11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: ShadowOne333 on December 20, 2018, 06:49:02 PM@darthvaderx:Thanks for that!Though correct me if I'm wrong, but I think all of the Redux betas should already include the "Restart from palace at Game over", don't they?That was one of the features right from the start, can anyone please check if both the normal beta in OP and the newest Beta 2 in page 17 have said feature, please?
Quote from: Trax on December 16, 2018, 04:32:13 PMHere are my observations so far:- The JUMP spell in the Pause pane has a bad tile mapping.- I think spells should never have odd numbers for magic consumption. Ex.: LIFE spell at 25 magic cost. My rationale is, we should be able to tell the difference on screen.- A Bot in the first palace deals a whole heart of damage at Life level 2. Is that intentional? I think it's excessive.- Bubbles (flashing skull heads in palaces) should definitely be worth less than 50 points, especially when they can be killed with very few hits. I suggest 20. Maybe a bit more for Fast Bubbles?- Correct the White Magic Square in the HUD, but that's already acknowledged by ShadowOne.Other than that, it's very good. The Intro story makes sense, the dialogs are WAY better. The Overworld animations are a nice touch. I don't really like the longer sword, not because I think the sword shouldn't be lengthened, but because the hitboxes are the same (as far as I know), so it's basically a visual illusion.
Quote from: ultimaweapon on January 09, 2019, 04:04:30 AM@ShadowOne - Each magic container is a total of 16 points for an overall total of 128 with all 8 containers. To take the magic use see balanced, you should use multiples of 4, 8, and 16 for your spell usage and not 0 or 5 unless the zero falls into one of the multiples like 20, 40, or 80. If 1 magic container is 16, then 2 is 32, 3 is 48, 4 is 64, 5 is 80, 6 is 96, 7 is 112, and all 8 is 128. Now, if you find a way to increase the max number, I'm all ears! LOL!Also, you still need to fix the HUD display as well. I know that's at the top of you list. As a suggestion you or Trax can try is to implement a map of the overworld you are in when you pause the game on the overworld. That would be great.
Quote from: niuus on January 12, 2019, 12:04:23 PMAwesome hack, ShadowOne333. Eager to play this when it's finished.
Quote from: IcePenguin on January 27, 2019, 02:30:04 AMDo you still need to separate the EXP from the health bar? I was looking through my notes, but I couldn't find anything on the HUD. I think the notes for that might be on my old computer, which I used to hack Zelda II back then. Anyway, I opened a clean rom and did some testing to re-create the HUD I made in Shadow of Night, and I remembered how I separated the exp from the health bar. (something you needed help with, right?)Well, here is a screenshot to help me explain:There are 3 parts to the exp counter. Part 1 and 2 are the green highlighted portion, and part 3 is the red. The yellow highlighted portion is what you see in game, and purple is what I did for Shadow of Night.Part 1 is at 0x1655.20 6E 10 F4 F4 F4 F4 F4 F4 F4 F4 D0 D0 D0 D0 CE D0 D0 D0This line of code is the entire green portion of the screenshot. 6E is the position in the HUD, and 10 (16) is the length of tiles. So without having any digits in the exp counter, you would only see 0000/000. Those are static tiles.Part 2 is the actual position of each digit within the above range of tiles.0x1769 - Position of tens digit for current xp value.0x176E - Position of hundreds digit for current xp value.0x1773 - Position of thousands digits for current xp value.0x1777 - Position of ones digit for current xp value.0x1789 - Position of tens digit in required xp value.0x178E - Position of hundreds digit in required xp value.0x1793 - Position of thousands digit in required xp value.The tens digit in the required exp is the LAST digit within the counter. There is no ones digit since it is never used. If you try to move a digit outside of the counter's range of tiles, it won't be visible.Part 3 is at 0x1D101.20 7A 05 CE D0 D0 D0 D0This line of code is the red potion of the screenshot. It is a static string of tiles, and its only purpose is to have a ones digit in the required exp. It sits behind the actual exp counter, and looks like this /0000 in game. 7A is the position, and 05 is the length of tiles.What I did for Shadow of Night is the purple highlighted area in the screenshot. In that hack, I never used the ones digit OR tens digit for required exp. I sacrificed the tens digit by moving it out of Part 1's available range of 10 (16) tiles.You probably don't want to do that, since Zelda II uses the tens digit for required exp, so your only option is to relocate the data in Part 1, and extend its range of tiles to 11 (17). Then you could freely moves all digits of the counter one space over.As for the white tile in the magic meter, if I remember correctly, all I did was open Tile Layer Pro and moved the actual white square up one space. It made the boss health bars have an "empty" space between their remaining red bars and the white bars. It wasn't too big of a deal so I just left it, ha ha. I'm pretty sure that's how I did that, but I'll check to make sure. There is definitely a better way to do that.
