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Romhacking => Personal Projects => Topic started by: Ok Impala! on December 10, 2020, 06:33:47 am

Title: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on December 10, 2020, 06:33:47 am
Hi all,

When Super Mario Kart - Epic Racers (https://www.romhacking.net/hacks/5514/) neared completion, I was already making the outlines for my next project. This new project is:

Zelda II - Amida
One day Link finds a portal to a strange land. Curious he starts exploring the magical land of Amida. Little does he know, that he's on a brand new adventure that will take him to places he couldn't have imagined. Amida has a deep emotional link to our hero. Can Link unravel the secrets of Amida and return to his own world?

Planned Changes:
- New Overworld design
- New Temples designs
- New Dungeons designs
- New Town designs
- New Story
- New Graphics and FDS animations (Thanks to Zelda 2 Redux)
- All gameplay changes of Zelda 2 Redux
- Static Exp at the Palace Crystals
- Highly reduced encounter rate
- Focus on exploration above battles
- Difficulty just below original Zelda 2 (definitely aiming at a hack that is accessible for everyone)

Progress:
- Graphics: 100%
- Gameplay changes: 90%
- Overworld: 80%
- Temples: 70%
- Dungeons: 50%
- Detail management: 30%
- Dialogue: 10%

Special Thanks:
- Njosro (for all the help to get started on this hack)
- ShadowOne333 (for Zelda 2 Redux)
- Revility (for the new graphics)
- Falchion22 (For the new graphics)

Screenshots:

See https://www.okimpala.net/zelda-ii-amida (https://www.okimpala.net/zelda-ii-amida) for the latest screenshots!

Link is ready for a new adventure!
(https://t.eu1.jwwb.nl/W1547581/uCg3UGVQfnyKKxV2PXoxyRElR74=/571x0/filters:quality(95)/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F4r3ls8%2F1-194.png)

A new Overworld awaits
(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/a7.gif)

The town of Tomis
(https://t.eu1.jwwb.nl/W1547581/DfGeG8iXvmW1oelU2VzpoJo0-sQ=/588x0/filters:quality(95)/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F23sqkc%2F1-26-1.png)

A grand building in the town of Berge
(https://t.eu1.jwwb.nl/W1547581/XCt2apSlxHvOqN5sgO3T75s2mik=/587x0/filters:quality(95)/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F17p18h%2F1-4.png)

An intense fight!
(https://t.eu1.jwwb.nl/W1547581/M9l9jOFG1LlMob8BBLT9SoQQajI=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fifm7ij%2F1-171.png)

Inside a Temple
(https://t.eu1.jwwb.nl/W1547581/ZLxDJcgYfNWhygbWq9S_yfoE0V4=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fhzcmf5%2F1-138.png)

The church in Edessa
(https://t.eu1.jwwb.nl/W1547581/ilggymvZCyLxJYZmjnkvEx1EVE0=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F79tg62%2F1-401.png)

Fight for a key!
(https://t.eu1.jwwb.nl/W1547581/xe32h9sJdbwWiU63z0tqqdf9tmo=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fyjysmv%2F1-81.png)
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: DragonAtma on December 10, 2020, 08:26:25 am
Aha! I spent far too many hours on Zelda 2, so I'll have to give it a try when I get the chance.
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Shadic on December 10, 2020, 12:04:01 pm
This is exciting! I look forward to trying it whenever it comes out.  :thumbsup:
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: RomHam on December 10, 2020, 12:53:04 pm
Awesome, I like the change in difficulty and also the focus on exploration!
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: GTM604 on December 10, 2020, 08:16:57 pm
Very cool looking great glad to always see a new zelda 2 hack being worked on.
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Trax on December 10, 2020, 10:39:27 pm
If you need a good beta-tester, PM me.
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on December 11, 2020, 04:42:41 am
If you need a good beta-tester, PM me.

Thanks for the offer. I will definitely contact you when I get to a playable state.  :)

December 18, 2020, 03:27:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I was stuck on a bug that made the game crash after leaving the first temple. After testing several ifferent theories I still couldn't pinpoint the exact cause of this problem. It had something to do with placing the crystal in the pedestal, but what?

After a good night sleep I finally figured it out. It was all caused by giving the player the candle before temple 1 and placing the power glove in temple 1. That way the game got completely confused when I placed the crystal in the pedestal while having the items of the first 2 temples from the original game. Using the function "change palace item" in the sideview editor of NJOSRO should solve the problem. Though it turned out my version of the editor was bugged too, so it didn't set the palace item correctly. So, using an older version of the editor finally solved this issue. Link can now leave the first temple and continue his quest!  :)
Title: Re: Zelda 2: Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: wmacmonagle on December 28, 2020, 02:21:00 am
Add me on Beta tester list.

