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Zelda 1 Redux / The Legend of Zelda Redux

Started by ShadowOne333, October 10, 2019, 12:04:03 PM

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EthansDreamLand

Quote from: ShadowOne333 on December 10, 2019, 04:39:30 PM

I noticed that for some reason that room got changed, even though I didn't touch it at all.
I reuploaded the patch, with the room (hopefully) restored, could you try it out again, please?

I would love to, but unfortunately, I beaten the game before reporting the error, so I can't get to Dungeon 9 unless I beat the entire game again. Probably later, but for now, I need to get ready to see a movie.

pleasejust

you wrote that the game is unbeatable, then wrote that you can't test the new patch because you already beat the game before you made the post.....  :huh:

EthansDreamLand

Quote from: pleasejust on December 10, 2019, 06:44:06 PM
you wrote that the game is unbeatable, then wrote that you can't test the new patch because you already beat the game before you made the post.....  :huh:

Because I made another copy of Zelda 1 Redux without the boss change patch. Thankfully, the save file I had was compatible with the ROM without the boss change patch.

aml435

#103
Been playing through the most recent patch with the boss patch also and ran into this glitch at the boss of Level 7. The patra is just a garbled blotch of sprites.



Also, the bombable wall cracks on the overworld can still be walked through and cracks show for the walls in both quests, even though you can only bomb the ones on your corresponding quest.

Also, for some reason, when I started the game, my max bombs were 8 instead of 10, allowing me to only upgrade to 28 bombs total.
This happened before on one of the earlier patches, but then went away on the later revisions until this one.

I also did think of an Optional quality of life change that would be great. Either change how the magic book works or make it so you can unequip it. the magic rod is great until you get that book and then it leaves fire behind that never manages to damage the targets, but lingers around so you can slam into it and take damage. Maybe either make the magic rod initially have the power of the wooden sword and the magic book upgrades it to the power of the white sword or make it start with the power of the white sword and the book upgrades it to the power of the magic sword... or just make it so you can unequip it.
The other idea would be to get rid of the magic book entirely and add a new subweapon that would be more useful like the Hookshot.

Another quality of life upgrade, that might be impossible, would be for the flute to work like the Ocarina does in later games where you can select where it's warping you to. Having to randomly use it over and over while it seems to almost blatantly take you as far away as possible from where you're trying to get to is pretty maddening and essentially makes it worthless.

Trax

That graphical glitch was predictable. The game is basically loading an enemy for which the correct graphics don't exist in the PPU at this point. You can see that it uses Dodongo tiles.

erpster2

perhaps put 5 Dodongos in the boss room of level 7 instead of using Patra as the boss

another suggestion: change the bosses of level 6 of both quests to Lanmolas as their graphics are used in both levels 6 and 9

pocket

Just popping in to say this is looking really promising, Zelda 1 is my fave NES game and pretty high on my favorite Zelda games, I'd love to see it be the best that it could be. If I had any suggestions to throw out there, would it be possible to enable us to kill flying peahats with the bow? It's so annoying that you can literally do nothing to them until they land. Also, if you're making bombable walls more apparant, will you be doing the same for burnable trees, like maybe subtly re-arranging the dots on the ones you can burn?
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.

Trax

Specific rooms in Dungeons (and possibly in Overworld) trigger changes of palettes. That's what happens when you enter a boss room, so that the boss can have its own palette. Sprite palette change for Aquamentus is index 04 in table at 1A000, bank 6. Pointer address is 1A28E. Palette data is 0F 0A 29 30. I changed it to 0F 13 16 35, and it looks like this:


lexluthermiester

Quote from: Trax on December 15, 2019, 01:29:51 PM
Specific rooms in Dungeons (and possibly in Overworld) trigger changes of palettes. That's what happens when you enter a boss room, so that the boss can have its own palette. Sprite palette change for Aquamentus is index 04 in table at 1A000, bank 6. Pointer address is 1A28E. Palette data is 0F 0A 29 30. I changed it to 0F 13 16 35, and it looks like this:


That's actually really cool looking. I like it. Aquamentus looks angry!

