which corresponds to the Life level up) to something like a Shield, since that levels up your defense.
I am thinking of maybe redoing the Sword to be more similar to the one in the boxart (like Rev's hack does).
And maybe changing up the HUD to something akin to Shadow of Night, but let's see if I end up doing that or not.

Please, let me know if you find anything odd or out of place with this beta, as I'm unsure if the Dragon Quest reference was the only thing missing from the build I had.


Also, how's this for a little spicy change to the overworld enemies?

I tried to grab the best of both the japanese and english releases, and came up with this.
This way they don't look as bland blobs like in the Japanese release nor as bland in color as the English one, so now each one has their palette colour and unique sprite, merging the best of both releases imo.
Let me know what you guys think, I am really opening up to the possibility of touching up slight parts of the graphics.

Btw, I think I can also add more animation to the enemy/fairy sprites on the overworld as well.
But I think that'd be overkill lol

Some hack suggestions:

The Legend of Zelda 2: The Adventure of Link

After i've been trying Killerbob's awesome Loz Relocalized hack, i've would really like a relocalization of Legend of Zelda 2 as well, making the script a bit less stilted and more natural, and once for all solve the mystery of Bug & Error which got lost in the original localization.
I'm working on a hack called Zelda 2 Redux, and one of its main goals is a complete rewrite of the script to be more helpful and not as robotic.

It's still WIP, but its close to being finished! Look for it in the Personal Projects section.

Personal Projects / Re: Zelda II Redux
« on: November 02, 2018, 10:57:36 pm »
Thank you all for the positive comments :)
And thanks to all of those that have helped along the way!

ShadowOne, Is this the one you're talking about?

If it's not the patch you're looking for, you can send me the current patch you've got and I'll put in the Loto dialog starter for you.

I'm not in town at the moment, so I can't try out the link you posted @njosro, but from what I can remembee, I think i tried that one past thursday and I couldnt get the Loto reference to pop up.

Can anyone try that one and let me know if you can, please?

If someone does have the latest Redux patch with the Dragon quest reference at hand, please post it here just in case.

I won't be able to test anything until Monday, but any patch/help posted would be amazing.
Thanks again, everyone!

ROM Hacking Discussion / Re: Hack patches that impove original snes roms
« on: November 02, 2018, 02:04:42 am »
wow dude thanks !
super work !

quick question, why don't you update your super metroid patch ? project base got updated in 2018, your patch is from 2016 ;)
It did?
Do you have a link to the update?

Personal Projects / Re: Zelda II Redux
« on: November 01, 2018, 05:35:17 pm »
Mmmmm weird.
I seem to have a complete mess of files in my PC.

I cannot seem to find the latest version of Zelda 2 Redux I posted which has the Loto reference restored.
Anyone here has it? Could you share it please?
I have a lot of IPS and I am not sure which one is the correct one anymore lol
And the one I linked seems to not have the Dragon Quest reference neither. :/

Personal Projects / Re: Zelda II Redux
« on: November 01, 2018, 01:15:37 pm »
No no no. This is not a side effect but a lava river and it's also animated in the FDS version as seen in this video (start from 1:28:58):

Other areas also contain this lava effect so I suggest you use the video to identify them, okay?

Oh you're right.
I thought that was a path of some sort, not actual "lava". :P
Thanks for pointing it out!

As far as I can tell, only the water and the lava-like thing are animated on the Overworld for the Japanese release.
If someone finds something else that's animated in the overworld and I haven't noticed yet, please let me know!

ROM Hacking Discussion / Re: Hack patches that impove original snes roms
« on: November 01, 2018, 12:21:30 pm »
Check out most of my hacks, they tend to be improvement hacks. :P
There's Super Metroid GBA Style, A Link to the Past Redux, MaternalBound Super Mario All-Stars + Super Mario World Redux, and others which might interest you.

There are also a bunch more out there, for example the Pokemon hacks that Chronosplit has done (Fire Red 251 and Emerald National Dex), Thunder Yellow, and there are two for Crystal I like.

Look around, there are a lot of great improvement hacks out there.

Personal Projects / Re: Zelda II Redux
« on: November 01, 2018, 11:50:52 am »
Thanks, Trax!
That did the trick :D
I managed to get overworld animation working!

I also went a little bit overboard with it already hahah
Just take a look:

I already animated the grass, River Devil and the water :)
I am thinking if I should animate the towns too, to something similar to Shadow of Night, I will see.
Any suggestions about the sand?
Should I animate that too? Or leave it as it is?


Oops, I just noticed a side effect by watching the GIF, take a look at the lower-left corner.
Turns out the tile used for the water is also the same one used for the rock-like terrain near the labyrinth at the Great Palace.

