Acmlm's Board - I2 Archive - Rom Hacking - MegaMan X/X3 Data
User | Post |
elixirnova
Posts: 174/177 |
Could you add mine and k0lpa's x3 data also?... you can transform it into one name if you must btw. ...elixirk0pa,k0lva,k0lpan0va,el1x1rN0lpa............... or just elixirnova/k0lpa |
XcomGS
Posts: 47/60 |
Ok, sounds good. I will add it under your name. http://www.infinines.net/wikiram/index.php/MegaMan_X |
DxEdge
Posts: 12/12 |
Originally posted by XcomGS Wow....do you mind if i add that to WikiRAM? Or you could..you dont have to though. I could add it and give you credit.
I wouldnt mind you adding the MMX data as long as you give me credit for it. Since it was I who gave it to him some months ago.. the MMX3 data on the other hand, is his own. |
Insomnia DMX
Posts: 20/23 |
Although I don't have any level data, You can read the notes I took off of an earlier thread, most of the stuff is for status, and If anyone knows where in ram, it tells what weapon you have equipped, I'd appreciate it. I'm working on some weapon hacks, including a punch weapon, and making the X-Saber an equippable. I'm drawing new armor sprites, and a long time ago, before I came into the scene, I used to draw sprites, Here's an expample...
Amagine this in a hack, or something similar, I think it would be possible. Just need to figure out where the pointers for graphics of equipped armors are, and make new graphics in the same format as the original armor graphics. |
elixirnova
Posts: 173/177 |
Although I don't think there are many RAM value explanations in there but I think I'll go look for them next and make up a list. It is more fun to hack when ya know lotsa ram values .
Anyone from DES happen to have any info on the graphics data in Megaman 7 or X/X3 from parasyte, vagla, or atma? |
SePH
Posts: 425/459 |
Amazing If only there was as much dedication for this game as the major players right now (Super Mario 64, Super Mario World)...
I did liked the X episodes till X6... X7 in semi 3D/2D mode... real crap.. then X8 at least goes back to the roots but still not enough. I'd really like to hack MMX1/2/3 by any means. We need more games in that unique style.
Anyways keep it up mate. That editor of yours shed light to a few select, but imagine the possibilities if the gfx decompression/compression methods were found... I'd be a new man for my part. Just kidding |
XcomGS
Posts: 45/60 |
Wow....do you mind if i add that to WikiRAM? Or you could..you dont have to though. I could add it and give you credit. |
elixirnova
Posts: 171/177 |
Ok here it goes, I'm just posting it all here since I dont have a reliable server to throw it on. And If you have any questions about this large mess uhh just ask . I'm sure its all tidy in my head still.
And big note! If anyone knowlegeable wants to help with the gfx compression in X,X2,X3 or 7 I'd be more than happy to finish an editor for any of them in C++ this time
------------Mega Man X------------- Given to me by DxEdge
--------------------???????????_----------------------
$37582 - Sprite bank?
$17757 - Cars in Intro Stage? 05 default
--------------------STATUS DATA-----------------------
$33c70 > X's Walking speed; Left
$33c7E > X's Walking speed; right
$33C6C > X's walking speed; Left
$33C6A > X's walking speed; right
$33c73 > X's fully charged bullet. 01 = bullet. 02 = mid charged bullet. 08 = normal fully charged bullet. 03 > Zeros Buster Upgrade.
$33C77 > Mid charged bullet. Weapon. 14 = Fully charged Wind
$33C7A > Fully Charged bullet. weapon. 01 - bullet 02 - mid bullet 03 - full bullet 04 - Hadoken 05 - ETC ----------------------- $37020 = Y Button < 40 = Shoot 80 = Jump 01 = Start>
$37021 = B Button < 80 = Jump 40 = Shoot 01 = Start>
$37025 = START Button < 01 = Start 80 = Jump 40 = Shoot>
--------------------ENEMY DATA------------------------
$34E20 - Intro Sage; HeliBug stuff
--------------------GRAPICHS--------------------------
$65200 - $66200
$F4b1e - > Intro Level GFX
$15AC07 - $164C0C
$168200 - $17A200
--------------------PALETTE DATA----------------------
----------------- ---INTRO LEVEL--- -----------------
---Layer 2---
$2D76A
---Layer 1---
$2D758 - Light Yellow 1 $2D75E - Light Yellow 2
--------------------TEXT DATA-------------------------
$24AD4 - $27330 <--- start, end.)
$24CFF - $24D47 (" You worthless piece of scrap metal, did you think you could defeat me? ")
--------------------LEVEL DATA-----------------------
----------------------------> { 130000-140000> Item/Pause Screen Data } }
'// Each screen is $7F. --WIP Tiles--
E5, E6, E7, E8, E9, EA, EF, F0, F1, F2 << Right Slope
C0 C3 --------------< $30AB0 > Intro Stage; Music Poitner $90340 > Intro Stage; Starting Screen. $AE425 - $AE444> Intro Level; What 16x16 tiles are. (solid, water, spikes etc..)
