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Author Topic: Zelda II Redux  (Read 17129 times)

ShadowOne333

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Re: Zelda II Redux
« Reply #160 on: May 30, 2018, 11:49:59 am »
Oh so I was not that off after all.
I ended up using Experience amounts that the game already uses, so fortunately I won't need to modify the Tile mapping for the experience points, though it's a good thing to know in case I need to add some custom amounts :)

Thanks for the info, Trax!

Shade Aurion

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Re: Zelda II Redux
« Reply #161 on: May 30, 2018, 11:21:19 pm »
It might be worth changing exp into rupees like in Revility's hack. It really felt like a good change. Switch out the P Bags for a large Rupee instead. Then it's like you're spending Rupees for upgrades :3

ShadowOne333

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Re: Zelda II Redux
« Reply #162 on: May 31, 2018, 11:29:07 am »
It might be worth changing exp into rupees like in Revility's hack. It really felt like a good change. Switch out the P Bags for a large Rupee instead. Then it's like you're spending Rupees for upgrades :3
That's actually a pretty neat idea.
I never thought about it, but could make sense, since Zelda II is the only game which doesn't feature Rupees in one way or another, and is also the only one to feature an Experience system (that I know of) out of all the Zeldas.
Implementing Rupees would bring it more in line with the rest of the franchise.

Shade Aurion

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Re: Zelda II Redux
« Reply #163 on: June 02, 2018, 06:29:45 am »
That's actually a pretty neat idea.
I never thought about it, but could make sense, since Zelda II is the only game which doesn't feature Rupees in one way or another, and is also the only one to feature an Experience system (that I know of) out of all the Zeldas.
Implementing Rupees would bring it more in line with the rest of the franchise.

Revility implemented it quite well and changed a few in game items to bring it in line with the series as a whole. It would be worth having a look through his changes because he did an amazing job.

THIS (https://www.romhacking.net/hacks/3716/) title screen is a must even if you edit it because it's be far the most accurate to the artwork i've seen. That hack has a decent link sprite but I think I prefer Revility's as the sword is a tad longer and it felt really good to play through the game with.

I love the way you implemented hearts. It might be worth trying to get the magic meter to be green as then it'll match every other magic meter.
Still, changes like this will likely be down the list for you with all the foundation editing you're doing. Seriously, all that extra space for dialog is going to go a long way :3

ShadowOne333

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Re: Zelda II Redux
« Reply #164 on: June 04, 2018, 01:37:20 pm »
I think I already mentioned it before, but basically I can't add another colour to the HUD without sacrificing an already existing one.
Right now the HUD uses 3 colours: White, blue and red (4th one is transparency).

So I would have to change one of those three to accommodate for the green colour for the magic meter, and green doesn't look good next to the hearts lol.
So yeah, I can't do much about the magic sadly, but I'll see if I can manage to make something work for sure.

Shade Aurion

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Re: Zelda II Redux
« Reply #165 on: June 04, 2018, 10:22:35 pm »
Oh my bad dude. I though you might've been able to draw from Link's sprite palette. I'm just brainstorming here man. I know how high you can set the bar (that being high af after LttP Redux, ie: the best version I ever played) Small changes can go a long way sometimes

ShadowOne333

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Re: Zelda II Redux
« Reply #166 on: June 05, 2018, 12:30:45 pm »
Oh my bad dude. I though you might've been able to draw from Link's sprite palette. I'm just brainstorming here man. I know how high you can set the bar (that being high af after LttP Redux, ie: the best version I ever played) Small changes can go a long way sometimes
Hey don't worry :P
It's good to brainstorm, could give some nice ideas!
The palette limitation could still be circumvent in one way or another, I just need to try several things first, but given how there are more important things to be worked on (Script, enemy balancing), it's resting at the bottom of things to look at :P

Shadic

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Re: Zelda II Redux
« Reply #167 on: June 05, 2018, 12:50:01 pm »
Are you still wanting script help? I just got back from a long vacation and can actually help out now.

