11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: ShadowOne333 on February 13, 2019, 05:39:36 PMAlso, I tried compiling it in my Linux PC, but for some reason I keep getting something like "xas.exe" (yes, xas) doesn't recognize the .asm and .nes file, and also it fails with the nes.cpu command (and everything after).Can someone post the Hex values for the code here and/or the IPS so I can implement it?Or maybe I should wait to see if the other modes can be implemented as with the File Selection menu DarkSamus posted.
Quote from: mdtauk on February 13, 2019, 04:45:11 PMIt is definitely an improvement, but it is a shame you can't simplify it further, remove the register option, and just allow selecting the empty file and pressing start to enter the name entry screen.
Quote from: IcePenguin on February 15, 2019, 12:32:13 PMHere is another hack that would make a great optional feature. So, you know how a popular thing to do among Zelda II enthusiasts is playing a low level challenge? Why not make it easier for them to do this? With this hack, any time they select "cancel" in the level up menu, it will delete their EXP. You can still level up if you wish, but now you can avoid leveling up completely! Here is the code:At 0x1ECA, replace 20 CE A0 with:20 D0 A8Next, go to 0x28E0 and paste this code: (or any available free space)A2 02 A9 00 95 02 8A EA EA EA 7D 77 07 A8 AD 71 07 38 F9 70 96 AD 70 07 F9 58 96 B0 02 F6 02 CA 10 E0 A9 03 CD 4E 07 F0 01 60 A9 00 8D 75 07 8D 76 07 8D 55 07 8D 56 07 60If you select the "Cancel" option in the level up menu, it will wipe your exp and keep the focus on your current stat without shifting to the next stat in the rotation.Anyway, this could interest those who like doing low level challenges. Edit:Actually, after giving it some thought, this is a pretty terrible idea, ha ha. It would get rather annoying having to cancel a level up every time you gained 50 exp. Oh well...After looking through that document, I'm pretty sure it's for all generating enemies. At least that's what the information given suggests.
Quote from: DarkSamus993 on February 15, 2019, 02:10:54 PMThat's odd, it's working fine for me with Wine on Linux Mint 19.1 in VirtualBox.[DOWNLOAD] <-- source code + ips patchNothing big changed in this build, just restructured my build folder, added my current notes/documentation, and changed "ELIMINATION MODE" to "DELETE SAVE FILE":
Quote from: DarkSamus993 on February 15, 2019, 02:10:54 PMIf ShadowOne333 is alright with this, I'd like to try and simplify the file select menu as suggested, perhaps even add a "COPY SAVE FILE" mode. I'll save that until after I get the other menus functioning since those require less work.
Quote from: DarkSamus993 on February 15, 2019, 02:10:54 PMQuote from: mdtauk on February 13, 2019, 04:45:11 PMIt is definitely an improvement, but it is a shame you can't simplify it further, remove the register option, and just allow selecting the empty file and pressing start to enter the name entry screen.If ShadowOne333 is alright with this, I'd like to try and simplify the file select menu as suggested, perhaps even add a "COPY SAVE FILE" mode. I'll save that until after I get the other menus functioning since those require less work.
Quote from: Shade Aurion on February 15, 2019, 02:12:38 PMIt's still a cool idea. Perhaps you can rework your code into a challenge version of Redux where you simply don't get exp at all. Now that would be difficult but I guess there would be item and overworld upgrades to help offset it :3
Quote from: Shade Aurion on February 15, 2019, 09:47:49 PMI gotta say, the chubby Link Sprite might be a better overworld sprite. It might be worth changing.
Quote from: IcePenguin on February 16, 2019, 01:32:28 AMHa ha, chubby. Having it side by side with the sprite from Zelda II certainly does make it seem that way. Never crossed my mind before! As for using it, not so sure that would be a good idea. That'd be like using toon Link, from Wind Waker, in a more realistic game like Twilight Princess. While that may be a bit of an exaggeration, seeing how these are a few pixels, the art style is just too different. Anyway, that's just my thoughts on it. Still, though, it would be quite amusing!
Quote from: DannyPlaysSomeGames on February 09, 2019, 02:05:55 PMActually, I ran into another bug: if you save from the overworld via Up+A on the pause menu, the screen doesn't undim until you pause again in the overworld, which is a bit annoying. It's nothing game breaking really, but it's still a bit of an issue.
