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05-05-24 07:05 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information New poll | |
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Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
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Posted on 03-01-06 11:40 AM Link | Quote
Does anyone have any hacking docs on the locations of level data, palette data, sprite data etc. I could really use it for my editor instead of finding all the data again.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6286 days
Last view: 6286 days
Posted on 03-01-06 12:34 PM Link | Quote
You may ask Dwedit who comes here sometimes I believe, he made this Zelda II editor a while ago. [homepage]
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
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Posted on 03-01-06 04:09 PM Link | Quote
You could always use www.datacrystal.org, but if you're going to be the creator of SWORD, you probably already know about it.

That reminds me, I better check to see if I uploaded all of my data on the game there. The overworld data is compressed, but I'm not sure of the format.
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6292 days
Last view: 6288 days
Skype
Posted on 03-01-06 10:55 PM Link | Quote
You're working on a Zelda II editor!?

I can only pray that you finish it... And that it's not in DOS.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6289 days
Last view: 6286 days
Posted on 03-01-06 11:01 PM Link | Quote
Second'd

I've been wanting to play around with this game, but haven't the time. Perhaps with this new editor, I could make time
Guy Perfect









Since: 11-18-05

Last post: 6287 days
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Posted on 03-01-06 11:58 PM Link | Quote
I suppose anyone interested in the project could pitch in and help. After all, this is the "ROM Hacking" forum, not the "Sit around and watch others hack ROMs" forum. Give it a shot! Make a contribution! Save the world!
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
Last view: 6497 days
Posted on 03-02-06 12:15 AM Link | Quote
I found the pallette data, but it acts wierd. When you change it the exact combinations of the pallette i get from FCEUD. It messes with the game mechanics. I don't know why though, maybe it's just an area that has the exact same combination of the pallette.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6289 days
Last view: 6286 days
Posted on 03-02-06 01:25 AM Link | Quote
Link's pallete could also be shared with his environment ala Super Mario Bros., but I don't think that's very likely, considering there's the sprites and then the graphics.

Try another search: all I can say.
Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6292 days
Last view: 6288 days
Skype
Posted on 03-03-06 01:26 PM Link | Quote
Originally posted by Celice
Link's pallete could also be shared with his environment ala Super Mario Bros., but I don't think that's very likely, considering there's the sprites and then the graphics.

Try another search: all I can say.


I may be wrong, but I don't believe that's really plausible, due to his magic spells that he casts.. When he does so, his palette cycles very quickly.

And not to mention that he's red after casting shield. And he has a different palette when he's a fairy, etc, etc.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-03-06 03:20 PM Link | Quote
If you do make an editor, it is possible to find offsets in DWedit's editor. That's how I learned to manipulate pointers to things like locations and stuff. Also it's interesting, but the editor only edits the rooms, not the layout for the palace. Of course you would want to have ane ditor that does that, right?
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
Last view: 6497 days
Posted on 03-03-06 05:41 PM Link | Quote
@Shadic: Well, I found out that Zelda II keeps it's base pallette in the ROM, but the shield color, the flashing and the changing to a fairy pallette are stored in the RAM. So what I thought was the pallette data could be enviroment data.

@Jigglysaint: I plan to make this editor to the best of my abilities, hopefully with this editor there will be a ZeldaIIC like there is for the first and the third. But I do hope to be able to edit the layout of palaces.

On my hours of looking through the ROM, I found that Zelda II has a lot of free space. Maybe a new dungeon can be summed out of all the space?
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-03-06 06:28 PM Link | Quote
Free space is only good if you can use it. As for an extra dungeon, it would only be possible using rom expansion and ASM hacking or code moving. What would be better would be more rooms in each dungeon. Let me rustle up some offsets to get you started:

1072b: First palace warp data. It goes from left. down, up, right. I think holes in the ground are one of those 4, but I need to check.

10533: Pointers to the rooms in bank 4(aka, palaces 1 2 and 5). The zelda editors from DWedit has lots of info, but yes it's in DOS, so if you can't get it, I can keep copying stuff. I am also handy with a rom corruptor, so if there's anything we don't know yet, I could search for it.

Edit: 1013 in ram when set to 01 makes link a fairy.


(edited by Jigglysaint on 03-03-06 06:17 PM)
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 03-03-06 08:15 PM Link | Quote
I added a bunch of ROM and RAM addresses over to the Zelda II area on datacrystal.org. Might want to check and make sure about some of the RAM addresses (Jillysaint makes me question the one I had for the Fairy status).
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
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Posted on 03-03-06 08:52 PM Link | Quote
Originally posted by Ice Ranger
I added a bunch of ROM and RAM addresses over to the Zelda II area on datacrystal.org. Might want to check and make sure about some of the RAM addresses (Jigglysaint makes me question the one I had for the Fairy status).


