I'll do you one better. Heres a quick test video via Mesen - https://youtu.be/374YeNbGdL4
It has worse results with Nestopia and I patched this to the same rom I patched everything else with using flips. This is plain Redux beta without the optional patches though ideally, i'd like to get them working too. Although the fairy file select would be nice, i'm itching to do another playthrough haha
Weird, I'm using FCEUX 2.2.3 on Windows and its working completely fine for me.
The RetroArch core also works fine.
Can you try with this patch?
https://www.dropbox.com/s/t465z2zwi4w9x7f/Zelda2Redux.ips?dl=0Let me know if the same thing is still happening.
I tried creating a save in all three slots, loading them and going to the overworld, but all works fine for me.
Can someone please tell me if there's three available tiles? I wish to add the Swedish characters Å, Ä and Ö. I'm using the PAL version. Maybe I can just draw dots on A and O somehow?
It would be great if all your changes were available as patches. I would like to have six lines of text for the NPC for example. Thank you in advance if possible!
It's hard to tell to be honest.
I know IcePenguin struggled a bit to get some free tiles working for the new HUD, but you could look around at how the game loads its data banks, and see in the PPU viewer exactly what tiles are being used, and which aren't.
Perhaps you can make use of a couple that aren't being used and use those for the accented A and O.
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Out of that, I've got a bit of news flash

I reached out to user @d-man from PK Hack (which has helped me a lot with things for MaternalBound Redux), since I know he knows 65816 assembly, and he helped me to get the Up/Down cursor movement for the Elimination Mode to an extend

This is the new code that has been implemented into Redux to make this work:
05:B4AA:4C 20 BE JMP $BE20
05:B4AD:EA NOP
05:B4AE:EA NOP
05:B4AF:EA NOP
05:B4B0:EA NOP
05:B4B1:EA NOP
05:B4B2:EA NOP
05:B4B3:EA NOP
05:B4B4:EA NOP
05:B4B5:EA NOP
05:B4B6:EA NOP
05:B4B7:EA NOP
05:B4B8:EA NOP
05:B4B9:EA NOP
05:B4BA:EA NOP
05:B4BB:EA NOP
05:B4BC:20 02 B5 JSR $B502
At $BE20 (or 0x17BE30 in PC address with a Hex editor), I wrote a new routine, which d-man made the most work for:
05:BE20:F0 10 BEQ $BE32
05:BE22:A9 04 LDA #$04
05:BE24:85 EB STA $00EB = #$00
05:BE26:E6 19 INC $0019 = #$00
05:BE28:A5 19 LDA $0019 = #$00
05:BE2A:C9 04 CMP #$04
05:BE2C:D0 1A BNE $BE48
05:BE2E:A9 00 LDA #$00
05:BE30:85 19 STA $0019 = #$00
05:BE32:A5 F5 LDA $00F5 = #$00
05:BE34:29 08 AND #$08
05:BE36:F0 10 BEQ $BE48
05:BE38:A9 04 LDA #$04
05:BE3A:85 EB STA $00EB = #$00
05:BE3C:C6 19 DEC $0019 = #$00
05:BE3E:A5 19 LDA $0019 = #$00
05:BE40:C9 FF CMP #$FF
05:BE42:D0 04 BNE $BE48
05:BE44:A9 03 LDA #$03
05:BE46:85 19 STA $0019 = #$00
05:BE48:4C BC B4 JMP $B4BC
So what does this new code do?
Well, it makes it so that the Up/Down buttons now move the cursor (as well as Select).
Pressing Up moves the cursor up, Down/Select move the cursor down.
However, there's one drawback from this.
Pressing Down works just fine between save slots.
However, if there's one save slot that it's not used, pressing Up will not move the cursor to the next available save slot in Elimination mode.
I'm guessing this has something to do with what IcePenguin said some pages back:
https://www.romhacking.net/forum/index.php?topic=26001.msg370703#msg370703It might have to do with the different "cursor combinations" that he mentions in that post.
Also, if I'm correct, I believe the label LB4CB at 0x174db up to 0x174e2 might have something to do with this.
I'll see what can be achieved with this, as I really want to get this done since it's the last thing remaining for a proper release.