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05-05-24 01:47 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information New poll | |
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Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-25-06 12:56 AM Link | Quote
Oh, I found the drop table for both types of enemies. Each enemy type drops 1 of 8 different items. It's at 1e880. If you change this you could make it so enemies randomly drop things like 1-ups, keys, items, or other enemies! Notice that it uses different values than normal. I'll have to look into it more.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
Last view: 6497 days
Posted on 03-25-06 02:07 AM Link | Quote
Originally posted by Ice Ranger
Hmm, I'll have to figure out the RLE compression (I think that's what someone said the Overworld uses).

Yea that's what it uses, i have figured it out mostly.

"AE" is the offset.
"A" controls the length of the tile in decimal plus 1. So A would be 11.
"E" controls the type of tile it is. I have a list as follows:
0 - Town
1 - Blank
2 - Palace
3 - Ramp
4 - Sand
5 - Grass
6 - Forest
7 - Swamp
8 - Graveyard
9 - Path
A - Lava
B - Mountain
C - Water
D - Walkable Water?
E - Rock
F - Spider

I just can't figure out how the game goes to a new line.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-25-06 02:37 AM Link | Quote
Maybe the game checks to see if there is enough tiles on each row before going to the next. So it's like it keeps going untill one line of blocks is filled, then it goes to the next line automatically.
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 03-25-06 06:20 PM Link | Quote
Zelda 2 messes up if you exceed the number of tiles (go past the end) in a row for its RLE. Much unlike Dragon Warrior 1, which actually depends on going past the end a number of times to shave off a few bytes.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 03-25-06 08:40 PM Link | Quote
So basically, you have to make sure that all the bytes for the row equal to the right number or they will mess up? So if one row is 3F tiles long, that means the game makes it so the next series of bytes must equal 3F in tiles before going to the next row?
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 03-29-06 02:21 AM Link | Quote
Arthus said this about the editor:

Originally posted by Arthus
Originally posted by Shadic
Work with Arthus on that Zelda II editor?

Your "BatDance" looks really good, and wouldn't mind an interface something like that for a Zelda II editor.

Well mine looks similar to that, with the tiles on the side and the main box on the left. But I need a front GUI because there is so much to edit in Zelda II.


And here is a picture of the editor we were referring to:



So I must say, I rather look forward to this. If it is like you say, the GUI will be very straightforward, something that I like in an editor, as long as it works.
Mega-Dog



 





Since: 11-19-05
From: Minnesota

Last post: 6306 days
Last view: 6288 days
Posted on 03-29-06 09:15 AM Link | Quote
naw if you put your mind to it you could use the same interface I used there. Also I did mention to him that if I wanted to I could of done an Overworld Editor right now if I really wanted to do it...
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 03-31-06 06:03 PM Link | Quote
Found something very interesting regarding enemy attacks. There are only a few different sets that are applied to every enemy in the game (a few exceptions of course). The tables are located begin at 0x01E2BF and end at 0x01E2FE. The last 8 bytes are FF which may mean nothing at all. The first byte of each set is for Health being at level 1 and the eighth for being at level 8. So there are 8 different sets, the 8th being all FFs (instant death).

Now, if we could figure out how these values are applied to which enemies, that would be good.

EDIT: As a sidenote, I remapped the PPU tiles for Princess Zelda and the background for the lava area of Eastern Hyrule. So, it could be possible to have the correct background in Western Hyrule and Princess Zelda's castle in Eastern Hyrule. If I could only figure out where the bank switch is exactly. The palaces were easy to find, the towns and areas on the overworld are a lot harder to find.

Another sidenote: Found out how the graphics are used quite a bit. Should be able to add more elements to the overworld map (no animation though). Just more PPU tiles to use for the overworld. Going to check about porting the Link and shadow sprites over to the "left side" of the PPU viewer to use it instead for additional room for nonsprite graphics.


