11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: Trax on October 25, 2018, 01:35:31 AMYes, one CHR bank per frame, actually. The code adjusts the speed of frames using RAM $12, which is a permanent ascending counter.
Quote from: Trax on October 27, 2018, 12:15:18 PMThat's how it's done. It's not elegant, but it works. The original CHR bank is 8, part 1000-1FFF. This bank contains the first frame. Bank D already exists, but is empty. In the hack, it contains a copy of bank 8, with the tiles to animate changed, for second frames. Banks E and F are added through expansion, and are also copies of bank 8, with third and fourth frames changed.
Quote from: Shade Aurion on October 29, 2018, 02:54:42 PMSo.. I know that the animated tiles are all thats left and all, but looking over the differences betweend the fds version and the nes version ( https://tcrf.net/Zelda_II:_The_Adventure_of_Link/Regional_Differences ) a few other things might be easy additions and cool:- reverting the River Devil- reverting the church-reverting King's Tomb (although maybe removing the enemies and keeping the woman and have her drop some lore. This would be a good place to add in a prince sprite full of remorse if you were ever going to)- reverting kasuto's secret building- maybe revert one of the river guards to give more variety?I dunno, just some ideas. I'm super excited either way to replay Zelda 2 eitherway ^_^
Quote from: Trax on October 29, 2018, 11:42:39 PMGoing from MMC1 to MMC3 is not a piece of cake. It involves a different way of loading graphics. You can probably use the same CHR swap as the original, i.e. swap 0x2000 bytes at PPU 0x0000 or 0x1000 in one shot. But the advantage of MMC3 is that you can individually swap smaller chunks of the PPU at any given time. I think the smallest is 0x400 bytes, which is a quarter of 0x0000 or 0x01000, or 64 tiles. That would make tile animation a lot easier and less "hacky".As far as I know, MMC1 allows a maximum of 16 banks, so the expansion of banks is possible with MMC1. Just change the ROM's header, and then make sure the correct banks are swapped as needed. As for Zelda II specifically, you have to take bank 7 and move it to 15. I think the rest can be left where it is.In Shadow of Night, the code for the Overworld bank swapping is at 0x2A40.
A5 12 LDA $1229 30 AND #$304A LSR A4A LSR A4A LSR A4A LSR AA8 TAYB9 70 AA LDA $AA70,Y8D 00 A0 STA $A000B9 80 AA LDA $AA80,Y8D 00 A0 STA $A000B9 90 AA LDA $AA90,Y8D 00 A0 STA $A000B9 A0 AA LDA $AAA0,Y8D 00 A0 STA $A000B9 B0 AA LDA $AAB0,Y8D 00 A0 STA $A000
10 10 10 1008 01 00 0104 00 01 0102 01 01 0101 01 01 01
Quote from: Trax on October 30, 2018, 05:54:41 PMThe original game has values 08 0E, which translates to 8 PRG banks and 14 CHR banks. Your header already has 16 CHR banks (10 in hex), so you don't have to do anything.As for the code, I always express my pointers as real addresses, not file addresses, so you have to add 0x10 to compensate for the file header. The code you pasted here is correct. And yes, the table is related, and should be kept that way. The values are a little weird, but basically, it will load a different bank every 0x10 frames, in that order: 08, 0D, 0E, 0F. For speed, it's 16 / 60 = 0.27 seconds per frame, so about 4 frames per second. If you want to have a different animation speed, you need to modify the code slightly.
Quote from: Shadic on October 30, 2018, 09:11:33 PMWill this modify the bank loading for every graphic in the game, then?If so, that would allow for all sorts of BG animation. Obviously you wouldn't want to go overkill on it, but it can be done tastefully - grass to softly blow in the wind, water to actually ripple, etc. I've seen it before in SMB hacks.
1FF4C: AD 6807 LDA $07681FF4F: D0 03 BNE $1FF541FF51: 20 40AA JSR $AA401FF54: E6 12 INC $121FF56: 60 RTS
Quote from: ShadowOne333 on November 01, 2018, 11:50:52 AMOops, I just noticed a side effect by watching the GIF, take a look at the lower-left corner.Turns out the tile used for the water is also the same one used for the rock-like terrain near the labyrinth at the Great Palace.
Quote from: darthvaderx on November 01, 2018, 01:08:14 PMNo no no. This is not a side effect but a lava river and it's also animated in the FDS version as seen in this video (start from 1:28:58):https://www.youtube.com/watch?v=m-DVpDh_tkoOther areas also contain this lava effect so I suggest you use the video to identify them, okay?
QuoteHere's the updated IPS with the now restored Dragon Quest/Loto reference thanks to njosro!https://www.dropbox.com/s/9nvida92kyh5svj/Zelda2Redux.ips?dl=0As always, let me know if you guys find anything out of place or something
Page created in 0.149 seconds with 20 queries.