11 March 2016 - Forum Rules
Started by njosro, February 05, 2018, 10:20:28 PM
Quote from: Trax on March 01, 2018, 12:24:44 AMOh, and by the way, sorry for the super old Mac OS X editor. I've been working on and off on a better version, and I should have made at least a minor update since then. Shame on me. I think I made a thread in this forum quite some time ago about all the new features of my editor, which I now call Sword II.If you want to change the magic requirements for spells, the table is at ROM offset 0D7B. Also, the spell effects bits are in the table immediately after, at 0DBB.0D7B: Table for Magic Needed for Spells (40 bytes) 40 30 30 20 20 20 20 20 Shield60 50 40 40 28 20 18 10 Jump8C 8C 78 78 64 64 64 64 LifeA0 A0 78 78 50 50 50 50 FairyF0 A0 78 3C 20 20 20 20 FireF0 F0 A0 60 50 40 30 20 ReflectF0 E0 C0 A0 60 40 30 20 SpellF0 F0 F0 F0 F0 F0 C8 80 Thunder----0DBB: 01 02 04 08 10 20 40 80 Table for Spell effects bits (8 bytes)Each row in the first table represents a spell, whereas each column represents a magic level, from 1 to 8. Keep in mind that a single square of magic in the meter is worth 32 (20 in hex) units. So the first byte in the table means the Shield spell when you are at Magic level 1 costs 64 units (40 in hex), or 2 squares. And for some reason, you have to divide the values in the table by 2 to get the correct cost displayed in the Pause pane.The spell effects bits mean that you can combine spells in any combination you want. Bit 0 is for Shield, bit 1 for Jump, and so on. If you take the first byte and set bits 0 and 1, which gives you the value 03, the Shield spell will also cast Jump at the same time. A value of FF would cast all the 8 spells simultaneously, but I think some spells may cancel others out. Experiment.
Quote from: ultimaweapon on March 07, 2018, 09:08:16 AMI've been trying to figure out how to combine (Reflect and Shield) and (Life and Shield) magic, but I'm still new to hex editing, and I can't figure this out.
Quote from: ShadowOne333 on March 07, 2018, 01:33:13 PMTry the following.At location 0x000DBB (PC Address), you will find the table for spell effects.Modify what you get there for this:0DBB: 01 02 04 08 10 20 40 80to this 0DBB: 01 02 05 08 10 21 40 80By modifying the 04 for 05 and the 20 for 21, you should get the desired effects (Reflect & Shield and Life & Shield).Once you modify those two bytes in Hex, load up the ROM and try the spells out in-game.
Quote from: ultimaweapon on March 07, 2018, 02:45:48 PMSo my thinking was right, and I had the right numbers. I may have been in the wrong location in the hex editor. I'll use a fresh copy of my hack and try that. I think I was a 0DBB0. Thanks ShadowOne, and I'll try it once I get home.
JSR LD3A0 ; 0x1caac $CA9C 20 A0 D3 ; Jump to subroutine (label D3A0)CMP #$FF ; 0x1caaf $CA9F C9 FF ; Compare with 255BEQ LCAA6 ; 0x1cab1 $CAA1 F0 03 ; Branch if A=255INC $079F ; 0x1cab3 $CAA3 EE 9F 07 ; Number of Continues + 1; LD3A0:LDA $0700 ; 0x1d3b0 $D3A0 AD 00 07 ; Load Lives Counter from RAMBEQ LD3A8 ; 0x1d3b3 $D3A3 F0 03 ; If A=0 (Lives=0), branch to original codeLDA #$FF ; 0x1d3b5 $D3A5 A9 FF ; Set A to 255RTS ; 0x1d3b7 $D3A7 60 ; Return from Subroutine; LD3A8:LDA $079F ; 0x1d3b8 $D3A8 AD 9F 07 ; Number of Continues usedRTS ; 0x1d3bb $D3AB 60 ; Return from Subroutine
Quote from: ultimaweapon on March 08, 2018, 10:21:23 AM@ShadowOne - That worked. I was clearly in the wrong location. As Trax noted, some spells don't play well together. Thunder and Life was an interesting combination. LOL! Now if someone can figure out how to make JUMP spell do a jump in midair instead of just jump higher, that would be awesome!
Quote from: ShadowOne333 on March 08, 2018, 12:45:33 PMOh good thing you found the right one. Now as a general question to everyone.What suggestions do you guys have in terms of difficulty or balancing to Life/Magic and enemies?For example, right now I have these ideas in mind which I'd like to implement into Zelda II:Reduce the amount of magic consumption to half for all levelsRemove the ability enemies have to steal experience from you. This one bothers me quite a bit in recent playthroughs.Increment experience values each enemy gives to around double the amount (when possible). If not double, perhaps a small amount above to what they usually give.Edit experience message when destroying enemies to reflect the new experience they give (taken from above point).One thing I am still not sure of, is if I will attempt modifying Enemy health and/or how much damage Link does to enemies. I don't want to make the game TOO easy, just balanced enough so that people can have a much better experience playing Zelda II overall.I don't think I will touch how much damage Link inflicts on enemies, but I might modify the health of some enemies, not all. Do you guys have any enemies in mind which have way too much health?The only one I'm thinking right now is that bubble that appears in the very first Palace which takes a million hits to kill. I might change that one.So, any suggestions?
Quote from: ultimaweapon on March 08, 2018, 01:47:15 PMI can tell you what I'm working on in my hack that I thought were good changes overall for Zelda II:1. Increased HP of most enemies not all.2. Increased damage Link can deliver with his sword on all levels except the 1st to balance things out.3. Decreased magic cost for all magic including Thunder for levels 5 and higher. Thunder only cost 32 as opposed to 64. 4. Increased experience points for most enemies and bosses. Hammerhead gives 200 instead of 50 and Barba gives 1000 instead of 700. 5. Casting LIFE spell now fills half of your life meter or 4 bars as opposed to 3. 6. Eliminated enemies stealing experience points since they already have more HP7. Enemies drop Experience Bag or Magic Jar every 5 enemy kills instead of 6. So those are the changes I have done. I should be releasing my hack this weekend after a few more tests. Are those changes you would consider good?
1E870: Table for Probability for Item given by killed enemy (10 bytes)90 90 8A 90 90 90 90 90 Minor Item91 8C 91 8C 8C 91 8C 91 Major Item8A = 50 Exp. Bag8C = 200 Exp. Bag90 = Blue Jar91 = Red Jar
Quote from: Trax on March 11, 2018, 04:31:50 PMPersonally, I don't really understand the desire to increase the experience gained from enemies. Obviously, I'm biased by the fact that I don't find the game that hard anymore, and this is because I played it so much. On a normal playthrough, without taking any detours or doing any grinding, getting to level 8 in the three stats happens somewhere around palace 6, from 3-3-3 (give or take) after palace 1, to 8-8-8 after palace 6.
54F9: Enemy Vulnerability/Damage Codes (24 bytes)xx.. .... Item Type (0 = gives no items, 1 = minor item, 2 = major item)..x. .... Immune to Flying Blade and Fire...x .... ?.... xxxx Damage Code
Page created in 0.089 seconds with 20 queries.