* Part 1 (0x1655) - Original:[20 6E 10 F4 F4 F4 F4 F4 F4 F4 F4 D0 D0 D0 D0 CE D0 D0 D0]Shadow of Night:[20 6C 10 F4 F4 F4 F4 F4 F4 F4 F4 F4 F4 F4 F4 F4 CE F4 F4]* Part 2: 0x1768 - Original: [99 13 03] / SoA: [99 14 03]0x176D - Original: [99 12 03] / SoA: [99 13 03]0x1772 - Original: [99 11 03] / SoA: [99 12 03]0x1776 - Original: [99 14 03] / SoA: [99 15 03]0x1788 - Original: [99 18 03] / SoA: [99 1A 03]0x178D - Original: [99 17 03] / SoA: [99 18 03]0x1792 - Original: [99 16 03] / SoA: [99 17 03]* Part 3: Original: [20 7A 05 CE D0 D0 D0 D0] / SoA: [20 7C 05 D0 D0 F4 F4 F4]
Quote from: IcePenguin on January 29, 2019, 12:18:43 AMHere is a solution. Pulled it off with no glitches, and seems to work fine! You can test it more thoroughly if you wish. Copy this:20 52 01 D1 20 6E 11 F4 F4 F4 F4 F4 F4 F4 F4 F4 D0 D0 D0 D0 CE D0 D0 D0 FFTo 0x28C0.Change the pointer at 0x173F from 41 96, to B0 A8.At 0x1747, change the value from 18 to 19. This is probably why you were experiencing issues with simply increasing the range of tiles from 10(16) to 11 (17). The Life counter was taking into consideration the length of bytes from 0x1651 to 0x1668. (which is the life counter, health, and exp) So you have to extend that, as well. I could be wrong on if that's actually what the game is doing, but just from looking at it, I'm pretty sure it is.After that, move all digits in the exp counter one space to the right. Oh, and also move the static string of tiles at 0x1D101 one space to the right.
Quote from: IcePenguin on January 29, 2019, 05:26:54 PMHappy to help when I can! Took another look at the white magic tile, and for Shadow of Night, I simply moved the tile up through tile editing, and also moved it with its X position value. The side effect is having that "empty" space in boss health bars. If you fight a boss in Shadow of Night, you'll see what I mean.Here is what I did:The top row of tiles is original Zelda II. The bottom row is what I did in Shadow of Night.Then I changed its X position to the same as the health: (so it's right above)0x1699 - Tile used for sliding magic tile.0x169A - Tile used for sliding health tile.0x169B - X position for sliding magic tile.0x169C - X position for sliding health tile.That is one solution, but comes with the empty space side effect in boss health bars. I'm positive that is the only side effect, and for me, doesn't seem like such a bad thing. The obvious better option is to locate the Y position for this tile, but I'm willing to bet that the sliding magic tile and health tile share the same Y position.
Quote from: IcePenguin on January 29, 2019, 05:26:54 PMEdit:If you have any extra gfx tiles to use, you could make a new white tile for the boss health bar and have it use that instead of sharing one with Link. Or just make a new one for Link. Either way. Here is some data on the boss health bar. It would be a good solution and have no side effects.0x11C64 - Y position for boss health bar.0x11C68 - Tiles for empty white tiles in boss health bar.0x11C6D - Tiles for red tiles in boss health bar.0x11C72 - Palette used for boss health bar.0x11C77 - X position for boss health bar.
Page created in 0.069 seconds with 20 queries.