Quote from: IcePenguin on February 15, 2019, 02:50:20 PMIf ShadowOne333 is alright with this, I'd like to try and simplify the file select menu as suggested, perhaps even add a "COPY SAVE FILE" mode. I'll save that until after I get the other menus functioning since those require less work.This would be rad! It'd be like the Link's Awakening file select screen. Looking forward to seeing what you come up with! Haha, thanks. I thought about letting EXP build up, and cap it a 9999. Then whenever you feel like spending it, open the menu to level up. That would require a bit more coding, but could be very interesting.February 15, 2019, 07:43:49 PM - (Auto Merged - Double Posts are not allowed before 7 days.)Here is a new hack! This video shows it in action:Video:https://youtu.be/Ps7TyGBcRXIThis one changes how the EXP and leveling work. It is more streamlined, and allows for more freedom - all while staying true to the original game. Here is how it works.Whenever you gain the required EXP to level up (50 exp for Level 2 Life), the game no longer prompts you to level up. Instead, now you can continuously gain exp without ever seeing the level up menu. I've set an EXP cap of 9999. This will allow the possibility of doing a low level game, or leveling up as you normally would!To level up, you'll have to open the level up menu manually. You can do this at anytime by holding START when you close the inventory menu. You can also open it by holding START when closing the level up menu, so you can level up multiple times in succession. Simple! If you don't have enough Exp for a level, you can still open the menu to check how much exp you need, but you can't select anything to level up. Also, the game will still display the smallest required Exp in the HUD.Here is the code for this hack.At 0x169D, you'll find the following code: AD 76 07Replace it with: 20 B0 A8At 0x16A4, you'll find the following code: AD 75 07Replace it with: AD 97 07In the original game, this code here is constantly checking your current EXP, and if you have the required amount for a level, it will open the leveling menu. You can then choose to level or cancel, etc. We are removing this, so the game never prompts you to level up. We are loading RAM address $797 into the accumulator, because it is never used and is always 0.At 0x28C0, paste the following code: (or any free space by changing the jsr above)A9 27 CD 75 07 F0 01 60 A9 0F CD 76 07 30 01 60 A9 27 8D 75 07 A9 0F 8D 76 07 60This is setting the Exp cap to 9999.At 0x11B77, you'll find the following code: 8D 56 07Replace it with: 20 F0 9EAt 0x11B00, you'll find the following code: 8D 55 07Replace it with: 20 00 9FAt 0x11F00, paste this code: AD 71 07 8D 56 07 60At 0x11F10, paste this code: AD 70 07 8D 55 07 60This bit of code changes the functionality of Crystal Exp. Now it will give you Exp equal to your required Exp, so you will always gain enough to level up, no matter what.At 0x20DE, paste the following code:EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA 60The original code here determines what happens when you choose the "Cancel" option. Normally, it will shift the accumulator, selecting the next level in the rotation. Or it will prevent you from canceling if you can level all three levels. We are removing this functionality completely, hence all the EA (NOP) opcodes.Next, at 0x1D3FC, you'll find the following code: 20 C3 8DReplace it with: 20 B0 FEAt 0x1FEC0, paste the following code:20 C3 8D A9 10 CD 44 07 F0 01 60 A9 01 8D 4C 07 A9 03 8D 4E 07 60This bit of code lets you open the leveling up menu, by holding START when you close the inventory menu. It's simple to do, and you can't accidentally open it, interrupting game play. Wouldn't want an accident during battle, right? That's it! With this new system, leveling up is more free, and allows you to level up at your own pace. You can still level up at the same pace as the original game, or choose not to completely! The choice is now yours. Keep in mind, the EXP cap is now 9999, so if you reach that amount, you won't be able to gain anymore.Also, placing a crystal in a palace works the same way. Whatever your required Exp is in the HUD, it will give you that amount. So if you want more exp, save the crystals for the higher levels, as normal. You can then manually open the level up menu to claim your free level.
Quote from: IcePenguin on February 16, 2019, 12:46:18 PMHere is another little "bug" fix you could do. The alphabet cursor in the register name screen overlaps with the bottom most border.At 0x1787D, change the value from FF to C7. This is the tiles used for the cursor.Then tile edit these unused tiles in bank 1. This is what it will look like after.
Quote from: IcePenguin on February 17, 2019, 05:17:46 AMFound a solution to the dimming bug when pausing, as well as the bug reported by Danny. Now the dimming effect should be fully functional! I did a lot of testing with this new version, and I couldn't replicate the bug at all. First, we are going to modify the saving code a bit, so the dimming effect is reset when you save on the world map. (thanks for providing your notes on this! it helped a lot!) Second, we are going to replace the code from the old pausing hack.At 0x21C3, paste the following code: 20 A0 A8 EA EAWe are relocating the data here so we can add onto it.At 0x28B0, paste the following code: A9 1E 8D FE 00 A9 05 8D 36 07 60This is resetting ($FE) the dim effect when you open the save menu on the world map.Next, at 0x2273, paste the following code: C5 00 F0 03 4C A0 AB 60At 0x2BB0, paste the following code:SpoilerEE 24 05 A5 F7 29 50 D0 01 60 A5 F7 29 D0 D0 01 60 A5 F7 29 F0 D0 01 60 C5 00 D0 01 60 AD 27 07 F0 01 60 A9 58 8D 44 02 A9 89 8D 45 02 A9 01 8D 46 02 A9 70 8D 47 02 A9 58 8D 48 02 A9 8B 8D 49 02 A9 01 8D 4A 02 A9 78 8D 4B 02 A9 58 8D 4C 02 A9 8D 8D 4D 02 A9 01 8D 4E 02 A9 80 8D 4F 02 A9 58 8D 50 02 A9 8F 8D 51 02 A9 01 8D 52 02 A9 88 8D 53 02 A9 58 8D 54 02 A9 91 8D 55 02 A9 01 8D 56 02 A9 90 8D 57 02 A9 58 8D 58 02 A9 93 8D 59 02 A9 01 8D 5A 02 A9 98 8D 5B 02 A9 18 CD FE 00 F0 06 A9 18 8D FE 00 60 A9 F8 8D FE 00 60[close]This is new chunk of code will replace the old "PAUSE!" hack. We are using the same space as before, but now it should work proper!That's it! Let me know how it goes.
