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Author Topic: Zelda II Redux  (Read 17855 times)

ShadowOne333

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Re: Zelda II Redux
« Reply #60 on: April 11, 2018, 12:54:04 pm »
Oh yeah you spend much of the time outside Zelda's chamber of course.
but yes, so far seems like 07 seems like a good option overall.

07 with black background:


07 in towns (put Link in a red building for comparison and testing):


Still looks quite good though, I can't remember if there are other places in Zelda II which might crash with the 07 colour of the outline. If someone does, please let me know.

Shadic

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Re: Zelda II Redux
« Reply #61 on: April 11, 2018, 01:45:09 pm »
I was going to recommend 07 anyways! I think it looks good.

Shade Aurion

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Re: Zelda II Redux
« Reply #62 on: April 12, 2018, 09:24:21 am »
If you do end up using parts of Revility's hack, please use the altered Link sprite as its way better then the original ;)

ultimaweapon

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Re: Zelda II Redux
« Reply #63 on: April 12, 2018, 12:06:18 pm »
All of the sprites from Revility's hack are better than the original.

ShadowOne - That location took me to the pallets for the Overworld and not Link's Tunic.

Those looks good and 7 is the better choice.
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ShadowOne333

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Re: Zelda II Redux
« Reply #64 on: April 12, 2018, 12:14:31 pm »
I'll give Revility's hack a look for sure :)
I haven't even tried it yet lol

ShadowOne - That location took me to the pallets for the Overworld and not Link's Tunic.
Those looks good and 7 is the better choice.

Oh you're right, they're the overworld palettes.
Well there are other three locations which you can try out:
0x002856, 0x0040BE and 0x017C15.

I'm not sure yet which one of these might do it.
I've been doing tests over the PPU and not directly to the ROM data, so I still haven't made the change permanent yet :P

EDIT:
It was the second address I mentioned.
It's the series of [FF 18 36 2A] palettes starting at 40AE-40E1, though this does not change the palette for Link in a Palace, that might be located somewhere else.

EDIT #2:
And indeed, they were somewhere else.
100AE-100E1 is where the palettes for Link inside palaces seem to be located.
Great Palace I think are at 140AE-140E1

I'm still not sure what the palette at 17C15 is for.
I tried looking at the disassembly to hopefully find clues but:
Quote
bank5_Table_for_some_palettes
LOL
« Last Edit: April 12, 2018, 12:42:22 pm by ShadowOne333 »

lastdual

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Re: Zelda II Redux
« Reply #65 on: April 12, 2018, 08:53:32 pm »
You're also free to use or modify my link sprite should you wish to.

http://www.romhacking.net/hacks/3702/

ShadowOne333

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Re: Zelda II Redux
« Reply #66 on: April 13, 2018, 06:19:49 pm »
Decided to take a stab at the Introduction text today, this is how it ended up:

Quote
AFTER GANON WAS DESTROYED,
IMPA TOLD LINK ABOUT A
SLEEPING SPELL CAST ON
ANOTHER PRINCESS ZELDA.
SHE WILL WAKE ONLY WITH
THE POWER OF THE THIRD
TRIFORCE OF WISDOM SEALED
IN A PALACE IN HYRULE.
TO BREAK THE SEAL,CRYSTALS
MUST BE PLACED IN STATUES
IN 6 WELL GUARDED PALACES.
LINK SET OUT ON HIS MOST
ADVENTURESOME QUEST YET...
©1987 NINTENDO

(Is it the Triforce of Wisdom the one in Zelda II? I don't remember if it's that one or the one of Courage)

The only problem I hit with this edit is this:



The green shade which should highlight "@1987 NINTENDO" are now in white, and the "ADVENTURESOME QUEST YET..." text is now in that green shade.
Should be a matter of finding out the tilemap and changing the palette values, which will take me quite some fiddling with the PPU memory.
If someone races it and finds it before me, please let me know :P
I will continue this until Monday, so if anyone jumps in with the info, it'd be greatly appreciated.

