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05-05-24 12:55 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information New poll | |
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the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 07-07-06 11:41 PM Link | Quote
I dont think i did anything wrong. Could it be the ROM i am using? would that matter? ill test it again to see if it keeps sending me to other places.

by the way..... datacrystal.org.....doesnt have the offsets for the x and y pointers for eastern hyrule. It just has the offsets for western hyrule. It also doesnt have, death mountain and Maze island. (which i found the other night the same way I found eastern hyrule)
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 07-11-06 01:08 PM Link | Quote
Feel free to add your findings to the database, then...

As for the ROM, I don't think it's enough to screw everything up, but it's still a possibility. Try a few different ROMs, modify only one thing and test. That leads to my other hypothesis : if you used the same ROM for hacking the caves themselves (scrolling part), maybe some pointers were corrupted in the process, yielding unexpected results. That's why you should only change one location pointer, and test...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 07-15-06 07:26 PM Link | Quote
Will someone confirm this?

0x01D4B0 - Number of experience to lose from certain enemies

I got this at datacrystal.org and...

...it isn't the offset for the number of experience you will lose but the offset for the sound you hear when you lose experience.

Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6294 days
Last view: 6285 days
Posted on 07-17-06 07:15 PM Link | Quote
Originally posted by the_icepenguin
Will someone confirm this?

0x01D4B0 - Number of experience to lose from certain enemies

I got this at datacrystal.org and...

...it isn't the offset for the number of experience you will lose but the offset for the sound you hear when you lose experience.




Sorry about that. I check all my finds more carefully now than I did then. At least, I think that was one of the ones I documented, it sounds like something I tried to find but couldn't very easily.

Send me a PM if there's something you guys want me to track down. I don't have as much free time, but the weekends give me hours to mess with, and it helps to have something specific to look for.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6294 days
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Posted on 07-25-06 11:57 AM Link | Quote
Alright, after some searching (and time contrains), gave Trax the offsets for the experience point stealing. So the confusion about the other address is corrected.

It appears that setting different bits would determine if an enemy would steal 10 or 20 exp. (the values set currently).

I'll update that later this week.
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 07-25-06 04:33 PM Link | Quote
I updated DataCrystal, and I took some time to rearrange sections more logically...

About the bits, it's quite puzzling because if we look at the data we currently have :

(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)

There's no bit left for stealing information. The first two determine the palette used, the 3rd one determines whether the enemy is armored or not, and the 4th one is whether the enemy steals points or not. There must be some other information about enemies hidden elsewhere in the ROM...
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6294 days
Last view: 6285 days
Posted on 07-25-06 07:17 PM Link | Quote
Originally posted by Trax
(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)


I meant it could be the possible combonation 0000 0011 that causes a different amount of experience to be stolen. Then again, it could always create an enemy that needs fire to be damaged and also steals experience. Since no enemies that I know of did this, I thought that could be the other combination.

Anyway, the_icepenguin brought up the issue of Thunder and the Thunder Bird boss. I'll look into it a bit. Probably something to do with the ASM coding.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 07-26-06 09:09 AM Link | Quote
(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)
Deathknight
Newcomer


 





Since: 08-02-06

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Posted on 08-03-06 12:08 AM Link | Quote
You can also set if sword beams work or not. I forget exactly how that worked though.
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 08-03-06 11:14 AM Link | Quote
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
Newcomer


 





Since: 08-02-06

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Posted on 08-03-06 01:19 PM Link | Quote
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

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 08-03-06 03:06 PM Link | Quote
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?
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 08-03-06 03:34 PM Link | Quote
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 ?



(edited by Trax on 08-03-06 03:37 PM)
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 08-03-06 06:41 PM Link | Quote
I will check into it....I think I have an idea where it may be....
Deathknight
Newcomer


 





Since: 08-02-06

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Posted on 08-03-06 09:01 PM Link | Quote
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

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 08-04-06 11:08 AM Link | Quote
At least now I know that Im not looking for nothing.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6294 days
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Posted on 08-04-06 11:30 AM Link | Quote
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

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 08-04-06 11:35 AM Link | Quote
Wait, are you saying that the experience bits affects the type of vulnerability of enemies?

Or did i read all that wrong...?
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 08-04-06 03:59 PM Link | Quote
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

Bit








Since: 05-28-06

Last post: 6285 days
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Posted on 08-31-06 06:47 PM Link | Quote
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?
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