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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - BTS Values - HEEEEEELLLP!
  
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Drewseph
Posts: 47/48
I use "XVI" hex editor
Draconis Kenjishiya
Posts: 65/83
Well, okay then. What's a good hex editor?
Drewseph
Posts: 45/48
hacking is never limited to just an editor, if you want to hack, learn to use a hex editor, thats the only way you'll have all the freedom you want
Draconis Kenjishiya
Posts: 64/83
Alright, here goes nothing.

*begins the grand attempt to learn to hack better*

First off, all that stuff you wrote, where in SMILE does it go or is it edited with a hex editor?
Drewseph
Posts: 44/48
it will but if you really want to learn to hack I suggest doing what I spent ten minutes writing =)
Draconis Kenjishiya
Posts: 63/83
Well, now that I know it's fixable...I'll just mess around with other things...such as the maps! Wheeee! Maybe the new version of SMILE will have save data editing. Who knows?

And if not, meh, I'll mess with things to see if I can fix it.
Drewseph
Posts: 43/48
yes, Resort to a backup file, if you haven't made backup files as you edit, then all I have to say is:

1) make back up files every time you change something
2) learn from your error
3) Don't ever EVER trust the editor, jathys said himself, he doesn't even trust his own editor.

As to actually fixing the room, what you did was change a pointer. not just any ordinary pointer, you see, the save data does several things, there are predesignated slots for each area, save slot one in crateria is in the landing site, what the data does it it pointer to room address, then it points to a door leading to that room (why I don't know) what you did was simply change that door to go somewhere other than landing site, and so starting a saved game now changes that destination.


I suggest waiting for save data to be editable, or fix it yourself, how? compare the original rom to your broken hack....heres the save data address as seen from convo with jathys.

$44C5 - start of saves (Landing Zone)... $46C5 with header

AAAA BBBB CCCC DDDD EEEE FFFF GGGG
AAAA = RoomID
BBBB = Room loader
CCCC = ? (always zero?)
DDDD = X of scroll
EEEE = Y of scroll
FFFF = Y of samus on screen (from top)
GGGG = X of samus on screen (from center)
Example (Landing Zone):
F8 91 6A 89 00 00 00 04 00 04 40 00 00 00
F8 91 = $91F8 = RoomID of landing zone
6A 89 = $896A = door that points to landing zone
0000 = ?
00 04 = $0400 = 4 screens over



Draconis Kenjishiya
Posts: 62/83
*angry twitch*

I finally figured out doors. Whoopie-doo. Hooray.

New problem.

My game became unplayable.

I have no idea what I did, nor how it happened. I didn't mess around with the room properties, all I did was change the location of a few doors.

When I start up my game, Samus appears out of her ship, but in a mass of pink garbage tiles, the map screws up, and the game freezes. Fog appears for no reason, and I can't move. The ship is still set in a room where it's 5 tiles from the right and five from the top.

Dear lord, why...

Any ideas, solutions or shovels? (needs to be hit over the head)
Drewseph
Posts: 42/48
yeah, 0 would be the top row, 0x, 0y is the top left corner in a room, in a 5x5 rooms 4x 4y would be the lower right corner
Draconis Kenjishiya
Posts: 61/83
Okay, now here's a question I can't figure out:

I have the Y (not Yi, but Y) value set to zero and when I go into a door I sitll appear four blocks up.

Any ideas?
Drewseph
Posts: 41/48
good they should, now try making them doo things they normally don't, like send you to a difff screen in the room, keep experimenting and you'll understand how doors work
Draconis Kenjishiya
Posts: 60/83
Woot. I'm sure I'll get them eventually, and thanks for all your help, Drewseph. Messing around with existing doors seems to work fine.
Drewseph
Posts: 40/48
right right, all that matters to the game is that the doors are at the edge of a screen, it's so easy, when I was starting I was as clueless as you about them, but I messed around with an existing door (right of the original ship landing) I kept chanding properties of the door leading to room 92FB.

just experiment with the doors , look at other doors, thats the only way you'll learn since I've told you all there is to know. hats all I can say now, go investigate for yourself
Draconis Kenjishiya
Posts: 59/83
Whaddya mean, the center of the screen? Does the game allow for doors to be placed in the middle of an room, so long as there's a no-scrolling area behind it?

And I don't know what IRC is, but I've been saying "explodes" for like...seven years...
Drewseph
Posts: 39/48
first off, "explodes" is my quote in IRC =P

second, if your doors aren't aligning, have you tried placing them in the center of the screen? all doors must be on the edge and in the center of whatever edge of the screen they are on
Draconis Kenjishiya
Posts: 58/83
I'm sure doors are easy. Probably very easy. It's like my expedition with Lunar Magic's ExGFX feature all over again - I was confused as hell before but eventually I'll get it. What I'm thinking is that I'm missing some crucial step. The doors aren't working right, when I enter them, they aren't aligning themselves up with the door they're supposed to go to.

Am I missing something?? 'Cause, like...I'm confused, and I need help. Is there something that has to do with the room properties, or pointers, or scrolling...damn...I hate all this weird stuff. (explodes)
Drewseph
Posts: 38/48
doors are easy, you're just doing them wrong, look at other doors that work in the original game, then mess around with those values and as learn from the resulting changes
Draconis Kenjishiya
Posts: 57/83
Okay, how about these odd problems:

I finally figured out what Y value to use and the door won't open right. When I enter it, it appears above the door I'm supposed to emerge from and Samus falls to the ground. Some doors I enter don't even go to the door, they put Samus in some weird place, the screen scrolls to the lower-right, and it freezes O-o

...I hate doors...
Drewseph
Posts: 37/48
I was too, Oh boy I was too.

hold the mouse over the lots in the door editor and you'll see which ones are X and Y.


as for 18 doors, why so many? you most likley changed some data around. th game reads door out pointers in reverse. say you have door data at:
$1AF90 (pointer = AD89) and $1AF90 (AD90)

the door out pointer in the smile room pointer list tells the room where to look for a set of more pointers to door data. so at the door out pointer you'd see:
89 AD 90 AD <---- the game stops reading if the second byte is under 80, since that is an invalid pointer. also, if ou didn't know by now, in hex pointer addresses are reversed.


headache....

/responce
Draconis Kenjishiya
Posts: 56/83
Hmmm...my problem is my rooms have too many doors. One room that has one door leading out of it has doors that go up to $17 ...and I can't get rid of them.

I'd love to make new doors and I'm sure the effing pointers or whatever is messing it up, because I've messed around with every X and Y value I can think of...but I, unfortunately, am one of those unintelligent hackers who couldn't figure out hex to save his life.

*cries*
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