ultimaweapon

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Re: Zelda II Redux
« Reply #67 on: April 13, 2018, 07:49:48 pm »
The Triforce of Wisdom was the one broken up into 8 parts in Zelda 1 and The Triforce Of Power is the one you got once you defeated Ganon in Zelda 1 thus why both Link & Zelda each hold a Triforce at the end. The one you obtain from Zelda 2 is the Triforce Of Courage thus why I called my hack The Triforce Of Courage. LOL

Are trying to change the color of all the text or just some lines?
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ShadowOne333

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Re: Zelda II Redux
« Reply #68 on: April 13, 2018, 07:52:08 pm »
The Triforce of Wisdom was the one broken up into 8 parts in Zelda 1 and The Triforce Of Power is the one you got once you defeated Ganon in Zelda 1 thus why both Link & Zelda each hold a Triforce at the end. The one you obtain from Zelda 2 is the Triforce Of Courage thus why I called my hack The Triforce Of Courage. LOL

Are trying to change the color of all the text or just some lines?

Shit now I have to rework the text to fit Courage instead of Wisdom. lol

Mmmm well I want it to be like vanilla, where all text is white and the Nintendo one is green.
But if you have something better in mind, please do tell :p

ultimaweapon

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Re: Zelda II Redux
« Reply #69 on: April 13, 2018, 07:57:00 pm »
I don't know where the colors for the text are. If I stumble upon something, I'd gladly let you know.

BTW, I started some work on a new Zelda 2 hack building off the concept of Trax's "Ice Tiles". If I can figure out how to incorporate it in the sideviews, that can open up some new gameplay concepts.
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IcePenguin

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Re: Zelda II Redux
« Reply #70 on: April 13, 2018, 10:07:54 pm »
The green shade which should highlight "@1987 NINTENDO" are now in white, and the "ADVENTURESOME QUEST YET..." text is now in that green shade.

This screenshot will help you out.  :)  Also, I sent you a PM regarding the flickering tile.

Spoiler:

I added some extra text in the unused portion of the data, and the bytes immediately after the text have to do with changing the palette.  Hex value 0B is for the green color used in the "Nintendo" text, and value 03 is used for all other text.   Hope it helps!  :)

ultimaweapon

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Re: Zelda II Redux
« Reply #71 on: April 13, 2018, 10:49:16 pm »
As always IcePenguin, you are awesome!
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IAmCaptPlanet

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Re: Zelda II Redux
« Reply #72 on: April 15, 2018, 04:55:33 pm »
i'm gonna be a bit nitpicky for a second

maybe "Adventurous" would be better than "Adventuresome"

idk, adventuresome sounds funny

Psyklax

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Re: Zelda II Redux
« Reply #73 on: April 16, 2018, 02:12:52 am »
Regarding the green text: if anyone's interested in how to figure out that you change those bytes, I answered someone else on the topic:

https://www.romhacking.net/forum/index.php?topic=25581.0

ShadowOne333

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Re: Zelda II Redux
« Reply #74 on: April 16, 2018, 10:54:32 am »
i'm gonna be a bit nitpicky for a second

maybe "Adventurous" would be better than "Adventuresome"

idk, adventuresome sounds funny

Could be a good way to put it as well, I might change it once I am out of Bugland.

Regarding the green text: if anyone's interested in how to figure out that you change those bytes, I answered someone else on the topic:

https://www.romhacking.net/forum/index.php?topic=25581.0

Thanks! That sure helped out to understand it a bit more :)
I did know how tilemaps worked, I just didn't know how to get them with FCEUX using the debugger.
I freaking suck at using debuggers and their features to be honest, I tend to find everything from RAM of by ROM corruption xD

This screenshot will help you out.  :)  Also, I sent you a PM regarding the flickering tile.

