Post subject: The Legend Of Zelda item drops. NES vs. WII Virtual Console
Joined: 5/24/2012
Posts: 4
I was wondering if anyone knows if item drops are different on the virtual console than on the original NES cartridge game. It seems like the first drop on hit #1 of a blue octorock should be bombs but I think it seems random on the virtual console. So, according to this chart, the $052A counter ( I guess a memory location) is used to cycle through item drops. What advances this counter? I saw it referred to as 'frames'. If I move towards level 3 and don't swing my sword at all, and don't hit an enemy, I can kill a blue octorock and only SOMETIMES get bombs. I wonder if using the WII virtual console changes this system of if something is advancing this counter that I'm not aware of.
Post subject: Re: The Legend Of Zelda item drops. NES vs. WII Virtual Console
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
TheRedBaron wrote:
This link doesn't work anymore: http://tasvideos.org/2091S.htm
It should be http://tasvideos.org/2091S.html <_<
Joined: 5/24/2012
Posts: 4
Thanks for that!
Joined: 7/2/2007
Posts: 3960
It may well be that the counter is also advanced for each frame on the title screen, or something similar. Most games do something like that to get a decently random starting seed.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/24/2012
Posts: 4
And no one knows if on console start-up if the counter even starts at 0 every time, right? It can be a random seed every time.
Skilled player (1409)
Joined: 5/31/2004
Posts: 1821
It should start at 0 every time you start the game... at least on a real NES, but I would guess on virtual console as well. The counter moves up 1 by killing an enemy. The picture only shows the item that will be dropped IF the enemy drops an item. Whether or not it will drop that item is random, as far as I can tell. This means that everytime you start the game from scratch, I think you should get bombs if you kill a blue octorock first (although it may not drop anything). Also note that killing lots (like 10) enemies in a row without being hit means you will get a 'good' item such as a bomb, a fairy, or a blue rupee. If you want to know exactly how it works, I would suggest looking at how the address behaves when you kill enemies and checking how it corresponds to the picture.
Editor, Skilled player (1534)
Joined: 7/9/2010
Posts: 1319
The Adresses if an enemy drops an item are: $0413-$041D. I couldn't find out a logical algorithm yet. Also the RNG are different for each enemy.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Joined: 5/24/2012
Posts: 4
Baxter and TASEditor, I've never done it, but I'm guessing NES Emulators give access to these memory locations? Which emulator is a decent one to use?
Editor, Skilled player (1534)
Joined: 7/9/2010
Posts: 1319
TheRedBaron wrote:
Baxter and TASEditor, I've never done it, but I'm guessing NES Emulators give access to these memory locations? Which emulator is a decent one to use?
Here are all those emulator which we usually use for TASing. You can either use FCEUX or BizHawk for NES games. And the memory location is called Ram Watch, but have to know the adresses by filtering the adresses in Ram Search. Or search in the dark corners of the internet.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch