Has it been years since we spoke about this stuff? Damn, you might be right about that.
I just reviewed the optional patches. I'm really happy you are including all this customization.
A few things strike me as missing from the optional patches that affect game balance.
1. You increased the drop rates of magic potions and xp bags.
2. Changes were made to how many hits kill the bubble enemies, perhaps more.
3. I remember there being increases to XP given by certain enemies. I don't remember the specific ones offhand. Would love to see those increases removed without doing away with the fix for the Daira, where you amended the red one to provide more XP than the orange, as it should.
4. Pretty sure the XP penalty for taking a hit by enemies like Bago-Bago was removed.
Can you try this optional patch out?https://www.dropbox.com/s/2sfu6s36h46tgyp/Original%20Enemy%20Attributes.ips?dl=0
That one basically restores the HP and Exp attributes for all the enemies to be the same as in vanilla Zelda 2.
Apply it over your Redux ROM, or a ROM already patched with the main Redux IPS.
As for the drops, open the ROM in a Hex editor, go to address 0x01E8AF, and change the C9 05 there to C9 06.
That should restore the original number of enemies killed for an item drop to be like in vanilla Zelda 2 as well.
I found another bug during my playthrough, this one in the Great Palace/Temple. I have the main patch, keep experience patch, and same screen at death patch installed.
I was on my last life, half a heart left when I entered a new sceen via elevator at the spot marked "O" on this map: https://www.nesmaps.com/maps/Zelda2/Zelda2Level07.html
It's the bottom of the elevator with the two ropes waiting in ambush. Well, one of the ropes got me as I came down. Game over. So I continue from that point. That game starts me off at that screen, but now Link is stuck in the upper left section of the wall with no way down. I had to reload my last save to try it again from the beginning of the temple.
This and the other I mentioned about the irregularity in the number of lives after a game over were the only issues I found. Again, very well done. I had a lot of fun playing this.
This one seems interesting.
Can you try dying in the same screen you mention, but let the game normally respawn you?
As in, lose a life, but don't make it a Game Over.
I'm curious as to what the game does when you lose a life there, and if it's entirely the optional patch's fault, or if it's present in the original game.
If it's from the optional patch, I am not sure just how much I'll be able to do, since the code for that in particular was made by both @njosro and @IcePenguin.
I'll await for your feedback!
He is clearly setting out to make what he considers to be the definitive versions of these classic games, without sacrificing the core vanilla experience. I get the feeling that he is a perfectionist, and holds himself to a very high standard. And it shows in his work.
That's the goal, to make the definitive versions of these two, given how most people just overlook them in favour of either ALttP and OoT for the most part.
As for being a perfectionist, hard to tell, I have more of an OCD thing going on rather than perfectionism xD
But indeed, I do hold myself to a high standard and give it the most I can out of me.