11 March 2016 - Forum Rules
Started by ShadowOne333, March 15, 2018, 01:29:52 PM
Quote from: Zanemato on March 29, 2019, 04:17:43 AMIs it normal that, when I save and quit in the 1st palace (as soon as I arrive to the palace), it takes me back to Hyrule Castle with the music of the palace looping?
Quote from: IcePenguin on March 29, 2019, 07:59:56 AMThanks for pointing that out! The code was set up to allow songs to be played from any region, but since this isn't really necessary in Redux, it can be removed. I should've taken this into consideration... sorry about that! The reason you experience this bug is because the new byte in memory $702 didn't get reset to 00 when you save and quit.ShadowOne, to fix this, change this:At 0x19B91, change 02 to 07.The new code was set up to use $702 for the world location copy, but it will probably never be used, so it can remain as the default $707. If in the future we need to use $702 for the world location copy, then we'd have to reset it with new code when you save and quit.
Quote from: IAmCaptPlanet on April 02, 2019, 09:05:54 PMwhat exactly is this "menu hack" that has yet to be finished? sorry if i skimmed over a post explaining it. thanks---edit---just saw this on page 1"Make it so Up/Down on the D-Pad moves the fairy cursor in the menus accordingly (File Selection and Elimination Mode). DarkSamus993 is currently working on this."so (if i am right) all this does is make up and down move the selector (which normally only scrolls in one direction with "select" button)that's not really that big of a deal really, i am just dying waiting to play around with those "optional" extra patches.like, we need to be testing those buggers out, lol.
Quote from: ShadowOne333 on February 27, 2019, 03:43:55 PMAs far as I know, they shouldn't overwrite other data.Still though, it would be nice to check beforehand, you can get them all here:https://www.dropbox.com/sh/d2iyb368nt409x8/AACaS0GW4RT0S3bMZ8LXUJ25a?dl=0Do you have a way to check if they conflict between each other and/or with Redux?As for the list of the Optional Patches and what they do, here:FDSKingsTomb.ipsThis patch restores the layout of the King's Tomb screen to resemble that of the Famicom release of Zelda II.KeepExpAtGameOver.ipsLike its name says, this patch will make it so that even if you get a Game Over, you will keep the Exp you gained.NewExp.ipsA completely revamped Exp system courtesy of IcePenguin! This system makes it so that you will no longer get the Level Up window prompt once you reach the required Exp for a new level. Instead, Experience points will now accumulate, and once you want to Level Up a certain ability, press Up+Start will automatically bring up the Level Up menu, even if you don't have enough Exp for a level up. In that case, the only available option will be "Cancel".OriginalLinkDolls.ipsAs the name implies, this restores the functionality of the Zelda II Link dolls to be the same as in the original Zelda II.RestartSameAtScreenGameOver.ipsThis patch makes it so that when you get a Game Over, you restart in the same screen that you died on, instead of being brought back to the beginning of the current palace or Zelda's Palace in the case of the overworld.StaticExpAtPalaceCrystal.ipsAt the end of each palace, where you put the crystal into it, you used to get an undefined amount of Exp, until you leveled up. With this patch, each crystal put into a palace gives you a determined amount of Exp:Palace 1 = 500 expPalace 2 = 1000 expPalace 3 = 1500 expPalace 4 = 2000 expPalace 5 = 2500 expPalace 6 = 3000 expSecret.ips???Let me know if I missed one detail in one of them or something so I can add it to their description!
Quote from: IAmCaptPlanet on April 03, 2019, 04:52:51 PMfrom time to time my Exp shoots right up to 9999 when i enter a new screen...
Quote from: ShadowOne333 on April 03, 2019, 05:00:34 PMMaybe it's a bug with the Experience code or something.
Quote from: IcePenguin on April 03, 2019, 06:26:22 PMAh, sorry about that. It's not a bug with the exp code, but instead I accidentally overlapped the music code with the exp code in the optional patch, ha ha. Both are working fine, I just forgot that the space was already used. Most of the hacks were done in a clean rom, and it's easy to forget where code is.All you have to do is move the code for the music.At 0x28D0, paste this code:SpoilerFF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF AD 07 07 8D 02 07 A9 02 85 EB 60 FF FF FF FF FF AE 07 07 E0 00 D0 07 AE 06 07 E0 02 F0 04 8D 5F 07 60 A9 08 8D 5F 07 60[close]This is just moving the music code down by 0x30 bytes, so it doesn't overlap with the exp code from the optional patch.Next, update the two JSR that use the music code.At 0x8A1, replace 20 C0 A8 with 20 F0 A8.At 0x1C446, replace 20 D0 A8 with 20 00 A9.Again, sorry about the oversight!
Quote from: Shade Aurion on June 15, 2019, 05:36:23 AMI seem to be having a flash of damaged sprites on every fourth frame of animation on the world mapIs there a way around this?
Quote from: NiO on June 15, 2019, 08:09:32 AMIm not much of a fan of the Zelda series, but seems like a lot of love and effort has been put in this hack, seems pretty good all you have change.Good luck, Im interested on taking a look at the final version of this.
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