Pretty Please.

Many thank you,

William
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on January 11, 2021, 08:28:59 am
I made a lot of progress in the last few weeks and adjusted the % points on the original post accordingly. The second area gave me a hard time with lots of unexpected behavior and bugs. Zelda II is a very picky game, so it easy to mess things up and get the player stuck. For example, I was having a lot of trouble with the boss of Temple 2 that kept re-appearing after you defeated him. There was also a door in this castle that kept disappearing, even when I moved it to a whole different screen.

Guess what, changes made to spawn bytes get only reset when you erase all save files from the game, so just creating a new file isn't enough. At least it didn't in my emulator. Thanks to NJOSRO for the final clue to solve this problem. Area two (the desert world) is now completed, and the game is completely playable up until temple 2. I hope to start beta testing on the first two areas soon. That way I can use the feedback directly to improve upcoming areas too!  :)

The Zelda II - Amida website is up and running. Check it out at: (https://www.okimpala.net/zelda-ii-amida (https://www.okimpala.net/zelda-ii-amida)).

Next I first would like to experiment a bit with reducing the encounter rates on different area types. If anyone has some data on that, would be great!

To close this update, some new screenshots of area 1 & 2. Have a nice day you all! :)

(https://t.jwwb.nl/gimTcMnqCq19DPsW9VvCjbemfQ4=/588x0/filters:quality(95)/f.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F23sqkc%2F1-26-1.png)
(https://f.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/0x687x/1-43.png)

(https://f.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/bgtj8l/1-53.png)

(https://f.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/tcmazv/1-56.png)

(https://f.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/fhhiog/1-55.png)

(https://f.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/014zqa/1-58.png)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Trax on January 14, 2021, 07:44:18 pm
If you want to dig into the game's inner workings, check out my disassemblies of Zelda II, and the RAM Map :

http://www.bwass.org/romhack/zelda2/zelda2bank0.txt
http://www.bwass.org/romhack/zelda2/zelda2bank1.txt
http://www.bwass.org/romhack/zelda2/zelda2bank2.txt
http://www.bwass.org/romhack/zelda2/zelda2bank3.txt
http://www.bwass.org/romhack/zelda2/zelda2bank4.txt
http://www.bwass.org/romhack/zelda2/zelda2bank5.txt
http://www.bwass.org/romhack/zelda2/zelda2bank6.txt
http://www.bwass.org/romhack/zelda2/zelda2bank7.txt

http://www.bwass.org/romhack/zelda2/zelda2rammap.txt

It's ASM, so it may be a bit daunting, but there are lots of comments in there.

For Overworld Demons, check in Bank 0, roughly from 0229 to 04AA. The data tables of interest are at 0229 :

0229: Table for Initial X/Y Positions of Demons (8 bytes)

58 76 98 7A 38 74 B8 7C

xxxx ....   Y Location of Demon * 16
.... xxxx   X Location of Demon * 16

11 = Top-Left of Screen
CC = Bottom-Right of Screen

----

0231: 00 05 04 06 07 08 0A   Index according to Terrain Type (7 bytes)
0238: 00 01 01 00 01 00 00   Index in table at 0229 (close or far) (7 bytes)
023F: 00 20 18 18 20 09 03   Delay before next wave (7 bytes)
0246: 00 0A 0A 18 18 30 30   Delay before Demon wave disappears (7 bytes)

04 = Desert
05 = Grass
06 = Forest
07 = Swamp
08 = Graveyard
09 = Road
0A = Lava


This is what I know so far. Table 231 associates Terrain Type with the indexes in the other 3 tables. They are not exactly in numerical order, and 09 is not there because it's the code for Path Tiles, and they make Demons act differently. Table 238 sets the possible coordinates of Demons when they appear. Value of 0 means "close" and value of 1 means "far". That's what it represents in the original game, but it actually just means what half of the table at 0229 to choose from. Table 23F represents the delay before the next wave of Demons appears. Table 246 is the time before a Demon disappears by itself.

The values in tables 23F and 246 are not frames (that would be too fast), but they are not seconds, either. It's something in between, likely blocks of 16 frames. This would make the second Demon wave in Lava appear after 48 frames, or about 3/4 second, which seems ballpark in testing.

