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05-04-24 11:11 PM
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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 03-06-06 05:15 AM Link | Quote
Well, now in this editor you can now edit which spells you start with, and how many lives you start with. Too bad you don't have enough magic to cast thunder on horsehead.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 03-06-06 01:08 PM Link | Quote
I got to admit this: Starting with magic is just stupid. I mean, the whole point of the game is to COLLECT stuff, not start with it. Lives, however, are great. Maybe you can alter how many continues you get as well?
Ice Ranger

Grizzo








Since: 11-24-05

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Posted on 03-06-06 05:09 PM Link | Quote
Originally posted by Jigglysaint
I got to admit this: Starting with magic is just stupid. I mean, the whole point of the game is to COLLECT stuff, not start with it. Lives, however, are great. Maybe you can alter how many continues you get as well?


Yeah, it is kind of pointless to add things you begin with. I documented it so possibly it could be skipped over using different ASM code (not reading every different 00 but reading one 00 for every bit needed). I don't know a lot about that type of ASM coding, but it might be helpful to the more advanced users. It could allow for more room for beginning with other possible attributes.

Off the the possibilities: I took another look into trying to track the experience points locations in RAM, not much luck.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 03-06-06 06:37 PM Link | Quote
Well, I've been doing some more checking out the ram, and I have found a few things:

First of all, enemy ID byte 01 is for items. I think how it works is that in the game, bytes 01 and 02 are the items and locks and stuff that the game checks to see if it's taken or used or not. However, the type of item is dependant on other bytes, one of them being ram byte $00B4. One of the values, a key, is 08. I changed it to a flute(04) then I froze it. Besides every item being an flute, I also noticed that enemies dropped flutes as well, and even the end level boss did(however the screen wouldn't move since it must be key dependant or somthing).

I've also noticed that the bytes change arround. The byte B4 could be used for items, but sometimes it's used for the postion of the hammer demon's hammers. It's my guess is that these bytes mirror the enemy id bytes, so they are matched up and stuff. What I tested was the first byte, or last in the list(things seem to be opposits in this game).

Also, at $6000 is the level data, each tile one byte large, in pages of 256 bytes.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
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Posted on 03-06-06 11:14 PM Link | Quote
Originally posted by Jigglysaint
I got to admit this: Starting with magic is just stupid. I mean, the whole point of the game is to COLLECT stuff, not start with it. Lives, however, are great. Maybe you can alter how many continues you get as well?
Well what happens if you wanted to make a challenge sort of thing, you start with everything, then edit the overworld so that the palaces are in a pattern going up seeing how long you can take to complete it. I'm sure someone would use it for something.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 03-07-06 12:17 AM Link | Quote
What would be good is editing what item co-triggers the petification of the palaces, and also what terrain type it's changed to.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
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Posted on 03-07-06 12:25 AM Link | Quote
I always thought that the completion of the palace would make it go to a rock. Anyways, As soon as I can get some help on the compression and location of the overworld, I will work on that.
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6286 days
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Posted on 03-07-06 01:04 PM Link | Quote
Petrification of the palaces modifies an RLE byte in RAM. The Zelda 2 Editor allows editing the pointer for which byte gets changed.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 03-07-06 05:03 PM Link | Quote
That make sense that it ovewrites instead of adds to the line of terrain. Right now I am trying to add more items into the dungeons. From what I see, items have an extra bit set somewhere that determines if the object is from 00 to FF, or 100 to 1FF. I thought it was set by the previous object, but now I am not sure.

Edit: I believe I've figured out the format(mostly) for the level data. First of all, each room has a 4 byte header. The first byte tells the game how many bytes are in that room. The second controls certain flags, such as things related to grass, bushes, and length. The next byte has to do with the blocks, the same as you see as the block edit function in the zelda 2 editor. Finally, the last has to do with tilesets and pallets. After that comes the actual data, 2 bytes each, first being co-ordinates and the next being block type. I think items are 3 bytes long.


(edited by Jigglysaint on 03-07-06 09:50 PM)
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6286 days
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Posted on 03-08-06 02:02 AM Link | Quote
I wonder which is harder, reverse engineering a NES game, or reverse enginerring 6 year-old QBASIC source code? The editor does come with source code you know...

Basically, it's been so long since I last touched Zelda 2 that I am in no way prepared to write proper documentation about how the editor works, and what object types are what. I guess you should mess around with the editor and look at the source code. I didn't use real tiles or tile numbers, I just hardcoded qbasic code to draw every object into the editor.

But if you got any questions, I'm sure I could look back at that stuff and try to come up with some answer.

