11 March 2016 - Forum Rules
Started by Trax, September 28, 2018, 12:16:22 AM
Quote from: Turambar on January 06, 2019, 07:54:38 PMSpeaking of Fairy, I was working on a hack 2 or 3 years ago where I made Fairy reversible. It was pretty neat. I had some other ASM hacks too. I haven't worked on the hack since then though. I had the overworlds designed, but not the side views.
Quote from: ultimaweapon on January 07, 2019, 04:29:43 AM@Turambar - What other things have you done with Zelda 2?
Quote from: Trax on September 28, 2018, 12:16:22 AMNow, with the things that I still have to decide on, and that will certainly change the core gameplay even further. I like the idea of making a hack considerably different from the original game, but I also think the essence of what makes Zelda II unique and fun must remain. It breaks down to these things:- Lives and health system- Experience and stats system (Attack, Magic, Life)- Difficulty levels- Save systemLives and health system. Zelda II is the only game of the series with a lives system, and many people don't like it. It does seem out of place for a Zelda game. However, without lives, other aspects of the game would become inadequate. Lava pits would become a disproportionate threat to the player. One badly timed jump and it's game over. Having 3 lives (plus extra lives that can be picked up) is basically the equivalent of having as many separate health bars.The alternative would be to make pits non-lethal. Subsequent Zelda games don't have jumping mechanisms as elaborate as Zelda II, but they do have pits of all kinds. Falling into a pit makes you lose a small portion of health and takes you back to a determined point. Doing that with Zelda II could be an interesting modification to the gameplay, but also a considerable coding challenge. Also, it would have the consequence of making pits a lot less dangerous. Calculated jumps would become less important, especially if the health penalty is small. On the other hand, losing all your health in one shot because an enemy pushes you back in lava can be frustrating.
Quote from: IcePenguin on February 07, 2019, 03:20:30 AMThis is unrelated to anything you had planned, but I made a little hack that addresses a common complaint about Zelda II - Losing all your exp when you get game over. This hack will keep your current exp if you game over, and you choose the "continue" option. However, if you choose the "save" option, it will wipe any exp you may have. Works similar to the restart in palace hack.Info you'll want to know beforehand:1. In RAM, the player's current exp is at $775 and $776.2. In RAM, the gained exp counter is at $755 and $756. Gained exp is loaded here first, then added to your current exp.3. In RAM, the position of the cursor in the game over screen is at $488. 00 is positioned on "continue" and 01 is positioned on "save".4. The game wipes your exp at 2 different times. Exact moment of game over, and when you choose "continue" in the game over screen.With that knowledge, here is the hack:At 0x1CA6D you have the following data:A9 00 8D 75 07 8D 76 07This bit of data wipes your current exp the exact moment you get a game over. It loads the immediate value of 00 into the high and low byte for current exp, thus reducing it to zero. So our first step is to change this. Let's change it so it loads that 00 into the gained exp counter instead. So change the code to:A9 00 8D 55 07 8D 56 07Next, let's go to address 0x1CAC7 to find the following data:AD 88 04 F0 08 A9 40 8D B0 07 4C 05 CF 8D 75 07 8D 76 07 8D 56 07 8D 55 07The first 5 bytes is checking RAM address $488 - the position of the cursor in the game over screen. If it's equal to 0, it branches to the code in bold at 0x1CAD3, which is the code to wipe exp when choosing the "continue" option. If it's not equal, it goes to the underlined code at 0x1CACC, which is for choosing the "save" option.So what we wanna do is change how far it branches if the cursor position is on the "continue" option. At 0x1CACB you'll find 08. If the cursor is on "continue", it will branch ahead 08 bytes, skipping over the length of the underlined code. Change this value to 14.At 0x1CAC7 paste the following code:AD 88 04 F0 14 A9 00 8D 75 07 8D 76 07 EA EA EA EA A9 40 8D B0 07 4C 05 CFWith this, it branches ahead 14 bytes, to the data in bold CF. The data after this is related to how "continue" option works, but it's not relevant now. The new underlined