No biggie though, what I can do is make use of one of the empty tiles in that bank, and simply make it repeat the same tile in each frame of animation, all I need to do is just find where in the ROM is the routine that tells the game what tile to load for that particular terrain, and change it from $6E to whatever I choose it to be.
I already went ahead and added the tile to the corresponding banks, that tile should be $8E, so I just need to find where in the ROM is that routine to change the tile loading from $6E to $8E.

Personal Projects / Re: Zelda II Redux
« on: October 31, 2018, 01:11:32 pm »
The original game has values 08 0E, which translates to 8 PRG banks and 14 CHR banks. Your header already has 16 CHR banks (10 in hex), so you don't have to do anything.

As for the code, I always express my pointers as real addresses, not file addresses, so you have to add 0x10 to compensate for the file header. The code you pasted here is correct. And yes, the table is related, and should be kept that way. The values are a little weird, but basically, it will load a different bank every 0x10 frames, in that order: 08, 0D, 0E, 0F. For speed, it's 16 / 60 = 0.27 seconds per frame, so about 4 frames per second. If you want to have a different animation speed, you need to modify the code slightly.
I started copying the banks and all.
I copied range/bank 0x030010 up to 0x03200F (using YY-CHR) three times starting at offset 0x03A010 and ending at 0x04000F.
I modified the tile related to the water (which is $6E) in each new frame/bank, and I also added some extra/dummy tiles as visual reference to know if the bank switching is working through FCEUX's PPU Viewer.

Then, went ahead and introduced the code from Shadow of Night found at 0x2A50 into Zelda 2.
However, the banks aren't switching yet, I am getting the same static bank/frame as in original Zelda 2.
Am I still missing something else?

Will this modify the bank loading for every graphic in the game, then?

If so, that would allow for all sorts of BG animation. Obviously you wouldn't want to go overkill on it, but it can be done tastefully - grass to softly blow in the wind, water to actually ripple, etc. I've seen it before in SMB hacks.
It's possible without a doubt.
Shadow of Night doesn't only make this bank switching thing to just animate the water, it also does this for animations related to other overworld tiles, like the town tile which has a little smoke animation, and also for grass movement and another one which seems similar to the water tile but I haven't seen in the overworld yet, so yeah it should be possible to add animation to the whole overworld once this is working.

Personal Projects / Re: Zelda II Redux
« on: October 30, 2018, 04:55:18 pm »
Going from MMC1 to MMC3 is not a piece of cake. It involves a different way of loading graphics. You can probably use the same CHR swap as the original, i.e. swap 0x2000 bytes at PPU 0x0000 or 0x1000 in one shot. But the advantage of MMC3 is that you can individually swap smaller chunks of the PPU at any given time. I think the smallest is 0x400 bytes, which is a quarter of 0x0000 or 0x01000, or 64 tiles. That would make tile animation a lot easier and less "hacky".

As far as I know, MMC1 allows a maximum of 16 banks, so the expansion of banks is possible with MMC1. Just change the ROM's header, and then make sure the correct banks are swapped as needed. As for Zelda II specifically, you have to take bank 7 and move it to 15. I think the rest can be left where it is.

In Shadow of Night, the code for the Overworld bank swapping is at 0x2A40.
Okay, so I will stick to MMC1 (CHR) to avoid any unwanted trouble with graphics.
Now unto more detailed questions:
  • I started reading a little bit about the NES header, seeing as to how you suggested to change the header to make the game grab 16 CHR banks, and bumped into this:

    Now my question is, and correct me if I'm wrong, but I'm seeing that the Zelda 2 ROM has hex values [08 10 12] starting at 0x000004. Do I still need to make a change here? According to this, the $08 at 0x04 is the PRG byte, unless I got it wrong and that is the CHR bank byte, is this the one required to be changed to $10 instead of $08?

  • At 0x2A40 I get the exact same assembly code as in vanilla Zelda 2, seems like the changes start at 0x2A50 instead for me (don't know if this is correct).
    I got something like this (code started at 0x2A50):
Code: [Select]
A5 12      LDA $12
29 30      AND #$30
4A         LSR A
4A         LSR A
4A         LSR A
4A         LSR A
A8         TAY
B9 70 AA   LDA $AA70,Y
8D 00 A0   STA $A000
B9 80 AA   LDA $AA80,Y
8D 00 A0   STA $A000
B9 90 AA   LDA $AA90,Y
8D 00 A0   STA $A000
B9 A0 AA   LDA $AAA0,Y
8D 00 A0   STA $A000
B9 B0 AA   LDA $AAB0,Y
8D 00 A0   STA $A000

And then, from 0x2A80 up to 0x2AB4 I am getting something that looks like a table of sorts:
Code: [Select]
10 10 10 10
08 01 00 01
04 00 01 01
02 01 01 01
01 01 01 01

I'm still unsure what the table does, wanted to make sure first that I'm on the right track.

