11 March 2016 - Forum Rules
Started by njosro, February 05, 2018, 10:20:28 PM
Enemy Attributes (Palette, Experience Code, etc.) "xx.. .... Palette Code (0-3) ""..x. .... No Damage from Sword (needs Fire) ""...x .... Steals Experience Points "".... xxxx Experience Code (0-F) " "40 .x.. .... Fairy ""40 .x.. .... Red Jar (or Exp. Bag or Magic/Heart Container) ""40 .x.. .... Locked Door ""C2 xx.. ..x. Myu ""C1 xx.. ...x Bot ""81 x... ...x Bit ""94 x..x .x.. Moa ""C2 xx.. ..x. Ache ""80 x... .... ? ""90 x..x .... ? ""84 x... .x.. Acheman ""10 ...x .... Bubble Generator ""10 ...x .... Rock Generator ""81 x... ...x Red Deeler ""C2 xx.. ..x. Blue Deeler ""02 .... ..x. Bago Bago Generator ""92 x..x ..x. Bago Bago ""84 x... .x.. Red Octorok - Jumping ""84 x... .x.. Red Octorok - Moving ""40 .x.. .... Elevator ""44 .x.. .x.. Moblin - Orange ""85 x... .x.x Moblin - Red ""C5 xx.. .x.x Moblin - Blue ""48 .x.. x... Daira - Orange ""89 x... x..x Daira - Red ""45 .x.. .x.x Goriya - Orange ""85 x... .x.x Goriya - Red ""C6 xx.. .xx. Goriya - Blue ""C2 xx.. ..x. Lowder ""00 .... .... Moby Generator ""51 .x.x ...x Moby ""C3 xx.. ..xx Megmat ""83 x... ..xx Geldarm ""00 .... .... Dumb Moblin Generator ""50 .x.x .... Dumb Moblin ""02 .... ..x. ? "
Quote from: ultimaweapon on February 24, 2018, 03:42:57 PM@njosro - From what I read, it only deals with enemies in Western and Eastern Hyrule and Death Mountain. It doesn't give that info on palace enemies. I need that info for Mounted Ironknuckle. In my hack, no matter what I do, when you beat Mounted Ironknuckle, he only gives you 10 exp, and I can't seem to fix that.
QuoteThis post is not meant to be any kind of "told ya" rebuke, but well, I literally told you the first time I saw the code in writing.
QuoteDo you mind explaining what happens in your code?
QuoteI don't want to look too harsh regarding this project
LA1A5 ;jsr bank7_Remove_All_Sprites ; 0x21b5 $A1A5 20 4C D2 ;jsr bank7_Mute_music_when_loading_between_areas; 0x21b8 $A1A8 20 3D D0 ;lda #$02 ; 0x21bb $A1AB A9 02 ; A = 02sta $076C ; 0x21bd $A1AD 8D 6C 07 ;; begin a special routine. Changing this value has the most 'automation' ;(00=restart from zelda's castle with 3 lives, 01=no routine, 02=die, 03=wake up zelda, 04=roll credits, 06=show the lives then restart the scene)sta $076D ; 0x21c0 $A1B0 8D 6D 07 ;
Quote from: ShadowOne333 on February 17, 2018, 03:09:11 PMHow is this for a PoC for making the Health bar Hearts instead of a single bar? I struggled quite a bit because the game uses some kind of background colour for keeping track of the health, which is why I ended up putting a blue colour around the hearts so that this effect is not seen while in gameplay.I am also thinking about making the Magic meter a single block instead of segmented blocks, but I'm not sure yet, this is how it'd look:Some might like it, some might not.In the meanwhile, I'll leave it as segmented blocks instead.
Quote from: ultimaweapon on March 01, 2018, 05:28:21 PM@PowerPanda - I believe IcePenguin's hack Shadow Of Night has a DASH spell in place of SPELL spell. It's very challenging, but a good hack. https://www.romhacking.net/hacks/728/
Quote from: PowerPanda on March 01, 2018, 05:55:43 PMHmmm... I like the idea. Seems like you're just adding a blue mask over the top of a sliding scale. That's a genius solution. Since this game is unique in having "Magic Containers" just like heart containers, could you use the same solution on the magic bar? I'll put a mockup below. I'm guessing that the problem with the colors comes from the palettes? Do the magic and life bars use the same palette of white/blue/red/transparent? If so, I'll change my mockups to accommodate that.However, there are a few things to take into consideration. In other Zelda games, the hearts have 3 states: full, half, and empty. However, each bar in Zelda 2 actually has 8 states, one for each pixel. One of those pixels is the blue/white line between each container, which means that one container's State 8 is graphically indistinguishable from the next's State 1. (That's why you can still be alive even when it appears you have "0 health". You're actually just in State 1.) In yours, because of the white outlines, States 7&8 and the next container's States 1&2 are all indistinguishable, meaning that the player's view is only 50% accurate. It might be good to remove the white outlines. Here's a picture illustrating:http://imgur.com/VBnvD6vPut together, here's a mockup of what I think it could look like:http://imgur.com/Bb5hwdoEDIT: Still new to this forum, and can't figure out how to embed images.
Quote from: TraxThe Side View editor is quite advanced, but it doesn't save yet. You have access to all regions. You can change the association between the data and the area code. This is because more than one area can have the same terrain. Change the enemy group for each area. You can modify objects attributes, add or remove objects, modify enemies, add or remove enemies. The enemy sets can be browsed and selected from another window. You can change the area destinations for each of the four sides. You can also edit all the attributes: background map, no ceiling, extra layers, palette set, tile set, area width. In the Towns section, you can set the destinations of doors.
Quote from: PowerPandaFirst off, thank you so much for the existing hacks and utilities. I just did a full playthrough combining the easy-type hack with your restart from the current palace, along with using a utility to speed up the text, and it was like playing a new game. I ran into a bug in Palace 6 where the 2nd mounted knight boss would not appear, but taking an intentional game over fixed the game, so I don't know what happened there.
Quote from: ShadowOne333is the code in the OP the one for v2.0 of the Restart from Current Palace hack?I want to give it a try but I think the Hack's page has 1.0 and I'm not sure if v2.0 is the on in the OP or if it is in the works
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