(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
05-05-24 05:38 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information New poll | |
Pages: 1 2 3 4 5 6 7Add to favorites | Next newer thread | Next older thread
User Post
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 05-29-06 12:19 PM Link | Quote
The most complete Zelda II editor is DWEdit's. You can modify the overworld, the side-scrolling areas and the palaces, as well as items and enemies. I think it only works under DOS. Correct me if I'm wrong...

Next, there's Sword, made by Arthus, which is not complete, but has potential, and will run under Windows. We don't have much information about it. But we have a screenshot...

And finally, there's ZII Map Editor, by Trax (hey, that's me), which runs under Mac OS X. The overworld editor works correctly, except for the 6th palace's trap. I also made ZII Game Editor, that allows to change magic usage, experience for level up, text, etc, but it's not fully functional. Both progs will eventually be mixed into one...
Dwedit

Rope
フクト オン フォニクス








Since: 11-17-05
From: Chicago!

Last post: 6287 days
Last view: 6286 days
Posted on 05-29-06 08:41 PM Link | Quote
Did anyone ever make a SMB, SMB2, SMB3, Metroid, or another object-based editor with a really nice user interface? Ie, one better than Mario Improvement? If so, I'd like to get the source code to the editor with the nicest UI, then turn it into a Zelda 2 sideview area editor. The crusty old QBASIC code can barely even compile now, and can't be expanded on anymore, that's why the editor was discontinued before great palace editing was finished, stupid ancient DOS limitations are to blame. (that and something really stupid I did... Memory pokes at the wrong segment before saving my work, boom, corrupt source code )
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6497 days
Last view: 6497 days
Posted on 05-29-06 10:16 PM Link | Quote
If you know VB6 Dwedit, I'll work with you with my editor...
Ninetales
banned by request


 





Since: 11-17-05
From: Gone.

Last post: 6285 days
Last view: 6285 days
Skype
Posted on 05-30-06 12:29 AM Link | Quote
Hukka made a nice little SMB3 Editor called SMB3 Workshop. You can find it at http://hukka.furtopia.org/projects/m3ed/.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 05-30-06 04:18 PM Link | Quote
I finally got Dewdit's level editor to work!!! YEA! I was wondering about something.

What I am doing is learning how to use everything, I was wondering how i make my own caves, secret spots, and also how do i get that octopus thing to dissappear ???

Basically, I want to move some castles around or something, make new caves, or move them around.


How do i do this??
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 05-31-06 02:18 AM Link | Quote
Well, you're asking for a lot of things at the same time...

What do you mean by "moving caves" ? If you mean, move their location on the overworld map, I don't think Dwedit does that (again, correct me if I'm wrong), although the data about this IS already cracked. Creating new caves can be two things : either you shorten an existing cave and use the remaining space to make another one. Or you use free space on the ROM to make a new cave from scratch, assuming you can tweak the pointers accordingly...

And if I remember well, the enemies are stored as "enemy groups" in the ROM. For each cave section, you have a specific set of enemies defined elsewhere in the ROM. In that sense, you are not completely "free" to add or remove enemies. The limitations of the game are still there...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 05-31-06 02:16 PM Link | Quote
grrr. thats stinks. oh well. I seem to be doing fine with what I have. So far, I have made the entire first continent different.

When Im done with this, can i put it on the internet for everyone to play?

that would be really cool if people could play my Zelda 2.
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 06-03-06 01:27 AM Link | Quote
Well, did you test it to see if everything works correctly ? That's the logical thing to do when you make a ROM hack...

Besides, you have no contact information. At least include your email address...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 06-03-06 03:52 AM Link | Quote
Yeah, Im testing everything right now.

I was wondering if anyone will help me to figure out this text editing stuff.

Like more than just a simple post. I cannot figure it out for the life of me.

I would really appreciate it because then I could finish my hack.