Spoiler:

I added some extra text in the unused portion of the data, and the bytes immediately after the text have to do with changing the palette.  Hex value 0B is for the green color used in the "Nintendo" text, and value 03 is used for all other text.   Hope it helps!  :)

That's awesome!
Damn tilemaps and their one byte thing :P

However, I stumbled upon two issues while doing this:
  • For some odd reason, the lower half of the screen now scrolls a bit when the "SLEEPING SPELL" (or third row) is about to appear. I don't know what this could be or why is it doing it nor when it started to occur :/
    *Fixed, had to add a breakline/newline command in Hex (FD) at 0x01697B
  • I changed bytes 0x016B29 and 0x016B2A to [03 0B], but I cannot seem to get the last row to turn green.
    *Fixed as well. Dumb me, the NINTENDO line was actually one row of tiles above the supposed last line of text output. So I only had to add a row of empty space (besides, it looks way more readable now with two paragraphs separated) and now the NINTENDO line of text has the correct green colour :)

Here's a gif of how both issues look right now in-game (sorry for the lame-ass fps):

« Last Edit: April 16, 2018, 05:41:38 pm by ShadowOne333 »

Shade Aurion

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Re: Zelda II Redux
« Reply #75 on: April 16, 2018, 12:06:01 pm »
Two other hacks i'd look at incorporating are:

https://www.romhacking.net/hacks/1276/ for the type faces and borders

https://www.romhacking.net/hacks/3716/ for the boxart accurate title screen

---

I'd also have a read through Rev Edition's thread as a lot of suggestions were made there - https://www.romhacking.net/forum/index.php?topic=25528
I'd honestly try and collab with Revility made because between you, you could really make a comprehensive hacked version of Zelda 2. Do you think separate audio tracks could be used also? There are better versions of the songs available.

njosro

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Re: Zelda II Redux
« Reply #76 on: April 16, 2018, 04:09:00 pm »
This is looking good!
It'll be really cool to encourage other people to play this game who don't want to "appreciate" (suffer through) zelda 2's difficulty.

@Psyklax That bit of palette info is really helpful! I've been wanting to allow my text editor to do the intro text, but I'm no good with figuring out graphics stuff.

ShadowOne333

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Re: Zelda II Redux
« Reply #77 on: April 16, 2018, 05:29:57 pm »
Managed to fix both issues posted earlier.
Were damn simple, but managed to fix them both haha

So here is the latest patch:
https://www.dropbox.com/s/9nvida92kyh5svj/Zelda2Redux.ips?dl=0

Now be sure to check the intro text and let me know if there is anything odd or out of place.
I'll see what I'll tackle next in the meanwhile haha

Maximus

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Re: Zelda II Redux
« Reply #78 on: April 16, 2018, 07:44:56 pm »
And the NPCs from this hack?

(Best design.)

https://www.romhacking.net/hacks/3795/

ShadowOne333

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Re: Zelda II Redux
« Reply #79 on: April 17, 2018, 05:05:32 pm »
Okay guys, I think I know what I'll be doing next.
I already gave the text a try, and I can repoint the text to some free space near the $F000 address for text boxes which are somewhat short.

So what I can do right now is expand any text box that has between 1-3 lines up to 4 lines of text in the textbox.

Now what I'd like you guys to help me out with, is to determine which lines of dialogue sound odd, cryptic or out of place, so that I know which ones to focus on and rework them properly.

Here's the comparison list with a retranslation from the Japanese text to English and also comparing it to the default English translation:
http://www.glitterberri.com/adventure-of-link/retranslation/

With that said, if you guys have any specific suggestion for a line or something, let me know.
Just take into consideration that the text boxes have the following limitations:
  • Only 10 characters per row/line
  • Only 4 lines/rows per text box

So to accommodate any retranslated text, we have to remember that we can only write up to 40 characters (10 per row) in any given text box.
That is the only limitation at the moment, unless I find a way to expand the text box to some other width (hopefully at least 15 chars).

Please, let me know any text changes suggestions you may have!