Zelda II Overworld Map Editor (Beta 1)
|Platform||Nintendo Entertainment System|
|Game||Zelda II: The Adventure of Link|
|Last Modified||13 September 2010|
Zelda II Overworld Map Editor Beta 1
Programmed by Shawn M. Crawford [sleepy] using C#
First Release - Beta 1
This is BETA. There are some huge bugs but the program is functional. See the bottom of this readme for the known bugs. I was between classes at school so this is somewhat quick and dirty. There is also some hassle when using it but I figured since I’m not sure when the next update will be I would release this to the wild while I update it in my free time.
Usage: 1. Run the program to launch the editor. 2. Open the zelda 2 nes rom, Zelda 2 - The Adventure of Link (U).nes 3. The map is broken up into 9 sections, click Edit from the menu and pick a section to edit. 4. Click the “Load” button and have some patience while the map loads.
Map Editing: 1. For map editing you can select the map tile at the top or use the “Tile Type” drop down box. 2. After you have a type selected you can click on the map tiles that are loaded and it will change it to that tile type. 3. After making your changes click the “Check” button and the program will make sure the ROM will not be broken. There will be a “Bytes Must Equal” and “Generated Bytes”. The “Generated Bytes” must be the same.
The map bytes work like so if you get problems matching up total bytes:
Number of Tiles: 0=1 1=2 2=3 3=4 4=5 5=6 6=7 7=8 8=9 9=10 A=11 B=12 C=13 D=14 E=15 F=16
Type of Tile: 0 : Town 1 : Grotto 2 : Palace 3 : Bridge 4 : Desert 5 : Grass 6 : Forest 7 : Swamp 8 : Graveyard 9 : Road A : Lava B : Mountain C : Water D : Water (walkable) E : Rock F : Spider
The first bit is the number of tiles + 1, the second bit is the type of tile. Example: 85 would indicated 9 tiles of Grass and is 1 byte.
4. After the bytes match up the “Write Rom” button will be enabled. Click this to update the ROM. 5. Load your Zelda II Rom in an emulator and check it out.
Major Bugs in this version:
Major Bug #1: Tile wrap around problem. The tiles that are the same on both sides of the map (far right and left) break things. Make these different or your overworld map will be broken. If you have an ocean tile on the far right, drop down a line and make sure there is not an ocean tile on the far left.
0 = ocean or whatever tile X = whatever
No: XXXXXXX0 0XXXXX00
Yes: XXXXXXX0 XXXXXX00
Major Bug #2: Beating a castle problem. When a castle is completed the castle is replaced with a mountain tile, the mountain tile is put on the map by a hard coded pointer, since the pointer will not point to the new location it is dumped in the hardcoded location which in turn causes the byte value at that location to be overwritten, which offsets the map.
(example: 8 forest tiles are hex code 76. When a mountain tile is dropped in this 1 byte overwrites what was there, so now instead of 8 forest tiles we have 1 mountain tile in its place. This means all tiles are shifted left 7 spaces because the 8 forest tiles are removed.
Minor Bugs in this version:
Minor Bug #1: When adding holes and palaces you can not enter them. Maybe next version. Minor Bug #2: If you overwrite a current town, palace, hole, cave, etc, it’s gone. Minor Bug #3: Error handling in this version is crap. Expect crashes.
- Fix Major Bugs
- Fix Minor Bugs / User Submitted
- Fix graphic in about screen.
- Fix pointer issues.
- Add ability to enter palaces, holes, towns, caves after adding them to the map.
- Implement better error handling
- fix load/speed
- Thanks for you checking it out
- Thanks trax [@] bwass [.] org for his document on zelda II (08-09-2007 (D-M-Y)), it helped me with map locations in the rom
.Net Framework needs to be installed (3.5)