News: 11 March 2016 - Forum Rules

Poll

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

Reveal
5 (21.7%)
Unveil
4 (17.4%)
Enigma
9 (39.1%)
Expose
5 (21.7%)

Total Members Voted: 23

Author Topic: Zelda II Redux  (Read 386465 times)

CinderTheFox

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Re: Zelda II Redux
« Reply #1000 on: September 25, 2021, 12:56:19 pm »
  • Modified the flashes when Link dies and when you learn a spell to be closer to the NGC version (Epilepsy free!)

Not sure if I messed up something with the patching, but the death screen flashes like crazy.

I did notice that the flashing was significantly more subdued on my other monitor though. Would a patch to make it be a solid color instead be possible?

darthvaderx

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Re: Zelda II Redux
« Reply #1001 on: September 25, 2021, 02:55:41 pm »
What does the 'Tunic Change at Lvl 7' patch do? I didn't find any description in any of the posts.
See my hacks channel including some of my works:

https://www.youtube.com/user/MyWashington2/videos

ShadowOne333

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Re: Zelda II Redux
« Reply #1002 on: September 25, 2021, 04:04:28 pm »
What does the 'Tunic Change at Lvl 7' patch do? I didn't find any description in any of the posts.

Iirc it changes the level in which the Tunic automatically changes the color, that's all.

lopezvit

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Re: Zelda II Redux
« Reply #1003 on: November 12, 2021, 05:26:28 pm »
  Finally, a hack that lets me play this game without feeling actual pain in my chest from all the anger . . .

  However, I cannot get the final magic container in Hidden Kasuto.  The old woman tells me to return when I have seven magic containers, even though I already have them!  I've found every magic and heart container up to this point and have all items.  My levels are 8/8/8.

   Is this a bug, or have I somehow missed something, or done something in the wrong order?  I've tried using both Nestopia UE and FCEUX.

   Thank you in advance!

This gotta be definitely a bug. I also run into the same situation. I have been doing a bit of debugging and found a Game Genie code that would help those that run into the same situation as me:

Code: [Select]
NYKLGKAE (aka $B444?08:FF)
Basically, I guess that just to keep homogeneity with the rest of the door people, the door person doesn't really check the total amount of magic containers (position $0783) but rather some other memory position that should be synchronized with that value ($079D). This (supposedly  ::)) synchronised value is then AND with the value of position $F444 in the ROM without headers ($B444 in CPU memory), whose value is 0x08 or 0000 1000 in binary. Only if that operation returns true you would be granted to enter.

For some reason (that if I have time, I will investigate in the future) that synchronization is lost.

In my savegame, the value of $079D is 0xE5 which in binary is 1110 0101, so, obviously, 0000 1000 AND 1110 0101 is false   :banghead:.

The Game Genie just forces $B444 to return 0xFF or 1111 1111 in binary, so, the comparison is going to be true as long as there is some value other than 0x00 in $079D.

ShadowOne333

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Re: Zelda II Redux
« Reply #1004 on: November 16, 2021, 01:05:42 pm »
This gotta be definitely a bug. I also run into the same situation. I have been doing a bit of debugging and found a Game Genie code that would help those that run into the same situation as me:

Code: [Select]
NYKLGKAE (aka $B444?08:FF)
Basically, I guess that just to keep homogeneity with the rest of the door people, the door person doesn't really check the total amount of magic containers (position $0783) but rather some other memory position that should be synchronized with that value ($079D). This (supposedly  ::)) synchronised value is then AND with the value of position $F444 in the ROM without headers ($B444 in CPU memory), whose value is 0x08 or 0000 1000 in binary. Only if that operation returns true you would be granted to enter.

For some reason (that if I have time, I will investigate in the future) that synchronization is lost.

In my savegame, the value of $079D is 0xE5 which in binary is 1110 0101, so, obviously, 0000 1000 AND 1110 0101 is false   :banghead:.

The Game Genie just forces $B444 to return 0xFF or 1111 1111 in binary, so, the comparison is going to be true as long as there is some value other than 0x00 in $079D.

I decided to test this one out properly with Redux.
I started a blank save file, then started grabbing all of the Magic Containers one by one (cave at the start, end of Death Mountain, Maze).
After getting the 3rd one (the one in the Maze), I headed straight to New Kasuto.

The old lady let me into her house, being able to grab the last Magic Container without any issues whatsoever.

The culprit of this might is most likely the use of Game Genie of cheat codes.
There are two RAM addresses that keep track of Magic Containers, one being $0783, which is the current amount of Magic Containers (04-08), and another being $079D, which is the one that keeps track of how many containers you have obtained, and the one the old lady checks for letting you in the house.

As @lopezvit explained there's a certain check that must be met so the lady lets you in, and if that check fails, then she will refuse to do so. Forcing address $079D to have value $08 should fix the issue.

I am not sure what exactly could cause the value there to not match, but use of cheat codes could be a reason.
Otherwise, so far with Redux I cannot replicate the issue precisely.
If anyone does have a specific way of replicating it consistently, and/or knows what the exact culprit might be, I'll surely give it a look.

Trax

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Re: Zelda II Redux
« Reply #1005 on: November 17, 2021, 02:27:34 am »
Every time you take a Magic Container, the game checks if you now have 7, and if you do, it sets bit 3 of RAM $079D to 1. The code is at 1E7D4, Bank 7. As far as I know, the RAM address is not used for aything else.

ShadowOne333

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Re: Zelda II Redux
« Reply #1006 on: November 19, 2021, 07:45:19 pm »
Thanks to the great help by Minucce, Zelda 2 Redux now has finally achieved its final goal...
A proper Copy/Erase save file system!
(Zelda 1 Redux has it now as well, thanks to minucce as well!)

Minucce kindly helped out with this very last features yet to be implemented into Zelda 2 Redux!
  • The system behaves just like the one in ALttP and other Zelda titles, in which you move the cursor up or down with the D-Pad. You can move the cursor to an empty save slot to immediately get prompt with the Name Register screen.
  • The Copy system functions like other Zelda titles as well, where you select the file you want to copy, and to which slot you want to move it to. You can overwrite already made save slots, like other Zelda titles do too, so take that into consideration!
  • The Erase system is still similar to Elimination Mode, but Minucce went the extra mile and added some little quirks here and there to make it an even more polished feature. :D
With that said, I want to reach out to ask for help testing the new feature with the following aspects:
  • Make a copy of any random save file you have available into a new slot
  • Once copied, test out the number of life/magic containers obtained, levels, spells, items, keys, lives, and anything else that the overworld reflects when you make progress (I'm not even certain if the overworld map keeps track of anything tbh). This should all match the original save from where you copied it
  • In dungeons and palaces, test out the exact number of doors opened with keys, crystals placed, bosses defeated and if the palaces are marked as completed or not. Make sure they match the original save as well
I did give some of these points a rather quick test of about 15 mins in several places (overworld, amount of items, spells, keys, etc.) and it all seemed fine. But I want to ask you guys to test it out thoroughly if possible.

Zelda 2 Redux latest beta patches with the Copy/Erase system:
https://github.com/ShadowOne333/Zelda2-Redux/tree/master/patches

As always, I won't update the RH.net pages until we are clear it all works properly.
Please be sure to let me know if there is any issues, bugs or glitches with this!