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Author Topic: Zelda II - Amida's Curse (A brand new Zelda II Adventure)  (Read 8353 times)

Ok Impala!

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Im excited to see where this is going.
I liked Zelda II until it got frustrating, a bit more modern leveldesign and straight up easier difficulty is exactly what this game needs.
I can not offer much support except for the mental sort. YOU GO MAN! :thumbsup:

Thank you! The game will indeed be a bit easier and without frustrating pitfalls and cheap deaths. It's all about having fun exploring the new world of Amida!  :)

Fox Cunning

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Looking forward to it as well! The cheap deaths and obscure "what do I do now" parts meant I could never play the original game through to the end.

ifightdragons

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Looking forward to it as well! The cheap deaths and obscure "what do I do now" parts meant I could never play the original game through to the end.

You should really check out the Redux version then, as it has completely revamped and fixed most of the glaring faults of the original.

frantik

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Looking forward to giving this a spin when completed!  ZII has always been one of my favorites

WebSlinger

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Looks amazing as hell!!  Every considering making the Magic counter green like in Link to the past sorta? It'll look freakin' sweet!

Asaki

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Very cool.
The only part of the original Zelda II that I think is too difficult is the very last palace...having to trek through all that dangerous terrain to get there, and then getting whooped in the palace itself...even with max EXP, I still can't beat that part of the game without cheating.

frantik

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Very cool.
The only part of the original Zelda II that I think is too difficult is the very last palace...having to trek through all that dangerous terrain to get there, and then getting whooped in the palace itself...even with max EXP, I still can't beat that part of the game without cheating.

if you study the map there's enough magic and life refills to get you through to the last boss, but it's still pretty tough. 

Ok Impala!

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Looks amazing as hell!!  Every considering making the Magic counter green like in Link to the past sorta? It'll look freakin' sweet!

This is a pretty cool idea. No idea whether it's possible because of palette limitations. But I'll check it out!

Thank you all for the comments, it's really inspiring to continue work on this hack. I'll keep updating the progress in this thread's OP. When area 4 is finished, I'll post some new screenshots too!  :)

Fox Cunning

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You should really check out the Redux version then, as it has completely revamped and fixed most of the glaring faults of the original.
Absolutely will do, thanks.

Trax

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Having the Magic Meter green has been tried, and it's usually too complicated to be worth it. Both meters in Zelda II use background tiles for the full squares, and a sprite that moves to show the partially filled square. So, you need to reserve a green color for the background, and one for the foreground, for the entire game.

Ok Impala!

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Area 4 is completed. I'm really happy with how the 4th temple and surrounding areas turned out. Here are some screenshots of the 4th area. Link will have to pass the Death Lands to find a very important spell! Special thanks to Trax for the help to make the flying eye invisible in West Hyrule without the cross/magic book.

The town of Olbia


The Death Lands


The cursed town of Zakros


Inside the 4th temple


A very cool palette effect  in the 4th temple, but I don't know yet why it occurs...


Fight for the final key in the 4th temple

The cursed town of Zakros

GTM604

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looking sweet keep up the good work

Ok Impala!

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Uh...oh... it's glitch time again!  :huh:





Luckily the experience from last time made it relatively easy to fix these problems. Though it's still puzzling why these glitches appear.  :huh:

Anyway, it's fixed once again. On wards to area 5!  :)

Ok Impala!

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The fifth area is done! In this area you will climb a volcano and actually have to jump into the pit to reach the inner chambers of the Temple. I'm making swift progress the last few weeks, so a release of this hack in 2021 is still on schedule.  :)

For inspiration purposes I played another Zelda II hack, Resurrection of Ganon. This turned out to be an amazing hack! GTM604 really outdid himself with this game. I had a lot fun exploring all the new temples and mixed up overworld. Be sure to check it out, if you have missed this hack. (See: https://www.romhacking.net/hacks/5656/).

I've been trying to get in contact with GTM604, but so far I haven't heard from him back. So, GTM604, if you're reading this, please contact me!  :)

To end this post. Here are some new screenshots of the Volcano area of Zelda II - Amida!

Inside the Volcano Temple


Myra Forest


The church in Edessa


The lava river devil is blocking your path


The town of Edessa

Trax

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Nice creative use of the structures in Side View, especially in Towns. If you can't build whatever you want to build with the default structures, let me know, I can help you create new ones. As long as the tiles as defined, the possibilities are infinite.

Ok Impala!

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Nice creative use of the structures in Side View, especially in Towns. If you can't build whatever you want to build with the default structures, let me know, I can help you create new ones. As long as the tiles as defined, the possibilities are infinite.

Thank you for the offer, that's very nice of you!  :) I think I'll get back to you on that, once I've finished all areas and start polishing the game!  :)

Ok Impala!

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Lots of progress in the last week! Presenting the 6th area, the Kingdom of Soli! In this Kingdom Link will have to search for the illustrious Fairy spell, that will give him access to the Garden Temple. Though hard times have fallen on Soli, as the Order of The Blue Knight have stolen their magic potion. Without it the King won't be able to create the Fairy spell for our hero. Can Link enter the Castle of the Order of the Blue Knight and reclaim the potion? What adventures await in the Garden Temple?

I also made a start with the 7th area. Thanks to some inventive use of index numbers I was able to split the Great Palace in two. So, the 7th area will get an extra Temple, just like the 6th area. Meanwhile I've toyed with changing overworld tiles, to create an Ice area. That means the scope of my project has expanded a bit, so even though 6 areas are finished, still a lot of work remains. Since I'm having lots of fun, that's no problem at all!  :)

Screenshots time!















elmontro42

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Thanks for highlighting that door problem, it made me realize that I should've know this couldn't work.

Doors are pretty nasty, as they behave just like elevators. When you try to add more than 1 to a scene, only the rightmost door will appear. So, technically my screenshots wasn't even feasible. Until I found out I could change an enemy into a door. So two of the doors you see are enemies. That's also why I didn't notice the effect you described. If you open these doors, no spawn bit will trigger. So, you can open one door and leave the room. After you re-enter that one door is still gone and the others are still there.

But you can guess what the problem is with this. When you leave the temple, and re-enter, all monsters will respawn. And these doors will respawn too... So this doesn't work either.

Only solution is moving two doors to other scenes. Too bad... since I liked the "maximum security" idea with three locks. Oh well... that's Zelda II with all it's limitations for you.  ;)

There is no way to skip the child and enter the next temple. I made sure there is a guardian at the entrance, which you can only defeat if you've saved the child first.  :)


Since having 3 doors is not feasible,does the game allow you to use multiple keys on "1" door?

Trax

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The game engine works on a screen basis, not on basis of any type of object. Either the screen is clear, or it's not. Therefore, you can't have, for example, an Item and a Locked Door in the same screen. This applies to Items, Keys, Locked Doors, Bosses and Crystals.

Ok Impala!

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Crystals and Bosses are even trickier and often force you to use them in a specific screen, otherwise they won't trigger or glitch out. And crystals for example don't like it at all of you place a door right of them, even if it's in another scene.

I did find a way to use three doors in one scene in the final castle. When you've obtained the magic key it doesn't matter anymore when a door re spawns, so for that part of the game I can use doors for ascetics.  :)