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Messages - ultimaweapon

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Personal Projects / Re: Zelda II Redux
« on: August 20, 2018, 02:29:52 pm »
Look at Njosro with the sales pitch for his editor. LOL! I think I told you a while back anyway that you should do a video tutorial on your editor.

My life has gone through some major changes, so I've only been able to peek in from time to time. It's good to see everyone still giving Zelda 2 some love.

@ShadowOne - I'll download your newest update and check it out. I'm sure your work with the text will help me out with my hack once I'm able to return to work on it.

@Njosro - Do you have anymore surprise Zelda 2 projects you're working on? Also, were you ever able to make some progress on creating that mid air jump?

@Trax - How far along are you with your latest hack and newest Sword II editor?

Personal Projects / Re: Zelda II Redux
« on: August 13, 2018, 02:07:31 pm »
How about if you did the intro something like this that would definitely fit:


Personal Projects / Re: Zelda II Redux
« on: August 01, 2018, 01:19:38 pm »
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.

There are programs that will allow you to emulate a Mac or basically create a virtual Mac environment to where you can use Sword II like VM Ware. That's how I used Sword I.

ROM Hacking Discussion / Re: A good game to hack after years of SMW?
« on: June 29, 2018, 09:36:11 am »
A game that's not on your list. Sonic 3 w/ Sonic & Knuckles. If you're into fighting games, Eternal Champions.

Personal Projects / Re: Zelda II Redux
« on: June 23, 2018, 09:52:43 am »
I would want to take a song from another game and add it to Zelda 2. I figured that would be very hard.

Personal Projects / Re: Zelda II Redux
« on: June 22, 2018, 09:28:37 am »
It would be nice if someone could figure out how to change the music. I just played a Zelda 1 hack where someone changed the dungeon music to the dungeon music from A Link To The Past. Now, that's something I would love to do with the palace music of Zelda 2. If someone can show me how to do that, I'd be indebted to you.

ROM Hacking Discussion / Re: zelda 2 ASM hacking and improvements
« on: June 02, 2018, 04:27:57 pm »
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)
6. SAVE!

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!

You were spot on Njosro. I tried what you said, and that did work. Like you said, the graphics were totally distorted. I even tried swapping the CHR bank and palette offset, but that didn't work. I'll probably just switch it back to normal.

Here's what I would like to do. Keep Palace 6 hidden where it belongs, but I would also like to hide Palace & (Great Palace) so that it would appear 2 spaces above Link. I figured I needed ASM, but what I can't figure out is how Palace 6 is hidden with ASM, so I can try to replicate the process for Palace 7. Any info that can help is greatly appreciated.

ROM Hacking Discussion / Re: zelda 2 ASM hacking and improvements
« on: May 29, 2018, 06:12:42 pm »
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.

I relocated palace 6 and the Great Palace to where palace 6 was and hidden it. When I test it, a palace tile appears, but I cannot enter. It grants no entry into the Great Palace. How do I get the area to point to The Great Palace? I'm going through the disassembly, and I see at bank 0 at 04E9, bank 1 at 4368 and bank 2 at 8368 are all indications about the Hidden Palace, but I'm a bit confused. 

Personal Projects / Re: Zelda II Redux
« on: May 25, 2018, 10:27:56 pm »
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 :P

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 :)

I'm working on a new Zelda 2 project myself. I also have another game I'm going to start on shortly. I do have an idea or 2 for you, but I'll pm those to you.

Personal Projects / Re: Zelda II Redux
« on: May 24, 2018, 05:41:59 pm »
Unfortunately know. Trax or IcePenguin might know. I'm trying to go through the code of Shadow Of Night to see if there are any clues there. You, Trax, Njosro, IcePenguin are much better than me. Maybe you can figure something out looking through the code for Shadow Of Night.

ROM Hacking Discussion / Re: Sega CD / Mega CD assets ripping
« on: May 24, 2018, 07:43:54 am »
As far as I know, there's only been a hack of Sonic CD and Final Fight CD, so there probably isn't much out there as far as info and tools, etc. I would love to see a hack of Eternal Champions: Challenge From The Dark Side.

ROM Hacking Discussion / Re: zelda 2 ASM hacking and improvements
« on: May 23, 2018, 07:44:14 am »
@Trax & Njosro - Is it possible to make one of the other palaces such as the Great Palace hidden to where it would require the flute to reveal just like palace 6?