So, here it is. You can control how far Demons appear from Link, how long they stay on screen, and how long it takes for the next wave. You can fully cancel Demons for a specific Terrain Type by having 0 in table 246 at the corresponding index. Also, the first wave of Demons always take a minimum of 8 units of time (8 * 16 = 128 / 60 = about 2 seconds) regardless of Terrain Type. This value is at 087A. Setting this value to 0 makes Demons appear instantly, while a value of FF represents a delay of 68 seconds.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on January 15, 2021, 03:40:04 am
Wow Trax! Thank you so much! This is extremely helpful! I will surely dig deeper into your other notes as well.  :)

Thanks to a Game Genie code created by Tony Hedstrom I was already able to turn off encounters completely for all terrain types. For people interested:

Address 349, change F0 -> D0

But I'd rather turn them off for specific terrain types, and on for other types. With your information I could just do that. This is really cool! :)

I'm currently experimenting to increase the amount of towns in the game by have two different area indexes warp to the same town, but with different scenes and people. Making it look like it's a completely new town. Problem is that there seems to be a really limited amount of area indexes to use. So, now I've tried to use lower digit area indexes for towns.

For example, when I use area index 5 in east Hyrule. That would result in:

(5-44)/2)+4 = -15 . Since there are 8 town slots available, you'd have to divide that outcome by 8. Resulting in -1 . And since we're in East, you'd end up in Nabooru. For now, that seems to be the case, as the sign at the beginning says I'm in Nabooru. Though, the wise man plainly refuses to give me any magic now...

So, this might work for towns in which only information is given. Maybe I should reserve the magic for the "real" area indexes of the original game? I'll see what I can find!  :)

Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Fox Cunning on January 16, 2021, 03:10:47 pm
This is looking great! :thumbsup: I wasn't a big fan of Zelda II, but I'd definitely play this hack.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: lexluthermiester on January 18, 2021, 12:01:32 pm
Yeah, this does look good!
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on February 08, 2021, 11:10:27 am
I'm making progress week by week and adjusted the OP accordingly. Area 3 is completed. This area will mainly revolve around a prison town underground. Link gets stuck there, and the only way out is through the Prison Temple. Will he be able to escape this horrible place?

Some screenshots of the underground town of Pylos, the Prison Caves and Prison Temple. And a swampy overworld right before the imprisonment.

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/k31ey4/1-59.png)

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/yjysmv/1-81.png)

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/rfu2o8/1-85.png)

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/kn8fav/a1.png)

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/wwtlx4/a2.png)

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/mof3ht/a3.png)

(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/prfdxh/1-88.png)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Trax on February 09, 2021, 12:26:44 am
I like what I see, Impala. Nice graphics.

However, important note, you can't have 3 locked doors back to back like that, it won't work. The game engine only allocates one bit per screen (4 screens per area) for whatever object is in that screen. By item, I mean anything that should disappear permanently when taken, even after leaving the world. Items (Candle, etc.), experience bags, keys, Heart and Magic containers, defeated bosses, crystal placements. Red Jars are allowed to regenerate. If you did that, unlocking one door would make all the others disappear as well, assuming they are in the same screen.

Also, the locked door with the Kidnapped Child is nice, but you should make sure it doesn't break any logic in palaces, for example, like having a palace key used for such a door. You don't want to create an unwinnable situation.

Also, the Chandeliers in North Palace (Area 0) can be moved vertically or horizontally, or removed altogether, if you prefer that. The code and data tables are right at the beginning of Bank 0, starting at 00D5.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on February 11, 2021, 07:49:56 am
Thanks for highlighting that door problem, it made me realize that I should've know this couldn't work.

Doors are pretty nasty, as they behave just like elevators. When you try to add more than 1 to a scene, only the rightmost door will appear. So, technically my screenshots wasn't even feasible. Until I found out I could change an enemy into a door. So two of the doors you see are enemies. That's also why I didn't notice the effect you described. If you open these doors, no spawn bit will trigger. So, you can open one door and leave the room. After you re-enter that one door is still gone and the others are still there.

But you can guess what the problem is with this. When you leave the temple, and re-enter, all monsters will respawn. And these doors will respawn too... So this doesn't work either.

Only solution is moving two doors to other scenes. Too bad... since I liked the "maximum security" idea with three locks. Oh well... that's Zelda II with all it's limitations for you.  ;)

There is no way to skip the child and enter the next temple. I made sure there is a guardian at the entrance, which you can only defeat if you've saved the child first.  :)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Trax on February 12, 2021, 02:28:24 am
Yes, it's weird that you can place a Locked Door as both an enemy or a map Object. Maybe it's something that went on in development and they changed their programming structure, but they left the Locked Door Enemy in the game.

