First of all, pardon me if this is the wrong place to post this thread, please move it appropriately if it's in the wrong place.
I've been working on a Zelda 1 hack for quite some time already, called Zelda 1 Redux:
https://www.romhacking.net/forum/index.php?topic=29403
Right now, I'm almost in the finishing touches of the game.
There's only 3 points left to be done to finish the hack, and one of those 3 points is being able to make animated tiles for water in the overworld.
From what I know and researched, the best way to tackle this would be to make a mapper conversion of Zelda 1 from MMC1 to somthing like MMC3 or MMC5.
I have disassembled infidelity's MMC3 conversion of Zelda 1, which can be seen here (alongside the rest of the code for the project):
https://github.com/ShadowOne333/The-Leg ... e/MMC3.asm
If you compile that MMC3.asm file directly into a clean Zelda 1 ROM, it works just fine and it loads as a MMC3 ROM.
However, the one thing that's missing is basic bank switching support for the graphics.
This is where I am stuck, as I have no clue as to how to accomplish such a thing.
I already have the graphics separated properly, and I'll I'm seeking is a way to make a new Overworld background graphics bank that gets swapped every second or so.
From what I gathered about the Overworld graphics, I seem to have found the pointers, which apparently load the Overworld background graphics themselves, as well as the routine that handles it:
Code: Select all
C091: AD 1D05 LDA $051D
C094: 0A ASL
C095: AA TAX
C096: BD 2C80 LDA $802C,X
C099: 85 00 STA $00
C09B: BD 3880 LDA $8038,X
C09E: 85 02 STA $02
C0A0: E8 INX
C0A1: BD 2C80 LDA $802C,X
C0A4: 85 01 STA $01
C0A6: BD 3880 LDA $8038,X
C0A9: 85 03 STA $03
C0AB: 60 RTS
Code: Select all
3B89 -> C93B Overworld Background
5B91 -> D15B Overworld Sprites
Which is why I wanted to ask for help in here.
If anyone could please help with making the bank switching for the overworld background sprites, I'd be really grateful!
This is one of the very last things to do so I can make a proper release of the hack.
And if it's possible to do the same for Dungeon graphics, that'd be a plus
Thanks in advance to anyone who jumps in to help with this!
The disassembly by Trax for Zelda 1 could help as well:
http://www.bwass.org/romhack/zelda1/zelda1bank3.txt