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Main - ROM Hacking - Zelda: Journey of a Day New thread | New reply

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Ice Penguin
Posted on 08-03-07 09:09 PM (rev. 2 of 08-09-07 05:33 AM) Link | Quote | ID: 59859


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So this is my new Zelda II hack that I've been working really hard on. I hope you enjoy the images. Some feedback would be great as well!



Zelda's Castle
Grassland
Cave
Rocks
Sand Palace
Inside Sand Palace
Forest Palace
Graveyard
Forest

There will also be new features in this game. Most of them I won't say until they become reality, in other words, until my ASM skills become MUCH better. But the only one so far is an Animated Overworld, thanks to JaSp!

MathOnNapkins
Posted on 08-03-07 09:29 PM Link | Quote | ID: 59864


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That's a really nice title screen. I'm not a huge expert on Zelda II, but the ones that I "think" I can tell look different are "Zelda's Castle," "Sand Palace," "Inside Sand Palace," and the "Forest Palace." No offense, but the other screens were kind of bland in that I was expecting something that looks markedly different from the original game. I think you modified the energy and magic meters too though. And maybe added the sword power to the top of the screen? I don't remember seeing that unless the game was paused.

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Dwedit
Posted on 08-03-07 09:41 PM Link | Quote | ID: 59867


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I sure hope this isn't anything at all like your last hack

I wonder if you finally decided to rearrange the linkage of rooms in the palaces...

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Ice Penguin
Posted on 08-03-07 10:43 PM Link | Quote | ID: 59877


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This is my first GFX hack. So anything I show can definitely change!
Posted by Dwedit
I sure hope this isn't anything at all like your last hack

I wonder if you finally decided to rearrange the linkage of rooms in the palaces...
This will be nothing like my previous hacks. I'm planning to implement all the things I asked you about. No matter how long it takes to become good at ASM.

Also, I still haven't checked into the room connection, but hopefully when I get there it won't be too hard to figure out.

Reshaper256
Posted on 08-04-07 12:07 AM Link | Quote | ID: 59881


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The sand palace and forest palaces really impress me, at least from what I can see graphically. They look like brand new palaces, instead of rehashes of the old ones. If you keep that up with the rest of the game, I'll be very interested in playing this one.

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Jigglysaint
Posted on 08-04-07 01:23 AM Link | Quote | ID: 59891


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Posted by Ice Penguin
This is my first GFX hack. So anything I show can definitely change!
Posted by Dwedit
I sure hope this isn't anything at all like your last hack

I wonder if you finally decided to rearrange the linkage of rooms in the palaces...
This will be nothing like my previous hacks. I'm planning to implement all the things I asked you about. No matter how long it takes to become good at ASM.

Also, I still haven't checked into the room connection, but hopefully when I get there it won't be too hard to figure out.


That's pretty simple. Each bank has a number of rooms, 64 I think, and you can link to all of them. Each room has 4 bytes in a spot I can't remember off hand. each byte is the room to link to for a certain direction. I think pits make you warp one room ahead or somthing.

Also, I found out how the game keeps track of what items appear on what screen. Basically, each room has 8 bits affixed to it, and a 1 means the item has not been taken, and a 0 means the item is taken. This works for both items and locked doors so you should look into that data if you want your palaces to be better.

Ice Penguin
Posted on 08-04-07 02:15 AM Link | Quote | ID: 59900


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Posted by Jigglysaint
Also, I found out how the game keeps track of what items appear on what screen. Basically, each room has 8 bits affixed to it, and a 1 means the item has not been taken, and a 0 means the item is taken. This works for both items and locked doors so you should look into that data if you want your palaces to be better.


I'd be interested to know more about that, if you have more you like to share? I'll definitely remember this when working on the palaces.

Ice Ranger
Posted on 08-04-07 05:39 AM (rev. 2 of 08-04-07 05:50 AM) Link | Quote | ID: 59908

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The bits that Jigglysaint mentioned are set when starting a new game. Most are set so there aren't a bunch of locked doors in the first temple, try changing some of the bits. That information should be set on datacrystal.org near the other default values whenever you begin a new game.

As far as I've checked with the bits, they affect locked doors, keys and experience bags only. Set them to 00 to turn off all the bits for no locked doors or keys and should finish the level with no problems.

As for the room pointers, look below (I had them wrong). Basically, you could make one extremely large palace if you wanted, loops - as you know from palace 4 and 6.

I'm supposed to be looking into this game for Trax as well, so I should be uploading a lot of data again. I have already documented the room pointers, but I couldn't figure out an easy way to organize it, so it's probably not on datacrystal yet.

Trax
Posted on 08-04-07 05:41 AM Link | Quote | ID: 59909


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The room destinations are already documented in Data Crystal, in the "Dwedit's Documents" section, which is not yet sorted...

Room connectivity data


Begins at $871B, 4 bytes per entry
Begins at $A1F8 for second set of 63 maps

xxxxxx.. = Destination map number (63 to go outside)
......xx = Starting X coordinate on destination (times 256)

Order of bytes:
Left exit
Down exit
Up exit
Right exit

ETG
Posted on 08-04-07 06:19 AM Link | Quote | ID: 59911

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I never tested this out much, but I'm not so certain that the exits are based on up, down, left and right...

I remember when I was doing some very drastic room changing in death mountain, I got very confused. I'd end up a screen away from where I thought I'd be and in the floor.