One thing I said that was not exactly true. I said you can have only one Locked Door per screen, but it's actually one Locked Door per area. Same for Elevators, one per area.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on February 12, 2021, 04:20:13 am
The game is full of these weird things, especially with things like pitfalls and elevators. I had this one bug where Link would instantly die when he took an elevator to a scene above him. The alignment was good, there was no lava or something. I tried moving the other screen items in the room one by one. Turns out it was caused by the position of a bridge. Placing it one row lower solved the problem. Maybe there were too many objects on that specific line? But why wasn't it a problem when I would enter this screen from the left or right and took the elevator down? This was only a problem when entering the scene from below.  :o These little tings take up a lot of time while testing the game. Anyway, bridge a row lower, and moving on!  ::)

Thanks for your feedback, I really appreciate it. It helps me to find flaws and game breaking stuff! :)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on March 06, 2021, 11:06:32 am
Right after finishing the fourth temple, development came to screeching halt. In one of the town scenes I was confronted with this view:

(https://i.imgur.com/03VCvuD.png)

You can imagine the game came crashing down when entering this scene!  :huh:

It looks like a bug in the editor caused an overwrite of enemy pointer data. Luckily I create a new version of my mod everytime I work on it. That way I could pinpoint the origins of this glitch 20 versions ago. A comparison between the last working file and the first glitched file gave me enough info to start rolling back byte by byte. It seems like the glitch is fixed now! So, full steam ahead towards finishing the 4th area!  :)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Coppermustache on March 09, 2021, 01:32:12 pm
Im excited to see where this is going.
I liked Zelda II until it got frustrating, a bit more modern leveldesign and straight up easier difficulty is exactly what this game needs.
I can not offer much support except for the mental sort. YOU GO MAN! :thumbsup:
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on March 10, 2021, 04:17:28 am
Im excited to see where this is going.
I liked Zelda II until it got frustrating, a bit more modern leveldesign and straight up easier difficulty is exactly what this game needs.
I can not offer much support except for the mental sort. YOU GO MAN! :thumbsup:

Thank you! The game will indeed be a bit easier and without frustrating pitfalls and cheap deaths. It's all about having fun exploring the new world of Amida!  :)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Fox Cunning on March 11, 2021, 10:07:17 am
Looking forward to it as well! The cheap deaths and obscure "what do I do now" parts meant I could never play the original game through to the end.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: ifightdragons on March 11, 2021, 10:15:12 am
Looking forward to it as well! The cheap deaths and obscure "what do I do now" parts meant I could never play the original game through to the end.

You should really check out the Redux version then, as it has completely revamped and fixed most of the glaring faults of the original.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: frantik on March 11, 2021, 06:00:04 pm
Looking forward to giving this a spin when completed!  ZII has always been one of my favorites
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: WebSlinger on March 11, 2021, 06:49:03 pm
Looks amazing as hell!!  Every considering making the Magic counter green like in Link to the past sorta? It'll look freakin' sweet!
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Asaki on March 12, 2021, 12:14:31 am
Very cool.
The only part of the original Zelda II that I think is too difficult is the very last palace...having to trek through all that dangerous terrain to get there, and then getting whooped in the palace itself...even with max EXP, I still can't beat that part of the game without cheating.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: frantik on March 12, 2021, 04:15:37 am
Very cool.
The only part of the original Zelda II that I think is too difficult is the very last palace...having to trek through all that dangerous terrain to get there, and then getting whooped in the palace itself...even with max EXP, I still can't beat that part of the game without cheating.

if you study the map there's enough magic and life refills to get you through to the last boss, but it's still pretty tough. 
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on March 12, 2021, 06:19:39 am
Looks amazing as hell!!  Every considering making the Magic counter green like in Link to the past sorta? It'll look freakin' sweet!

This is a pretty cool idea. No idea whether it's possible because of palette limitations. But I'll check it out!

Thank you all for the comments, it's really inspiring to continue work on this hack. I'll keep updating the progress in this thread's OP. When area 4 is finished, I'll post some new screenshots too!  :)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Fox Cunning on March 12, 2021, 10:30:18 am
You should really check out the Redux version then, as it has completely revamped and fixed most of the glaring faults of the original.
Absolutely will do, thanks.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Trax on March 12, 2021, 02:39:13 pm
Having the Magic Meter green has been tried, and it's usually too complicated to be worth it. Both meters in Zelda II use background tiles for the full squares, and a sprite that moves to show the partially filled square. So, you need to reserve a green color for the background, and one for the foreground, for the entire game.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on March 24, 2021, 12:02:25 pm
Area 4 is completed. I'm really happy with how the 4th temple and surrounding areas turned out. Here are some screenshots of the 4th area. Link will have to pass the Death Lands to find a very important spell! Special thanks to Trax for the help to make the flying eye invisible in West Hyrule without the cross/magic book.