Personal Projects / Re: Zelda II Redux
« on: May 22, 2018, 08:02:32 am »
Not yet.
That's something I still haven't even looked at, not attempted in any way.
That and the possible restoration of the Dragon Quest reference are still way down in the list of things to do, and perhaps even need help with, but we'll see :)

I know you said you were planning to reach out to JaSp outside of RHDN to see how to do it. It would be pretty cool to see how it's done.

Double Dragon Arcade can easily be beaten if you have infinite money, as there's no limit on how much you can pay to win. I've beaten it using probably at least 50 coins :)

Double Dragon NES is hard and for me it required savestates, especially the 4th stage (the first 3 are ok). In the end you need a lot of luck, because if you're a frame late to punch the enemy he punches you instead sending you to your doom.

Double Dragon for the arcade doesn't take a lot of quarters to beat, but of course most spend a lot of quarters only to find that out. LOL! Same with Double Dragon on the NES.

With Double Dragon for the arcade, kicks and elbows are your best friend. 1 kick will stun most enemies. Elbows will knock down any enemy including Abobos. They just get back up pretty quickly until they have taken enough damage. Also, you must use the environment to your advantage. If there are cliffs and holes you can knock enemies off of for a quick kill, do it. Also taking an elevated stance like the boxes at the end of stage 2 or the cliff at the end of stage 3 where you fight the Green Abobo you want to use. Enemies can't hit you until they are on the platform so just hit them as they try to jump up. Now the trap at the beginning of stage 4 is the most daunting, but if you have patience, you can get by undamaged or minimum damage.

With the NES Double Dragon, there is enough time to where you can just punch the Williams at the very beginning without killing them til you have a minimum 3 hearts preferable 4. You get the Jump Kick at 3 and Hair Pull Kick at 4. You should be able to Jump Kick the Abobo at the end off the conveyor belt. Start off Stage 2 the same way, and you should have all 7 hearts in no time. Jump Kicking will definitely keep you out of most trouble in this game. The elbow in the game is actually stronger than the arcade version, but if your timing is off, you can take damage from enemies using it. Just 4 will drop even the Green Abobo.

Your video was definitely cool. Congrats. I can definitely give you tips on Double Dragon if you try that game. I was sweating bullets trying to beat that game without continuing.

I will check out your video. A game like that for me Double Dragon 1 both for the arcade and NES.

Gaming Discussion / Re: The hardest NES game.
« on: May 17, 2018, 01:07:20 pm »
The 1st Castlevania and Ghost & Goblins were definitely hard. I struggled to beat them w/o cheating.

Cobra Triangle I could not beat and still can't beat without cheating. The stages with the whirlpools and ramps are ridiculous, and some of the bosses just hit too freaking hard. LOL

Gaming Discussion / Re: Taking Things Away In Hacks
« on: May 17, 2018, 01:00:13 pm »
I understand what you are saying. If someone can create something that is better than the original, then I am all for it. For example, if someone can take Double Dragon 2 for the NES and make it more like Double Dragon Advance thus being better than the original Double Dragon 2, then I'm all for it. DDA has more moves and a more fluid control, and well balanced gameplay. But it someone takes Super Mario Bros and make it harder than Super Mario The Lost Levels because you need the glitches or advanced tactics.... no thank you.

Gaming Discussion / Re: Taking Things Away In Hacks
« on: May 17, 2018, 07:30:01 am »
...What if you presented the appearance of taking the thing away, but only hid it behind a thing, that looked like a thing that the player didn't expect, that leads to another clue, that leads to more clues, that leads to the original thing? The 'trail of bread crumbs' approach.

Also, AI routines from these 90's games were rather simplistic compared to what is possible now... if the logic of enemies is like, say, Track Player Position x>Attack When x=N>Defend if RNG= or greater than N, etc, stuff like that... you know, then take the AI and give it another variable it can work with. Make it one step more intelligent.

Maybe it's possible also to redesign existing mazes to have different solutions that a player would not expect, based on the force of habit of having gone through the dungeon the old way so many times. The 'dern you muscle memory' approach. Don't make a harder maze, just a different one.

Here are ideas. I hope it helps.

I like those ideas, and that would definitely work.

I don't like a lot of these Super Mario Bros hacks because they were created with speed runners in mind, so they require so many advanced tactics to get through even the 1st levels that I just rage quit. It's not even worth playing. To me, it's always better when a game stays true to the original but offer a new experience instead of crazy stuff just to make it hard.

Personal Projects / Re: SonicNes [Improvement Project]
« on: May 17, 2018, 07:14:55 am »
I'm excited to see the finished product

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