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Main - ROM Hacking - Zelda II - Information | New thread | New reply |
Trax |
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Yellow Stalfos Level: 71 Posts: 47/1145 EXP: 3034058 Next: 133056 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
I thought it would be good to have a thread for Zelda II, and share everything we find about this not-so-popular-yet-very-good game. I still maintain a compilation of Zelda II data, and another file in which I dump any discovery I make over time. You can dig these offsets further and try to find valuable information or explanations...
Some time ago, I was successful in ASM hacking Zelda II to make dialog boxes taller, so more text could fit in, but the information did not spill, except for Raccoon Sam. You can see how to do it in this file: Long Dialog Boxes... If anyone finds anything else that would prove useful, don't hesitate... |
Darkdata |
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Mole Level: 43 Posts: 363/366 EXP: 554406 Next: 10640 Since: 02-19-07 From: Last post: 6118 days Last view: 6117 days |
You should submit them to romhacking.net
It's nice to see work like this being done. Keep up the good work. ____________________ |
Squash Monster |
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Buster Beetle Level: 48 Posts: 249/469 EXP: 803998 Next: 19545 Since: 02-22-07 From: New York Last post: 5690 days Last view: 5689 days |
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Trax |
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Yellow Stalfos Level: 71 Posts: 51/1145 EXP: 3034058 Next: 133056 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
I digged quite a lot in this direction, but I couldn't pinpoint anything significant yet. My main problem is that I don't have access to FCEU or any other tracing program, so I do everything by hand, and I can't possibly know the contents of any variable in RAM at any given time. So everytime I bump into a RTS, it's barely possible to know where I come from, unless I also noted the original JSR beforehand. The only sure way would be to start from the very beginning and decompile everything, which is an overwhelming task...
Thanks to Ice Ranger, we have some information on RAM values, like Link's position and speed. I'm trying to poke the RAM addresses we already know, and find something from there... I'm also looking for variables to alter enemy AI. I found something for Leeders at 0x563C. Change 60 to any other number to make the Leeder go down their thread and go back up at a different height. Each 10 is equivalent to two tiles (since 1 tile is 8 pixels). That's a beginning. I'd like to alter their speed, but did not find the variable yet. And since I have the "I-can't-return-to-parent-routine" syndrome, sometimes I get stuck in my search... |
Ice Ranger |
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Newcomer Level: 8 Posts: 5/8 EXP: 1791 Next: 396 Since: 02-21-07 Last post: 6103 days Last view: 5534 days |
Give me another two weeks and I should have my windows pc back and able to hack again. I'm not able to do a whole lot on a mac in the means of hacking. |
optomon |
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Leever Level: 33 Posts: 57/198 EXP: 220350 Next: 8829 Since: 03-05-07 From: Vancouver, WA Last post: 2450 days Last view: 2038 days |
I'm compiling a document on the games music data, information which seems to be needed. I've already been able to make new music for the game. |
Ice Penguin |
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Popo Level: 51 Posts: 328/539 EXP: 990686 Next: 23252 Since: 02-20-07 From: Kasuto Last post: 4781 days Last view: 4781 days |
That will be awesome! I've spent countless hours trying to find it!
I really look foward to this, optomon! |
Raccoon Sam |
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Cobrat Level: 56 Posts: 303/672 EXP: 1379254 Next: 18922 Since: 02-19-07 From: Hi Last post: 3460 days Last view: 2692 days |
Posted by optomon Whoa! That's awesome. Think you could give us a short explanation how the Music system works? ____________________ |
Trax |
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Yellow Stalfos Level: 71 Posts: 85/1145 EXP: 3034058 Next: 133056 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
I... Need... More... Variables...
I found only one, about the Red Leeders' descending height, and it's not very interesting... Right now, I'm hunting for this kind of opcode: B5 2A B5 A1 Etc... B5 is LDA with Zero Page,X. Which is probably used to point to enemies currently in the area. According to Ice Ranger, $2A is the first Zero Page memory for enemy X position. This is the kind of data I'm looking for, along with Y position, velocity, projectiles, AI, etc... At 0x5635 (0x5625 without header):
Basically, $05DC is $05DD + 60, which would translate into the starting Y position + 60 (pixels). But again, I can't do anything after the RTS... |
Shadic |
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Buzzy Beetle Level: 44 Posts: 332/376 EXP: 577277 Next: 34008 Since: 02-19-07 From: Washington Last post: 5945 days Last view: 5736 days |
Ice Penguin |
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Popo Level: 51 Posts: 329/539 EXP: 990686 Next: 23252 Since: 02-20-07 From: Kasuto Last post: 4781 days Last view: 4781 days |
What do you mean? We have Dwedit's! |
Shadic |
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Buzzy Beetle Level: 44 Posts: 334/376 EXP: 577277 Next: 34008 Since: 02-19-07 From: Washington Last post: 5945 days Last view: 5736 days |
EggplantPimp |
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Buzzy Beetle Level: 44 Posts: 20/378 EXP: 578645 Next: 32640 Since: 04-30-07 From: Boo York, Home Of The Big Pumpkin Last post: 1245 days Last view: 1245 days |
Posted by Shadic That's if anyone here has big enough balls to make one... Uh, er I mean...the DOS editor doesn't work on my PC either, I have Windows XP too. *waits for the, make the editor yourself comments* ____________________ - Nikki |
Trax |
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Yellow Stalfos Level: 71 Posts: 88/1145 EXP: 3034058 Next: 133056 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Yeah, make the editor y... No, seriously, I'd say from experience that the game data part is quite easy for anyone with basic knowledge of arrays and pointers. But when graphics are involved, it becomes a little more complicated and less straightforward...
By the way, I found another variable: 0x5BE3 (default: 05) It defines the rate at which the Geldarms restretch themselves after being shrinked. Lower means faster... Try 00 for super speedy, and FF for agonizingly slow... |
Dr. Hell |
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Lakitu Level: 52 Posts: 128/552 EXP: 1025904 Next: 57936 Since: 03-02-07 From: Pittsburgh, PA Last post: 5027 days Last view: 4984 days |
Posted by Ice PenguinAnd we can totally have tons of problems with editing enemies! |
Ice Penguin |
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Popo Level: 51 Posts: 330/539 EXP: 990686 Next: 23252 Since: 02-20-07 From: Kasuto Last post: 4781 days Last view: 4781 days |
Posted by Trax Hey, that's pretty cool. I'm going to change that in my hack right now! |
Main - ROM Hacking - Zelda II - Information | New thread | New reply |
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