I found the code for text typing speed. RAM $29, set to 06 at 0x481D. Change 06 to any number to change the delay between letters. Lower value makes text type faster. I think a value of 03 or 04 would be good.
As for bombs, you can always insert a few more bombs into the Item Drop Distribution Table (unofficial name). Check this handy visual chart made by Baxter:
RAM $052A is a counter for enemies killed. Resets to 0 after 9. Enemy Group X never gives items, so they don't have any associated table. Each other group has a probability coefficient of dropping an item, taken from table at 0x1303E. For example, Enemy Group B has a value ox 0x98 = 152 decimal. Randomizer value must be lower than the coefficient, so 152 / 256 = 59% chance of item drop. If the enemy gives an item, it's taken from the corresponding table the enemy code belongs to, and the index is $052A. Check my disassembly of Bank 4 for more details:
As you can see from the chart, only Group B gives bombs. You could have other enemy groups give bombs, to balance things out.
Thank you so much for that info!
I have already made the text speed change, set it to $04 since I feel $03 prints too fast for the SFX to catch up with it.
As for the bomb drops info, I haven't done any changes yet, but I'll see what I can do with the info provided.
Good to see that you've started working on a Zelda 1 hack! I honestly feel like Zelda 1 has the same issue as FF1 hacking in which there's like a handful of hacks that "rehaul the entire game but for all the wrong reasons or no reason" but not a proper "definitive edition" to play (I was planning on maybe doing that with FF1? not sure), so this would most definitely be a welcome addition.
As for any contributions or changes I can give, there's that Z1 hack/translation of mine you reviewed a while back, if you want to take a few notes from there (the Readme has all the little touches I added, though if you want to do most of this project on your own, that's completely fine and fair).
Outside of that, I can't really tell what other additions to give, except for the fact that it would be very nice if you could add in the select switchfrom Legend of Link, or something similar in that regard (not having to constantly pause for weapon switches), and maybe some boss balancing? (Digdogger and Gohma are just absolutely pathetic, and some bosses like the Hydra-like dragon are irritating). As for other suggestions, I'm really against the idea of the sword swing mechanic because then that somewhat falls into the pit of the aforementioned "rehaul for no reason" hack.
But yeah, this seems like a great idea! Hope the project goes well.
Oh I didn't even remember I did that review lol
The changes do sound interesting
From those, I would like to ask what palette did you choose for the Triforce in the title screen, and the tunics?
And also, what text changes did you do to incorporate the so called "Old man/Old woman" phrasing that Mato mentions in LoL?
ShadowOne333, so you wish to follow into Infidelity's footsteps.
First I wish to applaud to you for to take on such a huge challenge, but honestly speaking, it might be better overall for you to create your own NES homebrew game instead, taking Zelda as a inspiration or atleast recreate it as you see fit.
The original Zelda was pestered with so much hardcoding, it gave Infidelity and me a large amount of frustration. Some of my redesigns, were simply too big.
Not to forget to mention, he has put himself under his own deadline for his own project, but the results are less than optimal.
If it wasn't for the hardcoding, the game would have been more polished.
Mind you, I was only the graphic artist, but my journey with him gave me insight of how troublesome it is to altering a game, without the source code being available.
Edit: It might good to heed to criticism from the other reviewers, so you can avoid right off the bat some mistakes on the line.
I can 100% understand why you say this.
From what I'm seeing and the code I have modified, Zelda 1 seems way too limited in terms of coding.
Some might say it's even obnoxious, not even Zelda 2 is as barebones as this one.
For as much as I'd like to recreate Zelda 1 as an NES homebrew game, I lack such expertise to make my own NES game, both in terms of 6502 coding and overall knowledge of the NES system.
What I will attempt is to make the best I can out of what the original game has and offers.
Thankfully enough, the game does have some free space to work with, and there's also the MMCX patches floating around, so if I do run out of space, maybe going for those could open up way more space if desired.
Both you and Infidelity made an amazing job with the Legend of Link hack. It's one of the most technically impressive hacks I've seen. The arrows and diagonal slash hacks he did really improve upon the original's mechanics. Just wish I could somehow implement it, even if they were optional patches haha.
And I do understand what you say about altering the original too much, that's why I tend to offer "optional" patches, so that people can customize the hack to their liking. If they don't like a certain change, they can undo it, and so on with changes that might seem too controversial.
Thanks for your input!
I'm kinda surprised you aren't going with Legend of Zelda - Quest 3 (SNES) as a base for the Zelda 1 Redux as its probably the best version of the classic game available
I'm not sure if I follow.
Do you mean BS The Legend of Zelda, the Satellaview ROM?
If that's so, then that's because that one is not as well-known of a Zelda game, and while it is indeed a Zelda 1 Remake, it is a completely different beast on its own. For starters, there's little to no documentation for it, and that's already a huge downside. Not to say it can't be done, I have done a lot of research on previously undocumented stuff (EarthBound mainly), but I wanted to improve upon the original first game on NES.
After all, this is the game that started the whole franchise. I think it deserves a good overhaul to make it much more enjoyable by mitigating or improving on some issues it had.
Out of that, I have updated the beta patch with the current version I have
Be sure to check it out in the link provided at the OP.
I have also created an "Optional patches" folder in the link, in which you can find a patch that changes the amount of bombs the upgrades gives you from 10 per upgrade, to 5 per upgrade, as requested by some people in here.
I might also start working on the optional graphics patch for Redux, since many people seem to be requesting "Link's Awakening" like graphics for Redux. And while I am strongly against modifying the original's graphics to that extend, I can at least offer such a patch as an optional thing for those that desire it.