Fix'd

The value I found is a flag that just checks to see if it's on or not. If it's on, Link becomes a fairy. I'll have to check those ram values out.

Edit: I just disovered how some screens in the palaces have locked doors that appear only in some levels. You see, each room has a byte affixed to it that is at FF by default(for most rooms). When you get an item, a bit is set. What bit I think depends on where on the screen it is, but I am not entirely sure. However, some screens have these bits allready pre-set(or unset), which means that those items won't appear on the screen, as the game just thinks you've allready gotten it(doors too). An example of this is in level 1, at the elevator that leads down to the candle. There is both a locked door and p-bag, but in level 1 they don't appear. This is because the bits that represent these items are allready triggered. When you reach the same area in level 5, the room is set to FF like normal. The rom address of these bytes are at 17b25.


(edited by Jigglysaint on 03-03-06 09:50 PM)
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6287 days
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Posted on 03-04-06 01:30 PM Link | Quote
I'd suggest you use Dosbox and run the Zelda 2 editor in there. If you turn on Verbose mode, it shows the hex addresses of everything!
Kitsune

Octorok








Since: 02-19-06
From: Calgary, Canada

Last post: 6619 days
Last view: 6619 days
Posted on 03-04-06 02:05 PM Link | Quote
The same Dwedit that made those flash movies? What the heck? ;


(edited by Kitsune on 03-04-06 01:05 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-05-06 12:58 AM Link | Quote
Originally posted by Dwedit
I'd suggest you use Dosbox and run the Zelda 2 editor in there. If you turn on Verbose mode, it shows the hex addresses of everything!


Yes, which is what I used to hack map locations in a hack I've got somewhere. BTW, what is the level format compression like? How does it work? The editor still works fine on my computer, but I think an editor that has more editing capacity is a great idea. You know, exp editing, monster editing, support for those flags I talked about earlier that either shows or suppresses special items, warp editing, stat editing, ect. I also want to find some ASM routines so we can do things like make new spells and stuff. Hey, maybe make new items, or choose which items in which palace co-triggers the petification(I think the stone can be moved in the editor).
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
Last view: 6497 days
Posted on 03-05-06 02:30 AM Link | Quote
Well Ice Ranger posted plenty of stat EXP places, I suppose I could talk to him, see how they work and insert them into the editor.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-05-06 03:06 PM Link | Quote
I took a look in the rom myself, and it looks as how it works is that each exp value(1, 2, 5, 100, ect) have graphics and a value. I noticed that 2 byte values are stored in a weird way. For example, for exp value 500, the F4 is stored normally, but then there must be another byte somewhere else that has the high byte value for it. Also, exp given and the graphics that are displayed are actually 2 different things.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 03-05-06 06:59 PM Link | Quote
Originally posted by Jigglysaint
I took a look in the rom myself, and it looks as how it works is that each exp value(1, 2, 5, 100, ect) have graphics and a value. I noticed that 2 byte values are stored in a weird way. For example, for exp value 500, the F4 is stored normally, but then there must be another byte somewhere else that has the high byte value for it. Also, exp given and the graphics that are displayed are actually 2 different things.


Hmm, I'll have to take another look into that, I would think by the way the exp values needed for the next level, that type of data would be immediately before that, but since I don't have the ROM open in front of me, I'll have to look later.

Also, thanks for how to figure out the locked doors and things, I just wish there was a simpler way to identify what every bit does (I very recently discovered how bits were used). The offset also helped me find a lot of the beginning data the game loads such as beginning Heart and Magic Containers, Spells, Items, Crystals, and Sword Techniques.

Everything I mentioned is at datacrystal.org.

Forgot to ask earlier, but does anyone know where the exp. points the current enemy on screen yield's is in RAM? I found a few other elements related to the on screen sprites, but that was by corrupting the RAM and looking at the immediate results. It would probably be some kind of pointer to one of the addresses for how much experience is yielded. That's where the problem is, how does that work? If four bots are on screen, would the value be "02" the experience yielded, "01" possibly the pointer for where to point towards, or something else? Will they even be side by side in the RAM?

Ugh, too many questions, I'll probably eventually figure it out myself.


(edited by Ice Ranger on 03-05-06 06:09 PM)
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