11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: Trax on April 24, 2018, 05:58:17 PM- Reduce the hit points, but as a tradeoff, also reduce the experience points. Plus, don't make them regenerate between screens (there's a flag for that in Enemy Attributes tables), to avoid obvious grinding.
Quote from: Trax on April 24, 2018, 05:58:17 PMCome on, it's the last palace, it's supposed to be hard as hell. Great Palace = Great Difficulty...As for the Fokkas. Yes, they are hard, but it's not like you hack your sword in all directions until they (or you) die. Like any other enemy, they have a pattern and you study the pattern to beat them.
11541: Other Enemy Attributes (24 bytes) (6E41 in RAM)x... .... Immune to Thunder Spell.x.. .... Regenerates..x. .... ? (never used)...x .... Not hittable with sword.... xxxx ? (0 or 6)
AA BB BB CC DD ... 0xFF
LC11C ;ldx bank7_table0,y ; 0x1c12c $C11C BE 5D C0 ;lda #$00 ; 0x1c12f $C11F A9 00 ; A = 00sta $0301,x ; 0x1c131 $C121 9D 01 03 ;lda #$FF ; 0x1c134 $C124 A9 FF ; A = FFsta L0302,x ; 0x1c136 $C126 9D 02 03 ;lda $0725 ; 0x1c139 $C129 AD 25 07 ;; PPU Macro Selector
adc $048A ; 0xf736 $B726 6D 8A 04 ; Letter Y Position offsetsta $0303 ; 0xf739 $B729 8D 03 03 ;; Letter position when writing to screenlda !$03 ; 0xf73c $B72C AD 03 00 ;adc #$00 ; 0xf73f $B72F 69 00 ;sta L0302 ; 0xf741 $B731 8D 02 03 ;; Used when writing text to screenlda #$82 ; 0xf744 $B734 A9 82 ; A = 82sta $0304 ; 0xf746 $B736 8D 04 03 ;; Text memory offset?stx $0305 ; 0xf749 $B739 8E 05 03 ; tile above current letterlda #$FF ; 0xf74c $B73C A9 FF ; A = FFsta $0307 ; 0xf74e $B73E 8D 07 03 ;; Text memory offset?lda #$05 ; 0xf751 $B741 A9 05 ; A = 05sta $0301 ; 0xf753 $B743 8D 01 03 ;;ppu number of bytes following (counts both instructions and tile data values); Used when writing
bcs LB6E7 ; 0xf6f1 $B6E1 B0 04 ; skip to $F6E7
Quote from: ultimaweapon on May 01, 2018, 01:30:46 PM@Trax - How much progress have you made on you new editor Sword 2 and your new Zelda 2 hack?@ShadowOne - Thanks for your help with palettes. I've finally been effective with changing palettes. I haven't found everyone I need yet, but I'm getting there. I need the location to change palettes when Link uses magic and the palettes where Link uses Shield magic. I've found just about everything else I needed.
Quote from: ShadowOne333 on May 02, 2018, 02:07:51 PMMan I've been having quite the struggle with that Dialog box thing. XPI haven't been able to get it working yet :/I am still trying though, I can't give up with this if I want to have proper lengthy sentences to avoid being limited in text length.The colour for Link after the Shield spell is found at 0x000E9D.In there you will see [A9 16], that's the LDA opcode that loads up the red palette once Link activates the Shield Spell.Change the $16 to whatever other Hex ID of palette you desire.What other palette do you need besides the one when Link uses Shield?
Quote from: ultimaweapon on May 02, 2018, 02:16:48 PMI need the ones for when casts a spell that is NOT the SHIELD spell. It changes from the new color I have him back to the Green & Red. I hope you are able to get the dialog box working. I'm sure it's quite the pain. I'm still trying to find a way to fix my midair jump from being infinite to just 1 midair jump preferably 2 at most. That is a pain right now too.
Quote from: Shadic on May 02, 2018, 05:35:03 PMWhat's the exact size for text boxes that you're going for? Any other limitations?I'd love to start work on rewriting the text to match the increased box size... Even if it's not done yet.
QuoteWhen you save and quit, all three levels are reduced to the lowest one you had of any of the three upgrades (for example, if you had Lv. 8 Attack, Lv. 5 Magic, and Lv. 3 Life, they would all be reset to Level 3). In the NES version, all levels are always retained between sessions.
Quote from: RetroProf on May 03, 2018, 04:38:59 AMPLEASE DO NOT REIMPLEMENT THE FDS LEVELLING SYSTEM. PLEASE. PLEASE.We also went from a reduced 5 hits for the bubbles up to 10, even though I personally would have been cool with just 1 hit (they're bubbles, they should pop easily). At least that's what I read when speed skimming through this thread, not sure if the 10 was actually implemented.
QuoteSo now I'm conflicted. I do like this new patch, but it's starting to get weird, and complicated, and harder than the original game in some small ways?
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