Sorry, I forgot to reply back here, but the problem was found thanks to DarkSamus993, and I was able to make a workaround for this through ccscript :P
You can check out the problem in detail here:

I think I also explained how I made the workaround.
I tried to go into much detail as possible, and turns out the issue was related to the Title Screen module, which was changing said bank for the character layout of the Title Screen itself.

So I got both things you suggest working, I managed to move the Kirby assembly to bank $DE (it's DE in my most recent hack) and I also contacted the developer of CoilSnake letting him know about it, though I think someone else might tackle that issue in a subsequent version.

Still, though, I gotta thank you for dropping by and lending a hand to this problem :)
You came up exactly with the same correction that was found, and if it wouldn't have been found by now, your comment would for sure have done it!

Thanks again for your time and for posting to this issue, @emerilfryer!
I really... REALLY appreciate it!

Personal Projects / Re: Zelda II Redux
« on: October 29, 2018, 04:35:28 pm »
So.. I know that the animated tiles are all thats left and all, but looking over the differences betweend the fds version and the nes version ( ) a few other things might be easy additions and cool:
- reverting the River Devil
- reverting the church
-reverting King's Tomb (although maybe removing the enemies and keeping the woman and have her drop some lore. This would be a good place to add in a prince sprite full of remorse if you were ever going to)
- reverting kasuto's secret building
- maybe revert one of the river guards to give more variety?

I dunno, just some ideas. I'm super excited either way to replay Zelda 2 eitherway ^_^
I did take all these Regional differences into consideration for Redux.
Most of them though, feel like really minor changes and/or look better to me in the NES version.
For example, the Kasuto building does look better to me compared to the full green bricks, same for the guards (you change one, most likely all the others will change too). The Church new cross does look way better in the NES version for sure, FDS one looks too simple.

The only ones I did consider seriously are the River Devil, the spawn sprites and the King's Tomb area.
The River Devil I am looking for official artwork to see which one of the two sprites between versions is the closest to the original artwork. The Spawn sprites I might add some color to the NES ones (like making the Bot spawn sprite blue and the monster one perhaps brown or some red/orange color).
The Tomb's area I am really not sure what I will do for it. I do like the original FDS setting, but if I restore that one I would have to get rid of the enemies and put back the NPC there instead. I'll see what happens once the water animation is done.

Personal Projects / Re: Zelda II Redux
« on: October 29, 2018, 12:01:04 pm »
That's how it's done. It's not elegant, but it works. The original CHR bank is 8, part 1000-1FFF. This bank contains the first frame. Bank D already exists, but is empty. In the hack, it contains a copy of bank 8, with the tiles to animate changed, for second frames. Banks E and F are added through expansion, and are also copies of bank 8, with third and fourth frames changed.
Is there a way to make the expansion to 16 CHR banks? (Is it the MMC1 to MMC3 hack or is it something to do with the free space available near the end of the ROM?)
Afaik, for Zelda 2 Redux I might only require 3 frames of animation to make it work and behave as it does on Link no Bouken (Japanese release), I don't know if having the 4 frames could make things easier/harder, but that'll come in due time.
What address in Shadow of Night does the code for this animation start at to take a peek at it?

Personal Projects / Re: Zelda II Redux
« on: October 25, 2018, 01:38:17 pm »
Yes, one CHR bank per frame, actually. The code adjusts the speed of frames using RAM $12, which is a permanent ascending counter.
So the code uses RAM address or value $12?
Also, you mentioned something about expanded banks from 14 (original) to 16.
Does Shadow of Night use the original 14 CHR banks or is it expanded to 16?
And if it's the former, does it use each CHR bank for the animation, or only two (being the 14th the one for the animation)?

I can't help but remark that every single Zelda 1 hacks made in the last few years have some sort of graphics that resemble Link's Awakening's graphics. If graphics are to be modified, it will always look like Link's Awakening. Nothing original. It seems to be a solid trend.
Have to agree here.
Link's Awakening graphics are okay and all, but I don't know why they kind of seem out of place for me for Zelda I.
I kinda like the overly simplistic graphics of the original, with no outlines, and the new graphics really clash with the incredibly square-ish assets of the game. They just seem to end out of nowhere, and it doesn't match the style of Awakening, it feels normal with the simple graphics of the original.

The HUD for sure looks a lot better, it definitely needed a rework (and the text too), but the main game graphics seem okay, I would only change Link's sprite a bit to add his yellow outline in his hat ;D

I think my only suggestion to make this the ultimate Zelda I hack would be to add a diagonal slash like ALttP, or every other subsequent 2D Zelda (not Zelda II of course).
If someone managed to do that for Zelda I, damn that'd be hot.

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