(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-18-24 11:36 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information
  
User name:
Password:
Reply:
 
Options: - -
Quik-Attach:
Preview for more options

Max size 1.00 MB, types: png, gif, jpg, txt, zip, rar, tar, gz, 7z, ace, mp3, ogg, mid, ips, bz2, lzh, psd

UserPost
Trax
Posts: 48/77
Yeah, I implemented that part in ZII Game Editor, but I couldn't get my hand on the Level Screen numbers...

The amount of experience points needed to level up for Attack, Magic and Life can be found between 0x1669 and 0x1698 inclusively. Each value is made of 2 bytes, but those 2 bytes are not contiguous. The low byte is always 24 bytes further than the corresponding high byte...

Example from the original ROM :

0x166F = Attack Level 8 High Byte = 1F
0x1693 = Attack Level 8 Low Byte = 40

0x1F40 = 8000 in decimal

Taken from my own compilation
Ice Ranger
Posts: 75/85
Have you guys already figured out how the pointers for the levels work yet? I documented it but never uploaded it (found it not that long ago).
Trax
Posts: 47/77
Alright, good job...
Now we can hack Leveling completely...
Will be added to DataCrystal soon...
Ice Ranger
Posts: 74/85
I have that info about the Level Up Screen now, I gave it to the_icepenguin in a PM, but figured I'd better share it with everyone until it ends up on datacrystal. Also, here's info about the Level 5 boss added in the cart version of this game compared to the fds version. Too bad the bits don't change his color. Hope you find it useful.

0x013C87 - Level 5 Boss HP

0x013C89 - Level 5 Bits

0x001E42 - __*_ of Attack Level 2

0x001E43 - __*_ of Attack Level 3

0x001E44 - __*_ of Attack Level 4

0x001E45 - __*_ of Attack Level 5

0x001E46 - __*_ of Attack Level 6

0x001E47 - __*_ of Attack Level 7

0x001E48 - __*_ of Attack Level 8

0x001E49 - __*_ of Attack giving a 1-Up

0x001E4A - __*_ of Magic Level 2

0x001E4B - __*_ of Magic Level 3

0x001E4C - __*_ of Magic Level 4

0x001E4D - __*_ of Magic Level 5

0x001E4E - __*_ of Magic Level 6

0x001E4F - __*_ of Magic Level 7

0x001E50 - __*_ of Magic Level 8

0x001E51 - __*_ of Magic giving a 1-Up

0x001E52 - __*_ of Life Level 2

0x001E53 - __*_ of Life Level 3

0x001E54 - __*_ of Life Level 4

0x001E55 - __*_ of Life Level 5

0x001E56 - __*_ of Life Level 6

0x001E57 - __*_ of Life Level 7

0x001E58 - __*_ of Life Level 8

0x001E59 - __*_ of Life giving a 1-Up

0x001E5A - _*__ of Attack Level 2

0x001E5B - _*__ of Attack Level 3

0x001E5C - _*__ of Attack Level 4

0x001E5D - _*__ of Attack Level 5

0x001E5E - _*__ of Attack Level 6

0x001E5F - _*__ of Attack Level 7

0x001E60 - _*__ of Attack Level 8

0x001E61 - _*__ of Attack giving a 1-Up

0x001E62 - _*__ of Magic Level 2

0x001E63 - _*__ of Magic Level 3

0x001E64 - _*__ of Magic Level 4

0x001E65 - _*__ of Magic Level 5

0x001E66 - _*__ of Magic Level 6

0x001E67 - _*__ of Magic Level 7

0x001E68 - _*__ of Magic Level 8

0x001E69 - _*__ of Magic giving a 1-Up

0x001E6A - _*__ of Life Level 2

0x001E6B - _*__ of Life Level 3

0x001E6C - _*__ of Life Level 4

0x001E6D - _*__ of Life Level 5

0x001E6E - _*__ of Life Level 6

0x001E6F - _*__ of Life Level 7

0x001E70 - _*__ of Life Level 8

0x001E71 - _*__ of Life giving a 1-Up

0x001E72 - *___ of Attack Level 2

0x001E73 - *___ of Attack Level 3

0x001E74 - *___ of Attack Level 4

0x001E75 - *___ of Attack Level 5

0x001E76 - *___ of Attack Level 6

0x001E77 - *___ of Attack Level 7

0x001E78 - *___ of Attack Level 8

0x001E79 - *___ of Attack giving a 1-Up

0x001E7A - *___ of Magic Level 2

0x001E7B - *___ of Magic Level 3

0x001E7C - *___ of Magic Level 4

0x001E7D - *___ of Magic Level 5

0x001E7E - *___ of Magic Level 6

0x001E7F - *___ of Magic Level 7

0x001E80 - *___ of Magic Level 8

0x001E81 - *___ of Magic giving a 1-Up

0x001E82 - *___ of Life Level 2

0x001E83 - *___ of Life Level 3

0x001E84 - *___ of Life Level 4

0x001E85 - *___ of Life Level 5

0x001E86 - *___ of Life Level 6

0x001E87 - *___ of Life Level 7

0x001E88 - *___ of Life Level 8

0x001E89 - *___ of Life giving a 1-Up
Mega-Dog
Posts: 47/72
They are just the memory banks where all the data is stored...
the_icepenguin
Posts: 170/257
Wait a minute! What's this about banks? I've been hacking Zelda II for a while now and I've never heard that before.