So now I'm thinking that each screen has a designated destination (determined by that byte) and you go there no mater where you exit.


So instead of
[left] [down] [up] [right]

it's
[first screen] [second screen] [third screen] [fourth screen]

Some simple tests could determine the truth, but I got caught up on another problem and never tested it.

Trax
Posted on 08-04-07 07:48 AM Link | Quote | ID: 59914


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Posted by ETG
So now I'm thinking that each screen has a designated destination (determined by that byte) and you go there no mater where you exit.

This can't be completely true because there are screens that lead to different places depending on the side from which you leave. All palaces screens work this way. Or take the grotto with the Medicine, for example. The first screen can lead to two possible destinations: outside or the next screen. There must be data to account for those two...

Anyway, after testing, I looks like the first 4 bytes are used for many areas. It accounts for North Castle, but it also works with random battles (the ones when you touch a demon on the overworld). My guess is that each area has a pointer for its room data. Or maybe North Castle and Random Battles have a special flag that tells the game to always use this first set of 4 bytes...

There's also a difference between a single screen with a single entry point (a dead-end grotto, for example), and an area with multiple screens and multiple entry points (some grottos in Death Mountain). There is an obscure bit somewhere that determines if a screen is the second part of a cave, and it's involved when an area can lead to different locations on the overworld...

I think there are rooms that can lead to 4 different locations in Palace 5 and 6...

Dwedit
Posted on 08-04-07 08:14 AM Link | Quote | ID: 59917


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I'm looking at that screenshot of the Forest Palace. It looks like that stalfos is about to take a very hot bath. But if that stalfos was placed further to the left, and Link did not have the downward thrust, then that would be frustration city.

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Dr. Hell
Posted on 08-04-07 09:38 AM Link | Quote | ID: 59921


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I'm liking what I'm seeing so far. The Forest Palace and Zelda's castle look the best graphically, and if you are at all interested, I'd definitely be willing to help out with graphics stuff.

Ice Penguin
Posted on 08-04-07 08:07 PM Link | Quote | ID: 59946


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That Stalfos is there just to make the picture look better. He is actually there because I'm using my last hack as the base of this one.

I might want some help with graphics later, because I find them really frustrating, but I'm taking a break from graphics and am working on even more frustrating things.


Googie
Posted on 08-05-07 01:49 AM Link | Quote | ID: 59973


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Sweet pics, you know I'll play this when it's done. Keep it up Icey...

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asdf
Posted on 08-06-07 12:11 AM Link | Quote | ID: 60148


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The title screen looks half-decent. The perspective is a little weird, but there's nothing you can do about that, I suppose. If you can add some clouds, do so. It'd liven up the sky a little.

The rug in Zelda's Castle looks a bit odd, but other than that, it's all right.

The rocks in the plains look unusual at the spot where they meet the grass. It's just as if the grass just suddenly cuts off where the rocks are. Given that part of the ground is included in the grass tiles, that's what's causing the problem. Perhaps add some moss to the rocks? If that's not possible, at least cut the grass down (specifically the ground part).

I can't see much wrong with the cave shot. If I had to name something, it'd be how the lava doesn't transition well into the ground when they're at the same level.

The rocky road. The rocks look like they're floating slightly above the ground. The blue holes in the lower part of the top tile of the ground look strange as well. Also, Link and the blob stand out among the bright and vivid landscape, and not in a good way.

Sand palace has the same contrast problems as the rocky road shot. I mean, why is it so bright? It's nighttime. Where is all that light coming from? Certainly not the moon, it's not that bright. Ditto for the inside.

Forest Palace is the opposite - it's a little too dark. The Stalfos really sticks out because of it. Just brighten it up ever so slightly, and it'll be all right. And lava really shouldn't really be among all those plants. One would think they'd catch fire because of it.

The graveyard has similar problems to the rocky road with its floating stuff. The grey and blue don't really work well together.

The forest seems good, except for the unnatural-looking square-shaped leaf formations. Round it out a little if possible.

All those issues aside, it looks pretty good. I'm looking forward to seeing the progress on this one, as it looks promising.


Ice Penguin
Posted on 08-06-07 07:39 PM Link | Quote | ID: 60467


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Hey thanks for all the comments! I'll definitely see what I can do about some of the things you mentioned! Some things however aren't possible yet. I am getting better though, so, eventually.

Here is a picture of the new Status Bar. The one during gameplay, that shows your life, magic, and experience.

What do you think?

And here is a slightly updated title screen. All I did was remove that house and I blended the forest a little. Compare with the title screen above.

Improved Title Screen?

Any thoughts?

KP9000
Posted on 08-06-07 09:19 PM Link | Quote | ID: 60501


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I actually liked the house on the right. Link on the left looks pretty cool too. Really, the day setting is what makes this look real nice. What would really breathe more life into this hack is some new GFX. The animations on the overworld I've got to see, though.

Keep this up, this hack looks promising!

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asdf
Posted on 08-06-07 11:06 PM Link | Quote | ID: 60530


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No problem. The new status bar looks good. Just scoot the EXP bar over one tiles, and it'll be perfect. The title screen looks better as well. The house's former presence made it look like it would have importance in the hack. If that is not the case, it shouldn't be there. And the forest blending makes things better as well.

Har D. Har Koopa
Posted on 08-06-07 11:09 PM Link | Quote | ID: 60535


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Nice hack, though I never liked ZElda 2, probably because everytime you get a game over, you start back at the effing palace. And it is full of Engrish.
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