The town of Olbia
(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/1-156.gif)

The Death Lands
(https://t.eu1.jwwb.nl/W1547581/JzHWs5jNU0EJD2fCf5yyWJ1Nf6E=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fp6pa7l%2F1-147.png)

The cursed town of Zakros
(https://t.eu1.jwwb.nl/W1547581/zZJgm-z7F2knf9Xanf-kf4gzi3s=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fndorjg%2F1-152.png)

Inside the 4th temple
(https://t.eu1.jwwb.nl/W1547581/ZLxDJcgYfNWhygbWq9S_yfoE0V4=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fhzcmf5%2F1-138.png)

A very cool palette effect  in the 4th temple, but I don't know yet why it occurs...
(https://t.eu1.jwwb.nl/W1547581/ZNJ7uy6ZcU4gMeRgxU1INBIvI_Y=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fupjhcx%2F1-123.png)

Fight for the final key in the 4th temple
(https://t.eu1.jwwb.nl/W1547581/sudmHXpeNJryDzmYrOB1f0JqNN0=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fimbe66%2F1-153.png)
The cursed town of Zakros
(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/1-155.gif)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: GTM604 on March 24, 2021, 06:54:26 pm
looking sweet keep up the good work
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on March 25, 2021, 08:48:00 am
Uh...oh... it's glitch time again!  :huh:

(https://i.imgur.com/c5mVvnF.png)

(https://i.imgur.com/OICyW1z.png)

Luckily the experience from last time made it relatively easy to fix these problems. Though it's still puzzling why these glitches appear.  :huh:

Anyway, it's fixed once again. On wards to area 5!  :)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on April 08, 2021, 06:40:13 am
The fifth area is done! In this area you will climb a volcano and actually have to jump into the pit to reach the inner chambers of the Temple. I'm making swift progress the last few weeks, so a release of this hack in 2021 is still on schedule.  :)

For inspiration purposes I played another Zelda II hack, Resurrection of Ganon. This turned out to be an amazing hack! GTM604 really outdid himself with this game. I had a lot fun exploring all the new temples and mixed up overworld. Be sure to check it out, if you have missed this hack. (See: https://www.romhacking.net/hacks/5656/ (https://www.romhacking.net/hacks/5656/)).

I've been trying to get in contact with GTM604, but so far I haven't heard from him back. So, GTM604, if you're reading this, please contact me!  :)

To end this post. Here are some new screenshots of the Volcano area of Zelda II - Amida!

Inside the Volcano Temple
(https://t.eu1.jwwb.nl/W1547581/M9l9jOFG1LlMob8BBLT9SoQQajI=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2Fifm7ij%2F1-171.png)

Myra Forest
(https://t.eu1.jwwb.nl/W1547581/InfkN4QQ2xwrYfb6nK3VLPYK2L0=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F43vccp%2F1-403.png)

The church in Edessa
(https://t.eu1.jwwb.nl/W1547581/ilggymvZCyLxJYZmjnkvEx1EVE0=/fit-in/1024x449/f.eu1.jwwb.nl%2Fpublic%2Fv%2Fd%2Fo%2Ftemp-dnsbtwlrbhpjejiyzhiw%2F79tg62%2F1-401.png)

The lava river devil is blocking your path
(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/a6.gif)

The town of Edessa
(https://f.eu1.jwwb.nl/public/v/d/o/temp-dnsbtwlrbhpjejiyzhiw/a5.gif)
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Trax on April 08, 2021, 11:31:08 am
Nice creative use of the structures in Side View, especially in Towns. If you can't build whatever you want to build with the default structures, let me know, I can help you create new ones. As long as the tiles as defined, the possibilities are infinite.
Title: Re: Zelda II Amida (New world, temples, dungeons, towns, story, graphics, gameplay)
Post by: Ok Impala! on April 09, 2021, 12:59:21 am
Nice creative use of the structures in Side View, especially in Towns. If you can't build whatever you want to build with the default structures, let me know, I can help you create new ones. As long as the tiles as defined, the possibilities are infinite.

Thank you for the offer, that's very nice of you!  :) I think I'll get back to you on that, once I've finished all areas and start polishing the game!  :)