Do you know if the line length is actually 10 or 11 characters? It actually would change a lot.

ShadowOne333

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Re: Zelda II Redux
« Reply #168 on: June 05, 2018, 02:22:58 pm »
Are you still wanting script help? I just got back from a long vacation and can actually help out now.

Do you know if the line length is actually 10 or 11 characters? It actually would change a lot.
Any help is welcome :)
You can grab the latest beta from the OP, patch it over a ROM and work with that.
There's a link in the OP as well of the whole script comparison between japanese, english and a proper translation, so we can use that as the base.

Do you know how to start repointing and writing the script?

Shadic

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Re: Zelda II Redux
« Reply #169 on: June 05, 2018, 04:00:59 pm »
Repointing... No. I can hex edit just fine, is there a guide on repointing text pointers?

ShadowOne333

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Re: Zelda II Redux
« Reply #170 on: June 05, 2018, 04:47:17 pm »
Repointing... No. I can hex edit just fine, is there a guide on repointing text pointers?
I know there should be quite a few, but I always edit pointers manually as well (Hex editing).
I already have the list of pointers, but you can find them here:
https://lemmy.neocities.org/zelda2/bank3_and_7.txt

The text table begins at 0xE390, and the pointer table starts at 0xEFCE.

Take into consideration that the pointers take the NES address and not PC, so for the first text (PLEASE LET ME HELP YOU. COME INSIDE.) you have the "PLEASE L" letters here:

Code: [Select]
bank3_Dialogs_Text_Table                                                       ;
.byt    $E9,$E5,$DE,$DA,$EC,$DE,$F4,$E5; 0xe390 $A380 E9 E5 DE DA EC DE F4 E5  ;

The important bit is the $A380, that's the starting point for the text, and that's what the pointer table uses:

Code: [Select]
bank3_Dialogs_Pointer_Table_Towns_in_West_Hyrule                               ;
.word    bank3_Dialogs_Text_Table      ; 0xefce $AFBE 80 A3

As you can see, the first pointer is a couple of bytes [80 A3], but in reality this is in endian, and the pointer is [A3 80], or in other words $A380.
So all you need to do is, let's say you want to use the next unused space of the ROM for the new text, then you have to edit the pointer at 0xEFCE from A3 80 to what the NES address of where the unused area starts.

For example, there is free space starting at 0xF813, or $B803 in NES address, so you simply modify the [A3 80] for [B8 03], but in the ROM you write it as [03 B8].

I believe you can convert PC Address to NES address by subtracting 0x4010 from the PC address (E390 - 4010 = A380), so if you end up doubting what NES address is the location you want to put your code in, simply grab the PC address from the Hex editor and subtract in hex 4010 from it, and that's the NES address that you should write in the pointer locations.

Once you do that, the text that should be printed will no longer be grabbed from its original location, but rather whatever text  you start typing at B803.

That is what I did to make the Rauru sign's mockup image a few pages ago found here:



Let me know if you have any more questions.
Also, don't forget to close each text table with FF at the end of whatever you write, or else the text will continue to be printed on-screen, and this will end up in a text overflow.

You can grab the TBL file for the text editing from Data Crystal.
As for the question about 10/11 characters, I'm not sure yet, I haven't tried pushing 11 to each line and see if it respects the 11 or if it overflows. Try it yourself if you can :P
10 is the safe number in case anything happens.
« Last Edit: June 07, 2018, 12:47:42 pm by ShadowOne333 »

ShadowOne333

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Re: Zelda II Redux
« Reply #171 on: June 20, 2018, 11:05:56 am »
Just for those wondering, nope, this hack is not dead :P
I just won't be able to make progress on it during these weeks due to being on vacations.
I might be able to go back to this maybe mid to late July, or starting in August, but rest assured this thing will be finished for sure ;)