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Isshh... Spell learning seems to be linked to Town Code, RAM $056B. Switching Town Codes within the same region is easy, but between regions, I'm not sure. It could break other game mechanics.
Rev Edition Ver.1.6 (Revility) + Zelda II Redux (You) + New Link Sprites (Falchion22) =
(I edited the Link's colors because I prefer the original.)
Doesn't Sword II only work on Mac though?
I unfortunately have no means of getting my hands on a Mac computer, only Windows or Linux sadly :/
I guess I will start reworking the whole script manually (Hex editing), with the help of WindHex32 in the meanwhile, just so I can load the TBL I have and see where the text is and what I have, then I'll update the pointers accordingly manually too.
I heard of Cartographer/Atlas but have zero clue as to how they work or how I would use them for such a project.
That could me made down the road, but right now the focus is on the dialogue, once that and the enemies are done I could contemplate such a thing.
Hi ultimaweapon, maybe I can help since this seems doable through the editor
This is what I understood from that:
1. You moved the area warp of palace 6
2. You moved the area warp of the great palace to where palace 6 used to be
3. You set the Y coordinate of the great palace's area warp to 0
If that's what you did, then here's what's wrong:
As trax said, the game just "draws" a palace tile when you play the flue and it moves the area warp of palace 6, NOT the great palace. So you probably saw the drawn image of a palace but it's just that: an image tile.
Here's what I suggest:
1. Undo everything you did with the moves and such.
2. In the editor, in area editing mode, click any area to select it, then right-click it. (Yeah, it's a bug that you gotta left click first)
3. From the drop down menu, click "Seek Index..."
4. Type 53 (that's the index of palace 6's area warp), then click OK. (in hex it's 35 like trax said, but 53 in decimal)
5. You'll see the view go all the way up north since palace 6 has a Y value of 0. You can't click it since it's out of bounds, but you can change its properties.
Change the scene and world to the appropriate values that you want. (Probably scene 0 in Great Palace)
It will work. (I've done this before.) BUT you will need to fix the graphics of the great palace when you enter. Maybe trax can help you with that...?
I hope this information is what you're looking for!
With new ASM, you could have as many hidden things as you want. The hard part is that the original programming is hard-coded to have the 6th palace's Area appear specifically 2 tiles under Link's current position. The simplest way would be to recycle the 6th palace Area to make it point to the Great Palace. Very straightforward.
Oh well, if someone knows a way to contact him, please tell me so through PM.
This last week has been somewhat slow on this project because work's got me by the ballz, but after this Saturday things should resume to a stable basis
I am currently working on two hacking projects, this and another one
The other one I haven't mentioned publicly yet, and that one has seen priority due to a recent development made past month, which opened up the doors to the project I had in mind for years which can now become a reality.
I will still continue with this one here and there, so expect sporadic updates on this one
Next up should be enemies, right now I am thinking on adding Experience points to all enemies, even those that do not give you anything in vanilla Zelda II (though they will still give low Exp), so now killing enemies should not feel as meh as before.
Right now only the Bubbles and the Mother Fokka's have been edited to make the way through them a more enjoyable experience, and if you guys have any suggestions, drop them here, and I'll take them into consideration for rebalancing