Please help.
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 06-03-06 11:00 PM Link | Quote
Text hacking in Zelda II is well known since a very long time, so I don't think it'd be pertinent to post such information here. Check www.datacrystal.com to get any information about Zelda II that is already cracked. For the rest, if you want something more than "just a post", send me an email and I'll answer your questions...
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 06-08-06 01:27 AM Link | Quote
I've got a question here...

On datacrystal, there's the locations of the enemies' hit points. This said, what is Link's sword's "force" or "damage" then ? And how much the damage goes up with each level ? Anyone has a hint about that ?
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 06-19-06 03:00 PM Link | Quote
Originally posted by Trax
I've got a question here...

On datacrystal, there's the locations of the enemies' hit points. This said, what is Link's sword's "force" or "damage" then ? And how much the damage goes up with each level ? Anyone has a hint about that ?


I just found this out last night...
Link's ATK Power for each level has a different offset.

Lv1. E66D = 02
Lv2. E66E = 03
Lv3. E66F = 04
Lv4. E670 = 06
Lv5. E671 = 09
Lv6. E672 = 0C
Lv7. E673 = 12
Lv8. E674 = 18

I dont know if this has already been discovered...... and if it hasnt..... yay for me!
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 06-20-06 10:07 PM Link | Quote
That's good, but I suspect you are using an unheadered ROM, because your offSets have a difference of 0x10. And you should add 0x010000 to the offSets. I tested and I got these exact addresses for Link's attack power :

1E67D - 1E684
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 06-20-06 10:29 PM Link | Quote
When i found Link's ATK power, i just wrote down the RAM offsets, and thats what i posted.(E66D-E674)

Arent the RAM offsets E66D-E674 the same as 1E67D- 1E684?

except they arent located in different spots?


What do you mean by unheadered ROM?
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 06-20-06 10:37 PM Link | Quote
I see, so you were talking about the RAM offSets...
The addresses I wrote are from the ROM...

Most of the time, there are 16 bytes added at the beginning of the ROM file, and that data is used by emulators to know the composition of the ROM, for example the number of CHR and Graphics banks, stuff like that. Since your offsets seemed 0x10 off mine, I thought it was because you're using an unheadered ROM...
Celice

Gordo








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

Last post: 6289 days
Last view: 6286 days
Posted on 06-20-06 10:40 PM Link | Quote
Or maybe he didn't know there were headers to worry about.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 07-03-06 11:47 AM Link | Quote
i did it!!

i found the x and y pointers for towns, caves, etc....

all for eastern hyrule.

it was awesome. i was looking thrugh all the ROM offsets. i knew what i was looking for, but there are a MILLION offsets to look at...i was thinking

"what am i doing, looking one at a time?"......."it seems pointless"

then all of a sudden i saw a few values i was looking for. so i messed around with them, and they were what i was looking for!!!!!!!!

has anyone ever done that?

did any of this even make sense?

celebrate with me!!!!
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 07-03-06 10:40 PM Link | Quote
Dammit, it seems totally unreal to me, because the data is on datacrystal.org since a very long time...
For my part, I found the offset pointers for all the dialogs...
I guess it's good news for translators...


(edited by Trax on 07-03-06 09:42 PM)
(edited by Trax on 07-03-06 09:43 PM)
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 07-07-06 02:26 PM Link | Quote
it seems though that when you move a cave, town, or palace to a different location, it messes it up. like when you enter the cave, town, palace, it works fine but when you leave, it sends you to a totally different area. i dont know why this happens but im looking into it.

any ideas?
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 07-07-06 10:46 PM Link | Quote
I don't know what exactly you are doing to get these results, but I never experienced such glitches when moving key locations. I did it with many locations to test palettes and enemies, and I always return from the scroll view at the same location...
Pages: 1 2 3 4 5 6 7Add to favorites | Next newer thread | Next older thread
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 0.026 seconds; used 433.73 kB (max 555.89 kB)