Here are my observations so far:
- The JUMP spell in the Pause pane has a bad tile mapping.
- I think spells should never have odd numbers for magic consumption. Ex.: LIFE spell at 25 magic cost. My rationale is, we should be able to tell the difference on screen.
- A Bot in the first palace deals a whole heart of damage at Life level 2. Is that intentional? I think it's excessive.
- Bubbles (flashing skull heads in palaces) should definitely be worth less than 50 points, especially when they can be killed with very few hits. I suggest 20. Maybe a bit more for Fast Bubbles?
- Correct the White Magic Square in the HUD, but that's already acknowledged by ShadowOne.
Other than that, it's very good. The Intro story makes sense, the dialogs are WAY better. The Overworld animations are a nice touch. I don't really like the longer sword, not because I think the sword shouldn't be lengthened, but because the hitboxes are the same (as far as I know), so it's basically a visual illusion.
And to answer UltimaWeapon and ItemDrop on the subject of music, you could do it by studying how the music is coded. Most likely, you'd have to do it by hand. Music is in Bank 6. I think Bank 6 is entirely dedicated to music, and it has unused space left. I already decoded the basic processes for music, even though I didn't disassemble the entire bank. Check out my diassembly of Bank 6 (http://www.bwass.org/romhack/zelda2/zelda2bank6.txt
) and look for offset 1853F. This is where the Intro song notes are stored. At least, part of it.
The code is very simple, however the tedious part is the process of converting notes from, say, sheet music to these codes. You also have to convert offsets if you intend to add or delete notes from certain music tracks. Here's the basic rules:
- Bit 7 set means it's a note length change. Bits 0-6 set the new length code. I presume there is a limited number of note lengths to choose from.
- Bit 7 clear means bits 0-6 set the note pitch. For example, value 42 is note A4.
- Odd numbers for note pitch don't seem to work.
- 02 is a silence, with current length value.
- 00 denotes the end of the part.