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Poll

What should the new name for the "Spell" spell be?

Reveal
5 (21.7%)
Unveil
4 (17.4%)
Enigma
9 (39.1%)
Expose
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Total Members Voted: 23

Author Topic: Zelda II Redux  (Read 337428 times)

eyeballkid

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Re: Zelda II Redux
« Reply #900 on: October 03, 2020, 01:46:46 pm »
i wish we would get better than nes graphics and updated sounds effects and music for this and zelda 1.

Are you aware of the Satellaview/BS version of Zelda 1?

ultimaweapon

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Re: Zelda II Redux
« Reply #901 on: October 03, 2020, 03:10:48 pm »
It's live, guys!
https://www.romhacking.net/hacks/5440/

Talked to DarkSamus and he agreed on making the release despite the missing stuff.
I have also just added the missing credits, so it should now be what we had here.

Let me know if you guys want me to add the "TODO" thing that remains on the release page for reference.

You mean for the main Redux patch?
No, I didn't do nor have source code for that, unfortunately.
I do have the optional patches reverse engineered, if that helps, but the main source for Redux I don't have it, since that's before I started doing my projects as open source and with proper compilers.

DarkSamus did RE'd it all, but I really don't want to bother him with it.

Do you know if Dark Samus ever finished the update to replace the high jump when using Jump magic to the double jump?
Trust in the Heart of the Cards

papermanzero

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Re: Zelda II Redux
« Reply #902 on: October 03, 2020, 03:42:42 pm »
Just a proposal to make the Redux Version more according to the Zelda Series.
Zelda 4 - Links Awakening uses Start + Select to open the save menu.
Why not using this combination also for the Redux Versions?

ShadowOne333

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Re: Zelda II Redux
« Reply #903 on: October 03, 2020, 07:29:34 pm »
Just a proposal to make the Redux Version more according to the Zelda Series.
Zelda 4 - Links Awakening uses Start + Select to open the save menu.
Why not using this combination also for the Redux Versions?
Sounds doable, but I'm worried if using Start+Select would have any side effects when it comes to the Pause screen.

Jeville

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Re: Zelda II Redux
« Reply #904 on: October 03, 2020, 08:17:37 pm »
Just a proposal to make the Redux Version more according to the Zelda Series.
Zelda 4 - Links Awakening uses Start + Select to open the save menu.
Why not using this combination also for the Redux Versions?
No, in Link's Awakening you have to press all the buttons at once including A and B. This isn't more according to the Zelda series. In the Oracle games, this function is changed to resetting the game without saving and to save you have to select it in the pause menu.

Abster

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Re: Zelda II Redux
« Reply #905 on: October 03, 2020, 10:20:56 pm »
I had some thoughts an ideas on this...

Destroying a boulder with the hammer should turn the tile into road rather than desert.

And speaking of roads, how about if you run into an enemy encounter on a clear road the enemy should disappear instead of triggering an encounter?  Examples of what I mean are like when you walk into an enemy while you're walking on the ocean with the boots.

papermanzero

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Re: Zelda II Redux
« Reply #906 on: October 04, 2020, 04:11:07 am »
No, in Link's Awakening you have to press all the buttons at once including A and B. This isn't more according to the Zelda series. In the Oracle games, this function is changed to resetting the game without saving and to save you have to select it in the pause menu.

You are right. Sorry for this. Was my fault. I really thought it is only start + select.
I thought that Start + Select are a good combination than A and Up, because A and Up is pretty unique.

lexluthermiester

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Re: Zelda II Redux
« Reply #907 on: October 05, 2020, 10:03:52 pm »
Are you aware of the Satellaview/BS version of Zelda 1?

The full remake of LOZ1 with ZeldaBS as a base would be badass!

Trax

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Re: Zelda II Redux
« Reply #908 on: October 06, 2020, 12:16:40 am »
I had some thoughts an ideas on this...

Destroying a boulder with the hammer should turn the tile into road rather than desert.

And speaking of roads, how about if you run into an enemy encounter on a clear road the enemy should disappear instead of triggering an encounter?  Examples of what I mean are like when you walk into an enemy while you're walking on the ocean with the boots.

To make Rock tiles turn into another type of tile, you need to do two things:

Each tile that can change to one another is defined in these two tables:

1DF5E: 0E 0F 04 06   Table for OW tiles that transform into another type
1DF62: 04 04 02 00   Transform into this

To make Rock tiles turn into Path tiles, change 04 at 1DF62 to 09. This modifies the byte value to change to in the Map Data in VRAM. It does not apply an instant change on screen. To do so, you need to modify the PPU Macro at 4395 (West Hyrule) and 8395 (East Hyrule) :

4395: 0A 00 00 82 6C 6C 00 00 82 6C 6C FF

Change values at offsets 04, 05, 09, and 0A (all 6C in the original) to whatever Tile Codes you want to instantly appear when a Rock is destroyed. If you want a path Tile to be drawn, replace all 6C values with FE.

Personally, I prefer the Desert Tile because it acts as a visual cue that the Rock has been destroyed, and it looks like there's only pebbles remaining. The Desert tile temporarily inherits the yellow Palette Code of the Rock tile, so it looks like a rocky Path tile. The downside is that after you get far away enough and come back, or switch to a Side View area and come back, the desert tile returns to its normal Palette Code, and turns pink.

