News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Zelda 1 Redux / The Legend of Zelda Redux  (Read 1860 times)

ShadowOne333

  • Hero Member
  • *****
  • Posts: 1214
    • View Profile
Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #20 on: October 14, 2019, 11:22:59 am »
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:
https://www.zeldaspeedruns.com/loz/generalknowledge/item-drops-chart

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:

http://www.bwass.org/romhack/zelda1/zelda1bank4.txt

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. :)
Very appreciated!

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.
http://www.romhacking.net/reviews/1934/#review
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. :P
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.

DannyPlaysSomeGames

  • Jr. Member
  • **
  • Posts: 84
  • Wait, this isn't Burger King
    • View Profile
Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #21 on: October 16, 2019, 03:32:40 pm »
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?

Triforce animation palettes are 2828282838303038 (palettes are located at addresses 9873-987A), though if you wanted a (maybe) smoother animation, then try 2828383830303838 (or experiment combinations of the main colors in there, which are 28, 38, and 30).
Tunic palettes are 22 (from 32) for blue tunic and 26 (from 16) for red tunic (heads up, there's actually 2 addresses for each tunic palette; one for when Link first picks up either ring (6B95-6B97) and one attached to your save file if the game detects your save file has either ring or not (A297-A299)).

So, on the topic of rewriting (get ready for a somewhat loaded answer):

How I rewrote the overworld/dungeon dialogue is basically
-Take original dialogue and translated dialogue from Legends of Localization
-Try to take which version of the line sounds better (if both are bad, then make a new line from scratch)
-Paraphrase it in a way that is more accurate, fits the space and is in character

The way I wrote the old man and lady is that I used much rarer synonyms of words, not only to help make them sound wiser, but also to save space on text (most of it was done in ZeldaTech, so I was limited to the space of the original lines. Luckily, though, I could just remove the blanks tiles that centered the text and I could cram in some more.

To differentiate the two, I made the old man speak a little bit more like a wise guide and have the old lady be a bit more casual, alongside referring to Link as "Dearie". Though, due to constrictions, I had to compensate and make statements shorter (I put in parenthesis what I could have possibly wrote if I had more space). Here's a few examples:

-Original: Walk into the waterfall
-My take: Behind the waterfal, lies an ally (Veiled by the waterfall, an ally awaits)
-Original: There are secrets where fairies don't live
-My take: Over a fairyless pond, play the Demon's song

-Original: Buy medicine before you go
-My take: Care to buy my brews, dearie? (Would you like to buy from my brews, dearie?)
-Original: Boy, you're rich!
-My take: Burn the loose tree. (Try to burn the tree that sticks out)

As for the shopkeeper, it was just tinkering the first line a bit and rephrasing the second one to make him sound more brash:

-Original: Boy, this is really expensive!
-My take: Care to buy me finest wares, me boy?

And that's basically what I did.

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.

If you want an easy alternative, NESmaker works I guess, but if you really want to pull off some of the really cool perks ROM hacks tend to have, then you'd still need to learn ASM.
Hey there

Thanatos-Zero

  • Full Member
  • ***
  • Posts: 224
  • NES Graphic Designer
    • View Profile
Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #22 on: October 16, 2019, 05:55:36 pm »
There are plenty of seasoned NES hacking veterans ShadowOne333.
If you need help in ASM, they can teach it to you.

lexluthermiester

  • Hero Member
  • *****
  • Posts: 663
    • View Profile
Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #23 on: Today at 01:47:13 am »
Been playing through and have to say this is coming along nicely. I have found an inconstancy when using the "Links Awakening GFX" patch. The graphic show is that of the "Skull" key, but the game refers to it as the "Lion" key in several places. Also, when Link or enemy's shoot arrows, when they are shot horizontally, they show the LA GFX but when shot vertically the original arrow GFX are shown.

ShadowOne333

  • Hero Member
  • *****
  • Posts: 1214
    • View Profile
Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #24 on: Today at 10:24:11 am »
@DannyPlaysSomeGames the text points are really interesting. I'll take a look at the lines I've done and see if they can be reworked in a better way.
As for the title screen, I already had edited the title screen palette animation myself for my hack, but with your animation sequence the title screen looks so much better and not as bland!
I implemented it, and reworked it a little so the animation goes a little bit more smooth.
Thanks!

---------------------------------------------------------------------

There are plenty of seasoned NES hacking veterans ShadowOne333.
If you need help in ASM, they can teach it to you.
I am trying to do some learning on my own, for as limited as my learning in coding is at times haha, but I can say for sure that this community is amazing, I have had some great hackers help me before with some neat stuff that I could only dream of achieving. I am very grateful too all of those that have helped me so far!

Been playing through and have to say this is coming along nicely. I have found an inconstancy when using the "Links Awakening GFX" patch. The graphic show is that of the "Skull" key, but the game refers to it as the "Lion" key in several places. Also, when Link or enemy's shoot arrows, when they are shot horizontally, they show the LA GFX but when shot vertically the original arrow GFX are shown.
Oh yeah, for some reason the vertical sprite was still the original one.
I have already updated the GFX patch, and also renamed the Lion key to Skull key.
Try it again :)