ShadowOne333

#109
Sorry for the really late reply, guys.
There's alot happening lately on this side.

First off, I have not been getting emails about subsequent replies to any of my project threads, hence why I haven't noticed the new replies lately.

Second, I will not be able to work on this project until 2020 due to two things:

  • All of my hacking stuff is at my work's PC, and I just got out on vacations
  • I've been having health issues since two weeks ago, can't really tell what is it since I haven't been diagnosed properly, but I am getting constant nausea and migrains almost daily

Given those things, I don't think I'll be able to work on any project until the roll of the new year, and that's if I am better regarding my health.
I will still try to work on stuff if I do feel okay, but I really hope this is nothing serious and I can get back on track by the new year.

To address some of the new replies:


  • About the rearranged bosses patch. My fault, I naively assumed that all of the dungeons in Zelda 1 used the same graphics throughout all 9 dungeons. That said, I'll have to see what can be done about that.
    In the meanwhile, avoid that patch. I think the best option so far is the great hack Trax posted (really amazing stuff you come up with, Trax, can't say enough how grateful I am for your help in both Redux hacks!). So if end up not finding a way to implement Patra/Lanmolas as proper bosses, I'll go with Trax's approach. Is Patra the only boss with garbled graphics? Or are the Lanmolas screwed as well?
  • Two people have reported now that the secret caves in the overworld for both 1st and 2nd Quest seem to be loaded at all times, despite what Quest you are on. Is this actually how Zelda 1 handles its caves? By loading both qest caves no matter what quest you are on?
  • What Levels/Dungeons load the graphics for Patra and the Lanmolas?

One last question, so far in the main patch (without the bosses one), what are the bugs/glitches found so far?
Is the cracked walls on the overworld one the only problem so far with it?

IcePenguin

I really hope it all turns out well for you!  I've enjoyed following your projects, and "Redux" has been a great series of hacks.  See ya in the future, Shadow!  :)

CountBuggula

You're a genuine treatsure and important asset on this site, I really hope you get well soon.  Until then, try to enjoy your vacation the best you can.

Trax

See you next year, ShadowOne, and hopefully in good shape.

As for the secrets, whether they appear in Quest 1 or 2 or both, yes, there is a separate flag for each quest. The bits are in Screen Attributes Table 5. The byte structure is as follows:

.... .xxx   Vertical Position Out of Caves (0 = second row from top)
.... x...   Enemies appear from the sides of the screen
..xx ....   Stairs Position Code (when something is pushed)
.x.. ....   Secret in 1st Quest
x... ....   Secret in 2nd Quest


All pointers for Attributes Tables (both quests) are right at the beginning of Bank 6, starting at 0x18000. See my docs for Bank 6.

lexluthermiester

@ShadowOne333

Hope you get better soon! And have a Merry Christmas & Happy New Year!

erpster2

Quote from: ShadowOne333 on December 18, 2019, 03:10:34 PM

What Levels/Dungeons load the graphics for Patra and the Lanmolas?


I can answer this question for you, ShadowOne333 (hope you feel better for 2020)

the graphics for Lanmolas are used in levels 4, 6 & 9 of the 1st quest and levels 5, 6 & 9 of the 2nd quest [DungeonMaster tool showed me these]

for Patra, the graphics are used only in level 9 in both quests

suggestion: perhaps replace Gleeok in level 4 in 1st quest and level 5 in 2nd quest with Lanmolas and you won't get any graphic glitches

lexluthermiester

#115
Quote from: erpster2 on December 19, 2019, 12:42:28 PM
I can answer this question for you, ShadowOne333 (hope you feel better for 2020)

the graphics for Lanmolas are used in levels 4, 6 & 9 of the 1st quest and levels 5, 6 & 9 of the 2nd quest [DungeonMaster tool showed me these]