The overworld editor has a secret feature, which was never really finished, it's a map location editor, move the caves and towns around and stuff, or change which room they point to. Not really, it was just a viewer, but it displays hex addresses for your hex-editing pleasure.


(edited by Dwedit on 03-08-06 01:04 AM)
(edited by Dwedit on 03-08-06 01:08 AM)
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
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Posted on 03-08-06 02:29 AM Link | Quote
OK, In the overworld viewer, how can you see the hex offset of the tile that is selected, and is it compressed? If so, how?

I'm sure that could ruffle up a few things.
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6286 days
Last view: 6286 days
Posted on 03-08-06 02:50 AM Link | Quote
Overworld is simple 4-bit RLE. For each byte, the lower 4 bits are the tile, upper 4 bits are the size.

In the overworld editor, there's an @ sign. That is the byte offset from the first byte in the overworld. For its SRAM address, add 7C00. I think that makes the max overworld size around 1024 bytes compressed.


(edited by Dwedit on 03-08-06 01:54 AM)
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
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Posted on 03-08-06 04:18 AM Link | Quote
I went through it, Maybe I need more help with a picture of some kind. Also, I looked through a fresh ROM and an edited one, I couldn't see any difference.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 03-08-06 04:38 PM Link | Quote
I've actually edited the map locations before. In fact I have a weird kind of hack that does just that(I think I still have it). When I get home I'll document some of the data. I do think though that locations are in a format where some bits toggle where on the map the location appears and stuff. I think it also deals with some location property attriubtes, like what bank it draws the data from, where on screen you start(like how random battles start you off in the middle), and if the tile acts like some of the overworld tiles, meaning you can step on it, but when you finish it you either go forward a square or back a square(like bridges).
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
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Posted on 03-09-06 08:36 AM Link | Quote
Well I think I located where the first overworld starts and ends.

5064 - Start of overworld tiles.
538B - End of overworld tiles.

I edited one with DWEdit's one and compared with an actual comparer this time. Not by hand. If anyone can confirm this, that would be great.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6304 days
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Posted on 03-09-06 03:52 PM Link | Quote
A couple ASM related offsets:

1DE29: This tells the game what item to load after beating a boss. However, the game is set to only recognise a key. Set it to anything else and scrolling will be frozen. There must be a compare value to check to see if taking the key unsets ram value 728, which is set to 01 when you initate a boss battle.

1385C - This is the item that appears when you slash certain statues(sprite 05 in palaces). Keep note that it re-appears, but if there was a way to make it so it doesn't appear again, it could be useful for hiding keys and stuff.
Shadic

The Adventure of Link
Perfect Member








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

Last post: 6291 days
Last view: 6287 days
Skype
Posted on 03-11-06 04:36 PM Link | Quote
Originally posted by Jigglysaint


1385C - This is the item that appears when you slash certain statues(sprite 05 in palaces). Keep note that it re-appears, but if there was a way to make it so it doesn't appear again, it could be useful for hiding keys and stuff.


So like, just to make sure that I'm understanding you..

If you change what sprite 05 is to say... A 1-Up doll, you could get another life whenever you slash a statue?

I could make like, an interesting 1-way Zelda II Gauntlet with that idea.. *Grins*
Hyperganon

Red Paragoomba


 





Since: 11-20-05

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Posted on 03-11-06 04:43 PM Link | Quote
I don't mean to interrupt this conversation, but I also have a question about Zelda 2. On some site I found some screenshots and an article that show and tell about the Red Ring actually being in Zelda 2, and making it so that the Shield spell is always on. Does anyone know if the Red Ring really is in the game?
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6304 days
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Posted on 03-11-06 07:20 PM Link | Quote
No I don't. You will have to link to the site though. If you can't, google it and if you still can't, then most likely it's not true.

However, creating an item that does keep the shield spell on at all times should be possible, except that all the item slots are taken. Actually this would be a good idea. You could have an item that increases your jump, one for shield, one for fire, and I think that's it. The rest don't work that way.

As for sprite 05, I do mean that hitting it will reveal the item you want. See, when sprite 05 is hit, it actually changes to sprite 01, which is an item, but it also has a spot for the item's index. You can easily change the item index to make it drop anything you want, even 1-ups.
Shadic

The Adventure of Link
Perfect Member








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

Last post: 6291 days
Last view: 6287 days
Skype
Posted on 03-12-06 12:33 PM Link | Quote
That's awesome...

The ability to have those statues drop 1-ups... Permanent powerups, all these things would be awesome for a mini-hack that I'm scheming.

Anyways, the site is a hoax. It's also the one saying that the minus world has -2 in the American cartridge, along with many other fakes.
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