Difference between revisions of "Zelda II - The Adventure of Link"

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{{Cheat|Lives-Infinite|0700|0A|-|Infinite Lives}}
 
{{Cheat|Lives-Infinite|0700|0A|-|Infinite Lives}}
 
{{Cheat|HitPoints-Infinite|0773|F8|-|Infinite Hit Points}}
 
{{Cheat|HitPoints-Infinite|0773|F8|-|Infinite Hit Points}}
{{Cheat|Invincible|0518|03|-|Invincible}}
+
{{Cheat|Invincible|0518|03|-|Invulnerable}}
 
{{Cheat|Magic|0774|F8|-|Infinite Magic Points}}
 
{{Cheat|Magic|0774|F8|-|Infinite Magic Points}}
 
{{Cheat|Powerup|0777|09|-|Level 9 Attack}}
 
{{Cheat|Powerup|0777|09|-|Level 9 Attack}}
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  048B - Conversation Pointer
 
  048B - Conversation Pointer
 
   
 
   
  0518 - Invincibility Timeout (01-02 - Blinking, 03+ - Not Blinking)
+
  0518 - Invulnerable Timeout (01-02 - Blinking, 03+ - Not Blinking)
 
   
 
   
 
  0562 - Controller 1 Last Poll
 
  0562 - Controller 1 Last Poll
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  FC=×
 
  FC=×
  
 +
==Famicom Disk System==
  
==Famicom Disk System==
 
  
[[Category:Games]]
+
[[Category: Games]]

Revision as of 16:51, 21 April 2016

Zelda II: The Adventure of Link is sequel to The Legend of Zelda. The game makes a huge design change from original's top-down view to a side-scrolling platform view that many fans disliked. The game is also considerably more difficult than the first. Gannon has put princess Zelda into a deep sleep and Link must defeat his minions in order to revive her.

Easy Cheats

Icon Addr Val Cmp Description
Icon-Lives-Infinite.png 0700 0A - Infinite Lives
Icon-HitPoints-Infinite.png 0773 F8 - Infinite Hit Points
Icon-Invincible.png 0518 03 - Invulnerable
Icon-Magic.png 0774 F8 - Infinite Magic Points
Icon-Powerup.png 0777 09 - Level 9 Attack
Icon-Powerup.png 0778 09 - Level 9 Magic
Icon-Powerup.png 0779 09 - Level 9 Life
Icon-Item.png 0793 09 - Infinite Keys
Icon-Jump.png 9472
9473
FA
F9
FC
FC
High Jump (1/2)
High Jump (2/2)
How do I use these?

North America

Zelda II - The Adventure of Link.png

Memory Addresses

0026 - Movement Tally - Increases as you walk in overworld.
0029 - Player Y
0070 - Controller 1 Last Poll
0073 - Overworld Y
0074 - Overworld X

0086-0089 - Overworld random monster type (00 - None, 01 - Small, 02 - Big, )

01F0-02FF - Sprite Memory

0301 - Used when writing text to screen
0302 - Used when writing text to screen
0303 - Letter position when writing to screen
0304 - Text memory offset?
0305 - Empty Row Space Character
0306 - Letter Written to Screen
0307 - Text memory offset?

0489 - Text Column
048A - Text Row
048B - Conversation Pointer

0518 - Invulnerable Timeout (01-02 - Blinking, 03+ - Not Blinking)

0562 - Controller 1 Last Poll
0564 - Magic Points - Display
0565 - Hit Points - Display

057D - Player Y Delta

0700 - Lives

0726 - Dialog Box Drawing Flag (00-01) Toggles while a dialog box is being drawn.

0741-0744 - Controller 1 Input

074C - Dialog Type (00 - None, 01 - Level Up, 02 - Talking)

0766 - Dialog Flag (00-01)

0773 - Magic Points
0774 - Hit Points
0775 - Experience x256
0776 - Experience x1
0777 - Attack Level
0778 - Magic Level
0779 - Life Level
0793 - Keys (00-09)

07DD - Dialog Counter

9472 - Jump height while walking slow (FC)
9473 - Jump height while walking fast (FC)

8265-8264 - Overworld Enemy Patterns (groups of 3)

Text

Each memory page of graphics in this ROM has the character set in it, and for each one there are minor variations. The letters and numbers are constant, but some of the symbols change depending on the section in the game so be wary of which symbols you use. Also, FD is used as a line break and FF is used as the end of a conversation.

0E=©
32=·
34=?
36=!
9C=,
CE=/
CF=.
D0=0
D1=1
D2=2
D3=3
D4=4
D5=5
D6=6
D7=7
D8=8
D9=9
DA=A
DB=B
DC=C
DD=D
DE=E
DF=F
E0=G
E1=H
E2=I
E3=J
E4=K
E5=L
E6=M
E7=N
E8=O
E9=P
EA=Q
EB=R
EC=S
ED=T
EE=U
EF=V
F0=W
F1=X
F2=Y
F3=Z
F4= 
F6=-
FC=×

Famicom Disk System