for Patra, the graphics are used only in level 9 in both quests

suggestion: perhaps replace Gleeok in level 4 in 1st quest and level 5 in 2nd quest with Lanmolas and you won't get any graphic glitches
Ah, but DM let's you change the tilesets for the boss of each level, but then you only have that set to work with. At least I think the functionality is there...let me check, one sec...Yup. If Patra is desired as a boss for a level, then you're stuck with just Patra and Gannon. Gannon can only be used in his fight room, so with any of the rest of the levels, you're stuck with Patra as a boss. You could do more than one though. Just tested it with a Patra in LVL1 instead of Aquamentus.

So that above Patra problem should be an easy fix.

ShadowOne333

Thank you everyone for your kind wishes and hope you all had great holidays!

Vacations are over, and now that I've been medicated for like 2 weeks now, I feel somewhat better.
At least I haven't been having those awful headaches nor as strong of a dizziness these past days, so that's a step in the right track.

That said, let me see if I can gather all that's been happening here as of late.
So I cannot use the Patras and Lanmolas as freely as I wanted to, but for what I've read, using the Lanmolas is still a possibility.
Patras are stuck in Level 9 for both quests, so that's a big no.

That leaves us with the recoloured Aquamentus idea from Trax (which looks wonderful!), and using Lanmolas in other dungeons for variety's sake.

So about my original idea, which was this:
Quote from: ShadowOne333
    1st Quest - Level 4: Changes the Manhandla in the level to Red Lanmolas, keeps the two-headed Gleeok at the end
    1st Quest - Level 7: Changes the Aquamentus for a Patra with Oval attack cycle
    2nd Quest - Level 2: Changes the two-headed Gleeok to Blue Lanmolas (You can still fight a two-headed Gleeok in Level 6)
    2nd Quest - Level 8: Changes the 3 Dodongos to a Patra with Circle attack cycle

What changes do you guys recommend for including Trax's idea and Lanmolas to make the bosses more interesting and not as repeated?


Quote from: Trax on December 18, 2019, 09:50:08 PM
See you next year, ShadowOne, and hopefully in good shape.

As for the secrets, whether they appear in Quest 1 or 2 or both, yes, there is a separate flag for each quest. The bits are in Screen Attributes Table 5. The byte structure is as follows:

.... .xxx   Vertical Position Out of Caves (0 = second row from top)
.... x...   Enemies appear from the sides of the screen
..xx ....   Stairs Position Code (when something is pushed)
.x.. ....   Secret in 1st Quest
x... ....   Secret in 2nd Quest


All pointers for Attributes Tables (both quests) are right at the beginning of Bank 6, starting at 0x18000. See my docs for Bank 6.

This will be really helpful.
Are people still experiencing the extra secrets in the overworld?


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Also, guys, out of that, I want to take a bit of time to get the source code I've been doing clean and ready for compilation (DarkSamus' been doing the one for Zelda 2 Redux), but I unfortunately have no experience with xkas at all.
Can someone who has worked with xkas before help me getting the source code I have on a proper compilable state for xkas? I have no idea what the errors I'm getting are from, nor why if I change anything from the TBL it refuses to compile afterwards.

Here's the link to what I have so far:
https://www.dropbox.com/s/gdvnjj4xgu1fzxb/Zelda1ReduxSRC.zip?dl=0

You just need a clean Zelda 1 (PRG0) ROM inside /rom/ to start testing compilation.

DarkSamus993

Quote from: ShadowOne333 on January 06, 2020, 03:20:17 PM
Can someone who has worked with xkas before help me getting the source code I have on a proper compilable state for xkas? I have no idea what the errors I'm getting are from, nor why if I change anything from the TBL it refuses to compile afterwards.
I got it just about fixed. The errors are mainly comments not starting with "//".

lexluthermiester

#118
Quote from: ShadowOne333 on January 06, 2020, 03:20:17 PM
Thank you everyone for your kind wishes and hope you all had great holidays!

Vacations are over, and now that I've been medicated for like 2 weeks now, I feel somewhat better.
At least I haven't been having those awful headaches nor as strong of a dizziness these past days, so that's a step in the right track.
Glad you're feeling better!

Quote from: ShadowOne333 on January 06, 2020, 03:20:17 PM
That said, let me see if I can gather all that's been happening here as of late.
So I cannot use the Patras and Lanmolas as freely as I wanted to, but for what I've read, using the Lanmolas is still a possibility.
Patras are stuck in Level 9 for both quests, so that's a big no.
As stated above, I had no issues putting Patra into Q1/L1 in place of Aquamentus, glitch free. Lanmolas are trivial as well. I'm left wondering where your difficulties might be? I'm going to try it in the second quest 2 make sure it works. Can't think of any reason it shouldn't. But we'll see. Would you like me to PM you and IPS to demonstrate the change?

Quote from: ShadowOne333 on January 06, 2020, 03:20:17 PM
That leaves us with the recoloured Aquamentus idea from Trax (which looks wonderful!), and using Lanmolas in other dungeons for variety's sake.
Love that one! Looks very cool.

Quote from: ShadowOne333 on January 06, 2020, 03:20:17 PM
This will be really helpful.
Are people still experiencing the extra secrets in the overworld?
Nope. Nothing out of sorts that I can tell with the latest version. The wall bomb hints in the overworld and dungeons both look great! However, you can still walk into the overworld crack tiles. Can't go into the caves, but you can still walk on top of the cracked wall tile.

Edit;
About the Lanmolas in the normal levels, it seems the wrong enemy tile set was selected. Selecting the correct set and using that enemy set in the same level will make using Lanmolas possible and glitchless.

ShadowOne333

Hey guys!
Sorry for the delay.

As stated previously, I took some time to try to get all of my source code up and running with xkas, and make it so that all the changes made so far can be compiled without issues and the output ROM has all the proper changes into it.

It took me a while, but after some help by DarkSamus, and a lot of bugtesting on my side, I have finally been able to compile with all the changes I've been gathering over last year, and also I managed to make it so that the output ROM I get from the compilation has all the changes applied to it and fully functional! :D

It took quite some time and a lot of fixes, but it's now finally working.

Why did I do this?
Well, because I am aiming at making this project fully open-source, so that if anyone wants to do their own hack with stuff from Redux, they can do so without withdrawing any features from it.
Depriving other people from using certain features of a hack is just putting a limit on what people can do, and experiment on said hacks, or even further improve them.

That's something I stand by strongly, and I do wish more people had this thought, instead of just being overly protective with the hacks they do.
But anyway, I will continue work on Zelda Redux now with the source code from now on, no more bare hex editing unless I need to do some bugtesting in-game haha.

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Quote from: lexluthermiester on January 06, 2020, 07:37:55 PM
As stated above, I had no issues putting Patra into Q1/L1 in place of Aquamentus, glitch free. Lanmolas are trivial as well. I'm left wondering where your difficulties might be? I'm going to try it in the second quest 2 make sure it works. Can't think of any reason it shouldn't. But we'll see. Would you like me to PM you and IPS to demonstrate the change?
Love that one! Looks very cool.
Nope. Nothing out of sorts that I can tell with the latest version. The wall bomb hints in the overworld and dungeons both look great! However, you can still walk into the overworld crack tiles. Can't go into the caves, but you can still walk on top of the cracked wall tile.

Edit;
About the Lanmolas in the normal levels, it seems the wrong enemy tile set was selected. Selecting the correct set and using that enemy set in the same level will make using Lanmolas possible and glitchless.

Wait so you got Patras to work on other dungeons that are not Level 9?
How did you do so? Same for the Lanmolas.

How are you implementing them into the game, exactly?