code will now wipe your exp when you choose the "save" option. And selecting "continue" won't wipe it anymore.Anyway, that's it. Feel free to use this, or anyone else who is interested. February 07, 2019, 05:31:10 AM - (Auto Merged - Double Posts are not allowed before 7 days.)As an extension to that hack, here is an another way to do it. This way works the same, but in addition, when you get a game over and choose the "continue" option, you will always start on the screen you died on - be it on the world map, caves, towns, dungeons.I know you have the "restart in palace" hack, but this could be an alternative to that, being able to continue on the screen you died on. (even boss rooms!) Plus, you wouldn't have to go all the way back to Zelda's Palace if you died in a cave somewhere. At 0x1CA6D paste the following code: (this is explained above)A9 00 8D 55 07 8D 56 07Next, at 0x1CAC7 paste the following code:AD 88 04 F0 10 A9 00 8D 75 07 8D 76 07 A9 40 8D B0 07 4C 05 CF A9 03 8D 00 07 20 30 CF C9 0F F0 07 A9 06 A0 01 4C F0 CA 20 58 C3 EA EA A9 00This difference here is the code in bold. Your current exp is still saved, but now when you choose "continue" it will set your lives to 03 (with A9 03 8D 00 07), without resetting your location. Resetting lives was needed, because without it, your lives would just keep counting down to 0, then to FF and so on.With A9 06 (the part that is underlined), it prevents the game state from resetting your location. I'm not sure on how to explain this part, ha ha. You'll basically remain where you are in the world without it sending you back to Zelda's Palace.I tested all this up though palace 1, and it worked fine. More thorough testing could be done, but I believe it works with no issues.Video:https://youtu.be/-eYl_p-g_Uc
Quote from: Trax on January 06, 2019, 05:35:38 PMThe Pause Pane will have the spells compressed, one spell per line, to give space for more stuff at the bottom. Here, I made a partial mockup of what it could look like, appart from any eventual changes in graphics. I added the two icons for the Pieces of Heart and Magic Containers. The rest of the space will be used for other items, like keys, crystals, or some other new info that doesn't exist in the original game. The spot on the left of the Magic Container will be used for sword upgrades. The graphics are still to be determined, let me know what you think (click image for actual size).
Quote from: Trax on February 26, 2019, 12:33:00 AM- On-the-fly tile modification to make the Overworld less blocky and monotone.- New tiles (as many as 40 more) by exploiting the fact that some tiles are always used alone (Grotto, Town, Palace, etc.) and never use the RLE repetition.
Quote from: Trax on March 06, 2019, 08:45:12 PMIt's a technique that modifies the Overworld at the time of drawing using the same Overworld data, to make tiles more varied in appearance, like having a forest with rounded corners, for example, instead of having all tiles square and have a blocky Overworld. You could have a path that curves a bit. Stuff like that.As for extra single tiles, here's an example. If every Town tile is only a strip of 1 tile in length, the code in raw Overworld data is 00. It means raw codes 10 to F0 are never used. The goal is to add ASM that will see these values as different individual tiles. If you consider Towns, Grottos and Palaces (terrain codes 0, 1 and 2 respectively), you can use 10-F0, 11-F1 and 12-F2 ranges, for a potential of 45 new individual tiles. Rock and Spider (codes E and F) are also good candidates. The two caveats with that is whether you want these tiles to be walkable or not, and how you want Demons to react to them when they collide with Link. The other limit is how much graphics space you have at your disposal for new tiles. Interestingly, the CHR bank for the Overworld has a lot of unused tiles. It also contains the graphics for Ganon on the Game Over screen, which could be recycled.
Quote from: Thanatos-Zero on March 07, 2019, 12:05:10 PMUpgraded item graphics?I had to under the limits, but I was able to still create new graphics.Take a look on these.Infidelity tried himself on some of his own, which I then updated.https://www.dropbox.com/s/a88rhnmr8jbfvss/TLoL%20Items.png?dl=0
Quote from: ultimaweapon on March 08, 2019, 10:27:14 AMThose look awesome indeed. Would it be alright if I used some of those?
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