Now I feel like I did when I first started....
Trax
Posts: 46/77
As far as I know, the pause menu can be completely hacked. The magic names and values can be changed, and the rest is graphic hacking. If you think you changed something without any result, it's probably because you modified only one graphic bank. In each of the graphics banks in Zelda II (except bank 14, which is all blank, go figure), the last tiles are always the same, but you are likely to change all of them, because different banks are used for different situations. For example :

Bank 1 - Register Screen
Bank 2 - West Hyrule
Bank 3 - East Hyrule
Bank 4 - Towns in West Hyrule
Bank 5 - Palace 1
Bank 6 - Palace 2

And so on...
the_icepenguin
Posts: 167/257
I need some help.

I am working on another Zelda II hack. It's going to be "Part 3"...
...but I might change the name to something better...

Anyways...
I remember there was a conversation about this, but I forgot where.

Is there any known way to change the following:

the pause menu
level up screen
the stats on the actual gameplay screen

When you change values for these, they do change, but the the way it appears on the screen stays the same.

Make sense?

Anyways does anyone have any idea?
Trax
Posts: 22/77
Well, in a sense, yes, if you play on the bytes level. For every enemy there's one byte that contains information :

Palette (2 bits)
Vulnerability (1 bit)
Steals experience (1 bit)
Type of experience (4 bits)

This means you have 4 possible palettes (Link's, Orange, Red and Blue)
The enemy needs fire to be killed or not
The enemy steals experience points or not (the amount is found somewhere else)
The enemy gives one of the 16 possible experience points, taken from the universal experience table
the_icepenguin
Posts: 113/257
Wait, are you saying that the experience bits affects the type of vulnerability of enemies?

Or did i read all that wrong...?
Ice Ranger
Posts: 68/85
Originally posted by Deathknight
It's simply a value vs graphics thing. You can't make an enemy worth a value of points that isn't on the basic values list unless you change one of the set values and assign that enemy to the one you changed. Even then the odd point number you set won't be displayed, just the original. So in this case, the level up screen you can change what points are required but the game is still told to use the same graphic for that point value. Changing enemies to be immune to beams was involved with the enemy point values. In their point hex values, one letter/number in it will change it's color, require fire, beam immunity, etc, and the other tells it which point universal point value it's worth. I forget exactly how it worked as I haven't hacked Zelda 2 in over a year now.


Basically, if you want to do that, you have to change the experience value for the enemy:

First you need the bit offset for changing the experience value to read from (if you want to use a preset universal one, no problem). Also, this is where you can change vulnerability and colors.

Next, if the experience value you want is unavailable, you'll need to change the universal experience table values.

Of course if the universal experience points are changed, the graphics need to be changed for each setting as well. (that one still needs to be organized, it's the first one in still needs to be organized).

As for changing what displays in the level up screen, I'll try taking a look into it.
the_icepenguin
Posts: 112/257
At least now I know that Im not looking for nothing.
Deathknight
Posts: 5/6
It's simply a value vs graphics thing. You can't make an enemy worth a value of points that isn't on the basic values list unless you change one of the set values and assign that enemy to the one you changed. Even then the odd point number you set won't be displayed, just the original. So in this case, the level up screen you can change what points are required but the game is still told to use the same graphic for that point value. Changing enemies to be immune to beams was involved with the enemy point values. In their point hex values, one letter/number in it will change it's color, require fire, beam immunity, etc, and the other tells it which point universal point value it's worth. I forget exactly how it worked as I haven't hacked Zelda 2 in over a year now.
the_icepenguin
Posts: 109/257
I will check into it....I think I have an idea where it may be....
Trax
Posts: 21/77
If you're talking about enemy HP or enemy experience, the data is already on DataCrystal...

Ah yeah, by the way, I'm in a pinch right now. We already know how to change the number of experience points needed to go up Attack Magic and Life, right ? BUT, when the level-up screen shows up, the numbers there don't reflect the changes I make. I can't seem to find anything else related to levels in the ROM. Anyone has a hint about that ?
the_icepenguin
Posts: 105/257
Originally posted by Deathknight
If I open up my information I wrote down I might be able to figure it out. I have all the point values for east hyrule written down somewhere.



What do you have the point values for in East Hryule?
Deathknight
Posts: 4/6
If I open up my information I wrote down I might be able to figure it out. I have all the point values for east hyrule written down somewhere.
the_icepenguin
Posts: 102/257
Ive been looking for that!! Ive also been looking for the invisibility of enemies.

If you remember, or come across something, will you let me know?
Deathknight
Posts: 2/6
You can also set if sword beams work or not. I forget exactly how that worked though.
the_icepenguin
Posts: 95/257
(0000 0000) - Normal uses Link's Palette
(1000 0000) - Normal uses second Sprite Palette (Orange)
(0100 0000) - Normal uses third Sprite Palette (Red)
(1100 0000) - Normal uses fourth Sprite Palette (Blue)
(0001 0000) - Steals Experience Points
(0010 0000) - No Damage from Sword (needs Fire)


Speaking of this, the bits for the Orange and Red palettes should be switched...

(0100 0000) - Normal uses second Sprite Palette (Orange)
(1000 0000) - Normal uses third Sprite Palette (Red)
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.003 seconds; used 373.40 kB (max 432.47 kB)