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Main - ROM Hacking - Zelda II - Information New thread | New reply


Trax
Posted on 07-17-07 02:45 AM (rev. 2 of 03-22-09 04:55 AM) Link | Quote | ID: 55554


Yellow Stalfos
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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
Posted on 07-17-07 03:26 AM Link | Quote | ID: 55564


Mole
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You should submit them to romhacking.net

It's nice to see work like this being done. Keep up the good work.

____________________

Squash Monster
Posted on 07-17-07 09:38 AM Link | Quote | ID: 55631


Buster Beetle
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Posted by Trax's Random File
0x139B
02 -> 04 : Link stops instantly both ways
This seriously has the potential to be the best one-byte hack ever.

Unfortunately, if you just tap a direction and let go, he'll start floating in the opposite direction, and then things will get glitchy.

Have you ever found a way to make Link accelerate instantly (which I think would fix this) or stop him without the side-effect?

____________________

Trax
Posted on 07-18-07 03:10 AM Link | Quote | ID: 55802


Yellow Stalfos
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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
Posted on 07-21-07 10:01 PM Link | Quote | ID: 56599

Newcomer
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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
Posted on 07-27-07 04:02 AM Link | Quote | ID: 58611


Leever
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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
Posted on 07-27-07 06:21 AM Link | Quote | ID: 58639


Popo
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That will be awesome! I've spent countless hours trying to find it!

I really look foward to this, optomon!

Raccoon Sam
Posted on 07-27-07 12:50 PM Link | Quote | ID: 58822


Cobrat
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Posted by optomon
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.


Whoa! That's awesome. Think you could give us a short explanation how the Music system works?

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Trax
Posted on 07-28-07 12:56 AM Link | Quote | ID: 59058


Yellow Stalfos
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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):

0x5625: B5 2A LDA $6D,X ; Load ZP $2A + X
0x5627: 8D DD05 STA $05DD
0x562A: 18 CLC
0x562B: 69 60 ADC #$60
0x562D: 8D DC05 STA $05DC
0x5630: 60 RTS

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
Posted on 07-28-07 03:49 AM Link | Quote | ID: 59100


Buzzy Beetle
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Ice Penguin
Posted on 07-28-07 04:34 AM Link | Quote | ID: 59111


Popo
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What do you mean? We have Dwedit's!

Shadic
Posted on 07-28-07 04:51 AM Link | Quote | ID: 59115


Buzzy Beetle
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EggplantPimp
Posted on 07-28-07 05:36 AM Link | Quote | ID: 59124


Buzzy Beetle
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Posted by Shadic
All we need now is a decent editor to run in Windows...


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
Posted on 07-28-07 07:50 AM Link | Quote | ID: 59150


Yellow Stalfos
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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
Posted on 07-28-07 06:48 PM Link | Quote | ID: 59195


Lakitu
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Posted by Ice Penguin
What do you mean? We have Dwedit's!
And we can totally have tons of problems with editing enemies!

Ice Penguin
Posted on 07-28-07 08:24 PM Link | Quote | ID: 59203


Popo
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Posted by Trax
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...


Hey, that's pretty cool. I'm going to change that in my hack right now!

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