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

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Total Members Voted: 23

Author Topic: Zelda II Redux  (Read 422101 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.
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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!

Animebryan

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Re: Zelda II Redux
« Reply #1007 on: December 17, 2021, 06:01:08 am »
So I downloaded the 3.0 release & was going through the optional patches.

What does 'Secret' do? I'm not going to apply a patch without knowing what it does first.
Not all changes are welcome. If it makes the game harder in anyway I don't want it. You should never hide what a patch does.

ifightdragons

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Re: Zelda II Redux
« Reply #1008 on: December 17, 2021, 06:14:01 am »
So I downloaded the 3.0 release & was going through the optional patches.

What does 'Secret' do? I'm not going to apply a patch without knowing what it does first.
Not all changes are welcome. If it makes the game harder in anyway I don't want it. You should never hide what a patch does.

I agree. I get the novelty, but it's just confusing. No one's going to use it if they don't know what it does.

AdamDravian

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Re: Zelda II Redux
« Reply #1009 on: December 17, 2021, 08:05:58 am »
Yeah, I understand not wanting to spoil a surprise, but at least a hint as to its nature would be appreciated.
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kalita-kan

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Re: Zelda II Redux
« Reply #1010 on: December 17, 2021, 08:59:45 am »
Secret:
Walk around Death Mountain area. There's 1 spot which is tagged for a special event.

ShadowOne333

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Re: Zelda II Redux
« Reply #1011 on: December 17, 2021, 11:10:40 am »
Secret:
Walk around Death Mountain area. There's 1 spot which is tagged for a special event.

I was just about to say I only remember it doing something related to Death Mountain, as that was the only thing I remember from it lol.

But I guess Kalita's reply counts as a hint of sorts. Not even I remember what it does exactly, as that was something IcePenguin came up with and sounded cool to include.

But yes, the "Secret" IPS patch has something to do with Death Mountain (it doesn't change anything difficulty nor gameplay wise), search around Death Mountain carefully ;)

Pleiades7

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Re: Zelda II Redux
« Reply #1012 on: December 17, 2021, 11:21:51 am »
I was just about to say I only remember it doing something related to Death Mountain, as that was the only thing I remember from it lol.

But I guess Kalita's reply counts as a hint of sorts. Not even I remember what it does exactly, as that was something IcePenguin came up with and sounded cool to include.

But yes, the "Secret" IPS patch has something to do with Death Mountain (it doesn't change anything difficulty nor gameplay wise), search around Death Mountain carefully ;)

Um, I agree with the others.... I wouldn't want to ruin my rom with something that's wack or off. Couldn't you spoil the secret for us with some hidden text here or something? So for those of us who want to know what it is, we can have the choice, and for others who don't want the secret ruined for them, they can just ignore this. My 2 cents

ShadowOne333

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Re: Zelda II Redux
« Reply #1013 on: December 17, 2021, 12:06:58 pm »
Um, I agree with the others.... I wouldn't want to ruin my rom with something that's wack or off. Couldn't you spoil the secret for us with some hidden text here or something? So for those of us who want to know what it is, we can have the choice, and for others who don't want the secret ruined for them, they can just ignore this. My 2 cents

To quote Zelda 1 in this instance:

"It's a secret to everybody..."
Even to me :laugh:

As I said, I don't even know exactly what it is, I just vaguely remember it's something in Death Mountain, I only found it once when the patch was made and haven't really bumped into it since then. All I remember is that it's nothing cringe, and I always use it on my personal Zelda 2 Redux ROM.

Still though, if I do end up remembering, or someone else finds it, I'll be sure to add the spoiler under it on the OP.

kalita-kan

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Re: Zelda II Redux
« Reply #1014 on: December 17, 2021, 08:46:10 pm »
Secret spoiler
Spoiler:
There's a suspicious dead-end forest in Death Mountain.
-- Inside hidden cave, original game gives you a Red Jar. It's a long passage.
-- Secret patch puts a P bag short distance from drop point.

Maybe it's an unused room?

Update:
Enemy changed for room also.


Changes done.
« Last Edit: December 17, 2021, 09:00:24 pm by kalita-kan »

minucce

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Re: Zelda II Redux
« Reply #1015 on: December 18, 2021, 03:21:05 pm »
Summary:
It's a bonus feature that adds 1 new cave to the game, making it slightly easier.


Secret patch unlocks this passage in Death Mountain. Normally it does nothing.



It replaces an unused part of the map on Maze Island. You must use a cheat code to access this area. It's technically not the normal Maze Island.



Important note:
You must leave Death Mountain and re-enter to flush the world SRAM cache data, otherwise the secret won't work or trigger wrong cave. Which is why Kalita mentions the "long passage" and the Red Jar.
« Last Edit: December 18, 2021, 07:21:46 pm by minucce »

kaine23

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Re: Zelda II Redux
« Reply #1016 on: December 18, 2021, 04:47:54 pm »
Spoiler tag shows nothing

minucce

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Re: Zelda II Redux
« Reply #1017 on: December 18, 2021, 07:25:53 pm »
There should be a bunch of png pictures inside (tried a few browsers). I included the direct links also now. :|
(I should do this from now on)


Kalita's spoiler is hidden in white text. Requires you highlight the text to reveal the secret.

ShadowOne333

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Re: Zelda II Redux
« Reply #1018 on: December 19, 2021, 03:47:10 pm »
Summary:
It's a bonus feature that adds 1 new cave to the game, making it slightly easier.

Secret patch unlocks this passage in Death Mountain. Normally it does nothing.



It replaces an unused part of the map on Maze Island. You must use a cheat code to access this area. It's technically not the normal Maze Island.



Important note:
You must leave Death Mountain and re-enter to flush the world SRAM cache data, otherwise the secret won't work or trigger wrong cave. Which is why Kalita mentions the "long passage" and the Red Jar.

Nice!
Thanks for the detailed report on what the patch does exactly, minucce.
It's appreciated :)

The 2nd cave you mention, is that one added too by the "Secret.ips" patch? Or is it something else?
I'll include your report for it in the OP as a spoiler tag, for those interested.

minucce

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Re: Zelda II Redux
« Reply #1019 on: December 19, 2021, 05:01:58 pm »
Quote
The 2nd cave you mention, is that one added too by the "Secret.ips" patch? Or is it something else?
I'll include your report for it in the OP as a spoiler tag, for those interested.

It is not part of "secret.ips" but documentation of the original game (what gets replaced by using that secret patch).

If you inspect the patch carefully, it overwrites some bytes when inserting the new secret on Death Mountain. That old location that is replaced appears to be an unused, inaccessible cave. You'll need this cheat code to travel east of Death Mountain, across the ocean to Maze Island (2).

Code: [Select]
00:8716: AC 88 07  LDY $0788 = #$00
 00:8719: D0 04     BNE $871F
 00:871B: C9 0B     CMP #$0B
 00:871D: B0 02     BCS $8721  ==> CLC, RTS
 00:871F: 18        CLC
 00:8720: 60        RTS -----------------------------------------

I have not checked the island except for that one spot. If you enter and leave the temple, you are correctly transported to Maze Island (1). Which has the normal secret cave there with the Quest item.

But Maze Island (2) has the Jar and some guardians protecting it. Try the code,
walk east of the Mountains and you'll see what I speak of.

Kalita asked for my opinion which is why I posted my findings.