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Poll

What should the new name for the "Spell" spell be?

Reveal
5 (21.7%)
Unveil
4 (17.4%)
Enigma
9 (39.1%)
Expose
5 (21.7%)

Total Members Voted: 23

Author Topic: Zelda II Redux  (Read 58462 times)

itemdrop

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Re: Zelda II Redux
« Reply #340 on: December 18, 2018, 09:28:28 am »
I prefer the original link sprite a lot more. I commend the attempt to change it but it's just not my thing.

ultimaweapon

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Re: Zelda II Redux
« Reply #341 on: December 18, 2018, 02:56:00 pm »
The New Link Sprites are good. I like Revility's Rev Edition sprites even better.
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Shade Aurion

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Re: Zelda II Redux
« Reply #342 on: December 18, 2018, 07:19:25 pm »
I second Revility's sprite. A longer sword is fine once you get a feel for the hit boxes and it overall looks much better and more inline with other Links in the series. All the other swords kinda look like little knives, daggers or gladius' and I prefer Link with what looks like more of a sword.

darthvaderx

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Re: Zelda II Redux
« Reply #343 on: December 19, 2018, 12:29:59 pm »
 
"Rev Edition 1.6.00" + "Redux Beta2" + "New Link Sprites" + "Restart from palace at game over" =


 https://www.dropbox.com/s/zyeg9kn0ymz766v/Zelda%20II%20-%20The%20Adventure%20of%20Link%20%28U%29%20%5BHacks%5D.ips?dl=0

« Last Edit: December 19, 2018, 11:12:09 pm by darthvaderx »

ShadowOne333

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Re: Zelda II Redux
« Reply #344 on: December 20, 2018, 06:49:02 pm »
@darthvaderx:
Thanks for that!

Though correct me if I'm wrong, but I think all of the Redux betas should already include the "Restart from palace at Game over", don't they?

That was one of the features right from the start, can anyone please check if both the normal beta in OP and the newest Beta 2 in page 17 have said feature, please?

ultimaweapon

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Re: Zelda II Redux
« Reply #345 on: December 21, 2018, 08:45:24 am »
I'll have to redownload the beta 2, but all the other versions did have the restart from the palace.
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darthvaderx

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Re: Zelda II Redux
« Reply #346 on: December 21, 2018, 11:17:12 am »
@darthvaderx:
Thanks for that!

Though correct me if I'm wrong, but I think all of the Redux betas should already include the "Restart from palace at Game over", don't they?

That was one of the features right from the start, can anyone please check if both the normal beta in OP and the newest Beta 2 in page 17 have said feature, please?

I just tested it now and both hacks already have this feature, I'm sorry.
But the last patch with the three hacks provided above has a glitch in the swamp areas, it's the same conflict of different graphics that you solved with Redux + Rev + NewLink.ips and that I had not checked so far.

Here in this link the fix if you are going to use Redux beta2 and Rev Edition together but still with the swamp areas problem, if you can work on it after your vacation I will be very grateful, this patch can be applied in all the updates of the other hacks.

https://www.dropbox.com/s/9e87uzaxd8r4z2x/Redux%2BRev%2BNewLinkFix.ips?dl=0

« Last Edit: December 21, 2018, 02:14:28 pm by darthvaderx »

ShadowOne333

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Re: Zelda II Redux
« Reply #347 on: January 08, 2019, 03:51:01 pm »
Guess who's back?
Back again.
Shadow's back
Tell a friend. 8)

Time to continue development on Zelda II Redux, let's hope the last points can be cleared out before Q1 2019 ends :P

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.
Thanks for those points, Trax!

  • Indeed, the JUMP text had a changed tile there, it was a leftover from when I was trying to mimic Shadow of Night's altered Pause pane. Forgot to change than one back :P
    I might drop the extra dots between the names of the spells and the actual numbers, just to make the Pause pane look cleaner.
  • Sounds logic. I will check the spell consumption rates and make them either end with 0 or 5 instead of odd numbers.
  • Huh I'm not sure which bot that is. Do you have a pic of the bot in particular and/or what room it is located exactly to debug it properly?
  • Mmm yeah seeing as it is pretty early in the game, maybe an Exp reduction wouldn't do any harm and balance things better.
  • Yep, that's the only change remaining to properly make the new HUD a thing already. Just the white magic square.

As for sword, the only thing I did was rework Link's sprite so that his arms don't take as much tile-space as they used to before, and the sword is simply narrower to make it look like a proper sword instead of making it look like Link is holding a chicken drumstick ;D

I will try to address those issues this week, might have a new beta ready by Friday hopefully.

ultimaweapon

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Re: Zelda II Redux
« Reply #348 on: January 09, 2019, 04:04:30 am »
@ShadowOne - Each magic container is a total of 16 points for an overall total of 128 with all 8 containers. To take the magic use see balanced, you should use multiples of 4, 8, and 16 for your spell usage and not 0 or 5 unless the zero falls into one of the multiples like 20, 40, or 80. If 1 magic container is 16, then 2 is 32, 3 is 48, 4 is 64, 5 is 80, 6 is 96, 7 is 112, and all 8 is 128. Now, if you find a way to increase the max number, I'm all ears! LOL!

Also, you still need to fix the HUD display as well. I know that's at the top of you list.

As a suggestion you or Trax can try is to implement a map of the overworld you are in when you pause the game on the overworld. That would be great.
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XianJip

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Re: Zelda II Redux
« Reply #349 on: January 09, 2019, 12:04:54 pm »
This looks nice!

niuus

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Re: Zelda II Redux
« Reply #350 on: January 12, 2019, 12:04:23 pm »
Awesome hack, ShadowOne333. Eager to play this when it's finished.

ShadowOne333

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Re: Zelda II Redux
« Reply #351 on: January 14, 2019, 11:42:01 am »
@ShadowOne - Each magic container is a total of 16 points for an overall total of 128 with all 8 containers. To take the magic use see balanced, you should use multiples of 4, 8, and 16 for your spell usage and not 0 or 5 unless the zero falls into one of the multiples like 20, 40, or 80. If 1 magic container is 16, then 2 is 32, 3 is 48, 4 is 64, 5 is 80, 6 is 96, 7 is 112, and all 8 is 128. Now, if you find a way to increase the max number, I'm all ears! LOL!

Also, you still need to fix the HUD display as well. I know that's at the top of you list.

As a suggestion you or Trax can try is to implement a map of the overworld you are in when you pause the game on the overworld. That would be great.

Well I already have the magic consumption that way, in multipliers of 4.
Every magic has some number which is a direct multiply of 4, so that's how it already is.

What Trax meant is using odd numbers to see the difference on-screen
Odd numbers are basically those that don't end with a reminder of 0 when divided by two.
In other words, any number which ends in a 1, 3, 5, 7 or 9.

I already fixed the wrong tile in the JUMP spell tiles, next up should be the Bot which apparently gives a whole heart of damage in the First palace.
Anyone knows which Bot this is specifically? I still haven't found that enemy yet.


Awesome hack, ShadowOne333. Eager to play this when it's finished.

Thanks, dude! :D
I'm in the finishing touches of the hack, hopefully I can get this done before March haha
« Last Edit: January 14, 2019, 11:50:14 am by ShadowOne333 »

Trax

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Re: Zelda II Redux
« Reply #352 on: January 14, 2019, 06:51:14 pm »
It's not a specific Bot, just the enemy type itself. For enemies such as Bots and Bits, I'd expect a half heart of damage at most.