Thank you everyone for your kind wishes and hope you all had great holidays!
Vacations are over, and now that I've been medicated for like 2 weeks now, I feel somewhat better.
At least I haven't been having those awful headaches nor as strong of a dizziness these past days, so that's a step in the right track.
That said, let me see if I can gather all that's been happening here as of late.
So I cannot use the Patras and Lanmolas as freely as I wanted to, but for what I've read, using the Lanmolas is still a possibility.
Patras are stuck in Level 9 for both quests, so that's a big no.
That leaves us with the recoloured Aquamentus idea from Trax (which looks wonderful!), and using Lanmolas in other dungeons for variety's sake.
So about my original idea, which was this:
1st Quest - Level 4: Changes the Manhandla in the level to Red Lanmolas, keeps the two-headed Gleeok at the end
1st Quest - Level 7: Changes the Aquamentus for a Patra with Oval attack cycle
2nd Quest - Level 2: Changes the two-headed Gleeok to Blue Lanmolas (You can still fight a two-headed Gleeok in Level 6)
2nd Quest - Level 8: Changes the 3 Dodongos to a Patra with Circle attack cycle
What changes do you guys recommend for including Trax's idea and Lanmolas to make the bosses more interesting and not as repeated?
See you next year, ShadowOne, and hopefully in good shape.
As for the secrets, whether they appear in Quest 1 or 2 or both, yes, there is a separate flag for each quest. The bits are in Screen Attributes Table 5. The byte structure is as follows:
.... .xxx Vertical Position Out of Caves (0 = second row from top)
.... x... Enemies appear from the sides of the screen
..xx .... Stairs Position Code (when something is pushed)
.x.. .... Secret in 1st Quest
x... .... Secret in 2nd Quest
All pointers for Attributes Tables (both quests) are right at the beginning of Bank 6, starting at 0x18000. See my docs for Bank 6.
This will be really helpful.
Are people still experiencing the extra secrets in the overworld?
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Also, guys, out of that, I want to take a bit of time to get the source code I've been doing clean and ready for compilation (DarkSamus' been doing the one for Zelda 2 Redux), but I unfortunately have no experience with xkas at all.
Can someone who has worked with xkas before help me getting the source code I have on a proper compilable state for xkas? I have no idea what the errors I'm getting are from, nor why if I change anything from the TBL it refuses to compile afterwards.
Here's the link to what I have so far:
https://www.dropbox.com/s/gdvnjj4xgu1fzxb/Zelda1ReduxSRC.zip?dl=0You just need a clean Zelda 1 (PRG0) ROM inside /rom/ to start testing compilation.