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05-05-24 08:48 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda II Information New poll | |
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Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 08-31-06 10:25 PM Link | Quote
As far as I know, the pause menu can be completely hacked. The magic names and values can be changed, and the rest is graphic hacking. If you think you changed something without any result, it's probably because you modified only one graphic bank. In each of the graphics banks in Zelda II (except bank 14, which is all blank, go figure), the last tiles are always the same, but you are likely to change all of them, because different banks are used for different situations. For example :

Bank 1 - Register Screen
Bank 2 - West Hyrule
Bank 3 - East Hyrule
Bank 4 - Towns in West Hyrule
Bank 5 - Palace 1
Bank 6 - Palace 2

And so on...
the_icepenguin

Bit








Since: 05-28-06

Last post: 6285 days
Last view: 6285 days
Posted on 09-01-06 12:25 AM Link | Quote
Wait a minute! What's this about banks? I've been hacking Zelda II for a while now and I've never heard that before.

Now I feel like I did when I first started....
Mega-Dog



 





Since: 11-19-05
From: Minnesota

Last post: 6307 days
Last view: 6288 days
Posted on 09-01-06 07:36 PM Link | Quote
They are just the memory banks where all the data is stored...
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 09-10-06 08:47 PM Link | Quote
I have that info about the Level Up Screen now, I gave it to the_icepenguin in a PM, but figured I'd better share it with everyone until it ends up on datacrystal. Also, here's info about the Level 5 boss added in the cart version of this game compared to the fds version. Too bad the bits don't change his color. Hope you find it useful.

0x013C87 - Level 5 Boss HP

0x013C89 - Level 5 Bits

0x001E42 - __*_ of Attack Level 2

0x001E43 - __*_ of Attack Level 3

0x001E44 - __*_ of Attack Level 4

0x001E45 - __*_ of Attack Level 5

0x001E46 - __*_ of Attack Level 6

0x001E47 - __*_ of Attack Level 7

0x001E48 - __*_ of Attack Level 8

0x001E49 - __*_ of Attack giving a 1-Up

0x001E4A - __*_ of Magic Level 2

0x001E4B - __*_ of Magic Level 3

0x001E4C - __*_ of Magic Level 4

0x001E4D - __*_ of Magic Level 5

0x001E4E - __*_ of Magic Level 6

0x001E4F - __*_ of Magic Level 7

0x001E50 - __*_ of Magic Level 8

0x001E51 - __*_ of Magic giving a 1-Up

0x001E52 - __*_ of Life Level 2

0x001E53 - __*_ of Life Level 3

0x001E54 - __*_ of Life Level 4

0x001E55 - __*_ of Life Level 5

0x001E56 - __*_ of Life Level 6

0x001E57 - __*_ of Life Level 7

0x001E58 - __*_ of Life Level 8

0x001E59 - __*_ of Life giving a 1-Up

0x001E5A - _*__ of Attack Level 2

0x001E5B - _*__ of Attack Level 3

0x001E5C - _*__ of Attack Level 4

0x001E5D - _*__ of Attack Level 5

0x001E5E - _*__ of Attack Level 6

0x001E5F - _*__ of Attack Level 7

0x001E60 - _*__ of Attack Level 8

0x001E61 - _*__ of Attack giving a 1-Up

0x001E62 - _*__ of Magic Level 2

0x001E63 - _*__ of Magic Level 3

0x001E64 - _*__ of Magic Level 4

0x001E65 - _*__ of Magic Level 5

0x001E66 - _*__ of Magic Level 6

0x001E67 - _*__ of Magic Level 7

0x001E68 - _*__ of Magic Level 8

0x001E69 - _*__ of Magic giving a 1-Up

0x001E6A - _*__ of Life Level 2

0x001E6B - _*__ of Life Level 3

0x001E6C - _*__ of Life Level 4

0x001E6D - _*__ of Life Level 5

0x001E6E - _*__ of Life Level 6

0x001E6F - _*__ of Life Level 7

0x001E70 - _*__ of Life Level 8

0x001E71 - _*__ of Life giving a 1-Up

0x001E72 - *___ of Attack Level 2

0x001E73 - *___ of Attack Level 3

0x001E74 - *___ of Attack Level 4

0x001E75 - *___ of Attack Level 5

0x001E76 - *___ of Attack Level 6

0x001E77 - *___ of Attack Level 7

0x001E78 - *___ of Attack Level 8

0x001E79 - *___ of Attack giving a 1-Up

0x001E7A - *___ of Magic Level 2

0x001E7B - *___ of Magic Level 3

0x001E7C - *___ of Magic Level 4

0x001E7D - *___ of Magic Level 5

0x001E7E - *___ of Magic Level 6

0x001E7F - *___ of Magic Level 7

0x001E80 - *___ of Magic Level 8

0x001E81 - *___ of Magic giving a 1-Up

0x001E82 - *___ of Life Level 2

0x001E83 - *___ of Life Level 3

0x001E84 - *___ of Life Level 4

0x001E85 - *___ of Life Level 5

0x001E86 - *___ of Life Level 6

0x001E87 - *___ of Life Level 7

0x001E88 - *___ of Life Level 8

0x001E89 - *___ of Life giving a 1-Up
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 09-15-06 12:39 PM Link | Quote
Alright, good job...
Now we can hack Leveling completely...
Will be added to DataCrystal soon...
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6295 days
Last view: 6285 days
Posted on 09-15-06 07:53 PM Link | Quote
Have you guys already figured out how the pointers for the levels work yet? I documented it but never uploaded it (found it not that long ago).
Trax

Red Tektite


 





Since: 05-01-06
From: Québec

Last post: 6285 days
Last view: 6285 days
Posted on 09-16-06 12:34 AM Link | Quote
Yeah, I implemented that part in ZII Game Editor, but I couldn't get my hand on the Level Screen numbers...

The amount of experience points needed to level up for Attack, Magic and Life can be found between 0x1669 and 0x1698 inclusively. Each value is made of 2 bytes, but those 2 bytes are not contiguous. The low byte is always 24 bytes further than the corresponding high byte...

Example from the original ROM :

0x166F = Attack Level 8 High Byte = 1F
0x1693 = Attack Level 8 Low Byte = 40

0x1F40 = 8000 in decimal

Taken from my own compilation
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