TR_mahmutpek

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Re: Zelda II Redux
« Reply #909 on: October 06, 2020, 05:55:08 pm »
I just read the changelogs and damn, thats a lot thing, great work:) ;) ;D

I just wanted to say one thing, in nes version zelda 2, on overworld sometimes lags happens (you can feel it by listening the overworld music), but on fds this does not happen. Whats the status on romhack?

IAmCaptPlanet

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Re: Zelda II Redux
« Reply #910 on: October 07, 2020, 12:56:41 am »
i dont think the path tiles should animate

King Luigi

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Re: Zelda II Redux
« Reply #911 on: October 13, 2020, 07:10:38 am »
It's live, guys!
https://www.romhacking.net/hacks/5440/
Hey that's great! Nearly forgot about this myself,
until someone mentioned it on a livestream recently, heh.

But uhh... I think you've forgotten something. :-\

Once I get to the text part of the source code, I'll be sure to make the appropriate changes :)
Seems like the main mod hasn't changed since I played it last year
(as far as most of the text is concerned anyway).
Just a few updated/new optional patches from what I can tell.

Even if you don't end up going through the actual dialogue, I figured
you'd at least want to fix that weird line in the intro text I mentioned.

pocket

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Re: Zelda II Redux
« Reply #912 on: October 14, 2020, 01:53:40 am »
The full remake of LOZ1 with ZeldaBS as a base would be badass!
I would kill for that.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

papermanzero

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Re: Zelda II Redux
« Reply #913 on: October 14, 2020, 12:42:10 pm »
This work is awesome. I play the game, and there are so many great changes. Wow. Just wow!
Highly appreciate the whole work to everyone who was involved.

I have just one remark:
Is it possible to adjust the AI of some enemies (especially with the moving shields) to make the difficulty more forgiving?
I fought with the red Daira and the red/blue Iron Knuckle for minutes and it was really a pain to beat them.
It would already help if they do not shift the position of the shield so often so that the player has a chance to hit them.
I believe the ratio is 90% of all hits can be fend of the enemy.

AdamDravian

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Re: Zelda II Redux
« Reply #914 on: October 15, 2020, 03:31:53 am »
I would kill for that.

It was years ago, but I once used a program called Zelda Classic to play a complete remake of The Legend of Zelda using the BS Zelda graphics.


Is it possible to adjust the AI of some enemies (especially with the moving shields) to make the difficulty more forgiving?
I fought with the red Daira and the red/blue Iron Knuckle for minutes and it was really a pain to beat them.
It would already help if they do not shift the position of the shield so often so that the player has a chance to hit them.
I believe the ratio is 90% of all hits can be fend of the enemy.

Bombs are your buddy.
Writer of the '80s-themed webcomic Satan Ninja 198X

elmontro42

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Re: Zelda II Redux
« Reply #915 on: October 15, 2020, 02:17:37 pm »
Everything appears to work fine. The Dragon Quest reference doesn't appear in Saria. Is anyone else experiencing that?

Not that it's a big deal, just a bit curious.

King Luigi

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Re: Zelda II Redux
« Reply #916 on: October 15, 2020, 10:05:42 pm »
Bombs are your buddy.
...what bombs? Zelda 2 doesn't have bombs.

Everything appears to work fine. The Dragon Quest reference doesn't appear in Saria. Is anyone else experiencing that?

Not that it's a big deal, just a bit curious.
Yes, actually. I've had that happen several times,
but I could never figure out why it wasn't there...
Yet I'd see it just randomly show up a moment later for no discernible reason. :banghead:

Trax

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Re: Zelda II Redux
« Reply #917 on: October 16, 2020, 12:08:08 am »
I just wanted to say one thing, in nes version zelda 2, on overworld sometimes lags happens (you can feel it by listening the overworld music), but on fds this does not happen. Whats the status on romhack?

Yes, I realized that phenomenon while working on Dark Fortress, during my first attempt at adding tile types to the Overworld. At first, I thought my modifications were too taxing on the system or simply not optimized enough, but then, I really paid attention to it and yes, the original game does have some wobbling lag happening on the Overworld, even without enemies. And it seems to be only when you go past a certain point horizontally, a bit past the center, right side. The weird thing is, the Overworld is not that complex. Most of the time, you have one sprite on screen, and at most, 9 sprites in all. It could be that the algorithm for map decompression and redrawing is not efficient at all.

I have just one remark:
Is it possible to adjust the AI of some enemies (especially with the moving shields) to make the difficulty more forgiving?
I fought with the red Daira and the red/blue Iron Knuckle for minutes and it was really a pain to beat them.
It would already help if they do not shift the position of the shield so often so that the player has a chance to hit them.
I believe the ratio is 90% of all hits can be fend of the enemy.

This could be tweaked, I guess. I think the probabilities for shield position change are 50% for Orange and 75% for Red and Blue.

Shadic

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Re: Zelda II Redux
« Reply #918 on: October 16, 2020, 12:15:41 am »
I don't believe the FDS version lags in the overworld, either. Curious as to why..

Here's a video that shows it off.
« Last Edit: October 16, 2020, 12:35:48 am by Shadic »

pocket

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Re: Zelda II Redux
« Reply #919 on: October 16, 2020, 07:19:11 am »
It was years ago, but I once used a program called Zelda Classic to play a complete remake of The Legend of Zelda using the BS Zelda graphics.

I played that too! It was pretty cool... very strange choice of music at times though, like Sonic Adventure 2's "live and learn" but like a crusty MIDI version of it was the song for the final dungeon.

I'd still love to see a version of Zelda 1 I could play on an SNES tho.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.