(edited by Ice Ranger on 03-31-06 04:13 PM)
(edited by Ice Ranger on 03-31-06 04:56 PM)
1216

Mini Octorok


 





Since: 04-05-06
From: America

Last post: 6600 days
Last view: 6600 days
Posted on 04-07-06 10:31 PM Link | Quote
I'm sorry everyone, but I'm a noob, and I can't figure out how to open the editor at all. Of course I know you go to command prompt and go to the file with it then choose that file, but after it asks you for the ROM, it says something about no EMM drive detected! I love this game people please help me with this
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6328 days
Last view: 6285 days
Posted on 04-08-06 02:08 AM Link | Quote
I had the same problem a while back, and I ended up having to run the Zelda II editor in DOSbox, a DOS emulator. Just google it, you should easily be able to find it, but it may take a while to learn how to use DOSbox itself. Good luck.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 04-08-06 07:20 PM Link | Quote
Actually, it's a little easier if you right click on the program and turn all of the memory settings higher. That's the simpliest explanation I can give without it in front of me.
1216

Mini Octorok


 





Since: 04-05-06
From: America

Last post: 6600 days
Last view: 6600 days
Posted on 04-09-06 04:48 PM Link | Quote
Ooh, thanks! I think I'll probably just try both LOL.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 04-10-06 04:24 PM Link | Quote
Just wondering, what's the latest update on Arthus' editor? I found the ROM locations for the mirroring/graphic pointer for enemies [bit (red) and bot (blue) can be two different graphics].

Back to what Jigglysaint posted: that's just the table, correct? Not what certain enemies will give you? Because I'm having trouble figuring that one out on how it works.

I'm still looking into how the blade projectile works. Not too much luck. I would like to figure out how far it goes but I don't know where that RAM address is.


(edited by Ice Ranger on 04-10-06 03:25 PM)
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
Last view: 6497 days
Posted on 04-11-06 12:41 AM Link | Quote
There is progress, but it's slow. I've discovered World of Warcraft...
Anyways, i'm still working on a formula to display the overworld. Because it stores how many spaces it is in one byte. It's trying to get that byte, then work it into the number of tiles in a line. And then working it into the scroll bit in the editor. It's taking longer than expected.
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 05-01-06 11:25 PM Link | Quote
Hi people...

I just discovered this site, but I started hacking at least a year ago. But that's good to see that some people like Zelda II (I thought I was the only one in the world). I was writing a compilation of the things I already know about the Zelda II ROM, but it seems most of the info is already on www.datacrystal.org . Anyways, I still think it can be useful, since I provide information along with the data offsets. There's info on the overworld, on the magic usage and most of the text.

The file is not complete, but it's there : http://www.bwass.org/divers/z2rominfo.txt

I made an editor for the overworld (screenshot : http://www.bwass.org/divers/z2me.jpg) some time ago (Mac OS X only, sorry), but I could never find a way to avoid the scrambled tiles after a palace petrifies, even though I could understand why. This is my best guess so far (in case you don't know already :

When you complete a palace, the game puts 0B (1 unit mountain) at the offset of the palace, instead of 02. The problem is, if you edit the overworld using for example Dwedit's editor, there's a strong possibility that you will modify the number of bytes that define the strips of terrain BEFORE the palace. If you do this without changing the offset byte that's supposed to turn to 0B, the result will be that a strip more than one unit long will turn into one unit of mountain. All the tiles shift and everything is screwed up...

Dwedit should know about this issue, because there's a tool called "NEW MASS" in his editor, that is supposed to do the job.
Does it ?


(edited by Trax on 05-02-06 12:43 AM)
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 05-28-06 03:12 PM Link | Quote
Does anyone know exactly where are located the graphics data for the OverWorld ? This is crucial if we want to get the actual graphics from the ROM instead of premade, default gif files...
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 05-28-06 06:23 PM Link | Quote
The "New Mass" thing is mainly there because the original game has a few places where a less than optimal RLE storage exists. Many of them are junk, and don't really need the byte separator there, but there are two of them placed in succession where the 6th palace exists, and those are vital.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 05-28-06 08:49 PM Link | Quote
Why are they vital? Is it because the spot changes 2 times, one for the palace, and the other for the petrification?
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 05-29-06 12:19 AM Link | Quote
For both. When you blow the flute in the desert, the game modifies a byte (from 04 to 02) in memory. If that byte is more than 1 square long (i.e. the high bits are not 0), a glitch occurs and nothing happens (according to my experience). Since the spot that is supposed to be changed into a palace is surrounded by desert, you must tell your editor to save a byte (04) for that spot. If you don't take this into account, the desert strip will go on and the 6th palace won't appear...

I hope my explanation isn't too confusing...

By the way, does anyone know where are the bytes that determine the location of Link to make the 6th palace appear upon blowing the flute ?
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 05-29-06 10:41 AM Link | Quote
I need help. I downloaded the Zelda 2 editor mentioned at the beginning of this thread, but i can't get it to work. Can some one help me?

Also, is this the best Zelda 2 Editor?

I want to make my own Zelda 2 and I am searching for an editor.

Please help.
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