Quote from: ShadowOne333 on February 18, 2019, 10:54:00 AMJust as a thought, have you given a thought about changing the button input for changing to the Level Up menu from Holding start to pressing Select once in the Spell menu? I believe Select is not used in the menus, is it?If not Select, you can make use of the Left/Right inputs from the D-Pad to switch between menus, too. That could make it feel more natural. Either Select or the Left/Right options I feel might be better than holding Start, but let me know what do you think.
Quote from: Chicken Knife on February 18, 2019, 12:14:21 PMDo I understand correctly that every link doll is going to give a player an extra permanent life every time they boot up the game? This seems like another change that would make the game vastly easier. While I've been incredibly excited about this project since the beginning, if the balance of the game shifts too far in the direction of easy it would discourage me greatly. Would it be possible to make an easy mode and a hard mode that would align closely to the original challenge while providing all the other great improvements?
Quote from: IcePenguin on February 18, 2019, 12:35:36 PMHmm, I wouldn't say it makes things any easier, only more convenient. Like the restart in palace hack, it just prevents the tedium of having the travel long distances regularly. The Link dolls do provide the same effect as the original, but not just limited to a one time use. As Shadic said in an earlier post, he would collect all the Link dolls at the end of the game, before tackling the Great Palace. It's somewhat the same thing, but with them being permanent, makes them more meaningful for the entire game.I do see how it could be a controversial change, but overall, it feels like a much needed improvement. And for those wanting more challenge, they could be avoided as they usually are. I always say more options is a good thing, but of course, it's up to ShadowOne. Anway, that's my thoughts on it.
Quote from: Chicken Knife on February 18, 2019, 12:42:43 PMConvenience and ease of play are one and the same. That seems to be the general trend these days for all video games, and it is a far cry from what I would describe as the good old days of challenge. But thank god for hard modes because I couldn't enjoy most games released today if those options didn't exist. Old fashioned gaming is all about using every tool the game gives you to its greatest possible benefit. I can't respect or enjoy a game where I have to actively avoid power ups or equipment. I know my thinking is against the current trends but we are talking about retrogaming here. I never found Zelda 2 to be overly difficult to begin with and I can't be the only one who feels this way.
Quote from: IcePenguinAt 0x1E82A, you'll find the following code:EE 00 07Next, go to 0x1C368 to find the following code:A9 03 8D 00 07
Quote from: IcePenguin on February 18, 2019, 12:08:35 PMNo problem! Let me know what you think of the Start button opening the level menu.Also, I wanted to ask you...Since extra life upgrades are now permanent, that will give players 9 lives after collecting them all. If a life is gained after that, using the level up menu, it'll temporarily increase beyond 9, showing glitched tiles. Like most NES games do when a counter goes beyond a certain limit. So should the extra life from leveling up past Level 8 be removed? Or possibly changed to something else? What are your thoughts on that? It's fine by me either way, but if it could be improved, I'm willing to look into it!
Quote from: Chicken Knife on February 18, 2019, 12:42:43 PMConvenience and ease of play are one in the same. That seems to be the general trend these days for all video games, but it is a far cry from what I would describe as the good old days of challenge. But thank god for hard modes because I couldn't enjoy most games released today if those options didn't exist. Old fashioned gaming is all about using every tool the game gives you to its greatest possible benefit. I can't respect or enjoy a game where I have to actively avoid power ups or equipment. I know my thinking is against the current trends but we are talking about retrogaming here. I never found Zelda 2 to be overly difficult to begin with and I can't be the only one who feels this way.
Quote from: ShadowOne333 on February 18, 2019, 01:02:10 PMInteresting point you bring up.I didn't even know there were that many Link Dolls spread around in Zelda II.I can think of two things:Make it so the Exp counter simply stops once you have maxed out all of the levels to avoid gaining extra lives.Add a hack to implement >9 lives in the counter. However, I feel as if this would be really obnoxious. Perhaps only keeping track of the counter in RAM instead of having to depict anything above 9 in the "xlives" counter and also in the Spell menu. One workaround could be to still let the game have additional lives (>9) but letting the counter cap at a maximum of 9, and only go lower once the counter in Ram does hit 8. (I believe some games did this to avoid handling numbers above 9)
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