$96400 - $97361> Intro Stage; Level Data 32 x 32 Tiles (' Level Data Lenght $F61 ') <" 4: 16x16 tiles makes 1 32x32 tile. ">
$98200 - $987F4> Intro Level; Layer 2 Data 32 x 32 Tiles
$B4628 - > Intro Stage; TSA Data 16 x 16 Tiles <" 4: 16x16 tiles makes 1 32x32 tile. ">
$C8200 - > Intro Stage; TSA Data 8 x 8 Tiles <" 4: 8x8 tiles makes 1 16x16 tile. ">
} $99280 - > Flame Mammoth; Level Data 32 x 32 Tiles {
} $9B110 - > Launch Octopus; Level Data 32 x 32 Tiles {
-------------------MUSIC DATA------------------------
$48F50 - $48F58 > Bullet sound channels?
-------------------GAME GENIE CODES---------------------
CODE KEY IN . . . EFFECT . . . 1 DBBE-446F Start with 10 lives 2 D1BE-446F Start with 7 lives 3 D0BE-446F Start with 5 lives 4 DDBE-446F Start with 1 life 5 C2B9-3404 Infinite lives 6 D6BE-47AF Start with less energy 7 4DBE-47AF Start with more energy 8 C2B9-1FF7 Infinite energy 9 6DB5-CD97 Most enemies are defeated with one shot 10 23BD-3F07 Start with all weapons and all enemies defeated--EXCEPT SIGMA(tm) 11 C9B3-4769 Infinite weapons once you have them SOMETIMES JUMPS WILL GO BACK TO NORMAL 12 D08A-1FBC Bogus jump 13 D58A-1FBC Super jump 14 DB8A-1FBC Mega-jump 15 DDB0-4FA1 Disable weapon charging 16 DDB1-4F61 Weapon charges to 1st power level faster
------------Mega Man X3------------- k0lpa has helped with some of this data, just to mention him for credit ---GFX SPECIFIC--- ---------------------------- Enemy Data/Item Data------ -------------------------- In previous megaman games this data was stored: Screen #,x-coordinate,y-coordinate,enemy/obj ID --------------------------------- Next is a list of corruptions I did that resulted in either gfx changes or enemy/screen changes most are gfx changes unless noted... --------------------------------- ///---adresses of corruption---\\\ ///---corrupted with random bytes---\\\ --------------------------------------- af21c-afe10 bottom right bosses pre pic jumbled 1c000-1d000 crash at certain screen # 1d000-1e000 crash on 5-6 screen and missing objects at that screen 1e000-1f000 odd crashing durring first few screens 1f000-20000 stops scrolling on certain screen in each level 20000-21000 screen blacks out after READY sign 2d000-2e000 messy gfx everywhere including MMX3 logo gamestart 2e000-2f000 some intro level sprites are garbled 2f000-31000 crash at start 31115-3117C Capcom Licence intro text (first screen) -------------------------------------- -----enemy data maybe---- -------------------------------------- 36000-37000 password screen starting numbers and baddies are invisible or wrong sprite 37000-38000 ?????? nothing noticable 38000-39000 intro and bee stage freeze on 2nd screen 39000-3a000 crash durring some levels 3a000-3b000 crash durring some levels 3b000-3c000 crash durring intro level scene 3c000-3d000 crash farther into intro scene 3d000-3e000 ??????????????? 3e000-3f000 crashes at certain screens 3f000-40000 """" ********* could be enemy/screen data -------------------------------------- -------------------- -------------------------------------- d0000-d1000 bee level doesnt load and gfx in intro level are garbled when it did load some enemy gfx and x's gfx were garbled and same for intro level and certain levels have garbled X gfx but not all d1000-d2000 X's/Zero's sprite glitches on intro/ice/rafters levels d2000-d3000 x/zero's gfx messy and levels wont load on random corrupt d3000-d4000 same as above d4100-d4200 ice level gfx are garbled?!?!? gfx data maybe d4000-d5000 ice level doesnt load??? only level that doesnt... d5000-d6000 ice level doesnt load again... maybe mroe gfx d6000-d7000 more ice level gfx maybe? still doesnt load d7000-d8000 all ice level gfx are corrupt d8000-d9000 level doesnt load again and gfx are a little corrupt d9000-da000 rafters level doesnt load maybe gfx again? da000-ff000 level/text/mmx3,capcom logo/baddies/x's sprites tsa/gfx?? d0a34-10c070 compressed graphics maybe ---------- 104000-105000 crash after pword screen before level selct comes up 105000-106000 " " " " " " " " " 106000-107000 overworld gfx corrupt 107000-108000 " " " " " " " 108000-109000 " " " " " 109000-10a000 lots of enemy and x/zero gfx screwy??? 10a000-10b000 some level objects screwy gfx and such -------------------- 100000-110000 some levels dont load pword crashes game... and lotsa wrong gfx for enemys and objects O_o -------------------- 120000-130000 vile stage gfx gumbled 140000-150000 x zero boss gfx glitched 150000-160000 some glitched gfx -------------4BPP GFX----------- -----------160300 Graphics start ------------197400 graphics end -------------------------------- ----Maybe Compressed GFX here?-------***** 1f1000-1f2000 ????????????? 1f2000-1f3000 ????????????? 1f3000-1f4000 ????????????? 1f4000-1f5000 ????????????? 1f5000-1f6000 shield gfx 1f6000-1f7000 ????????????? 1f7000-1f8000 ????????????? 1f8000-1f9000 title/intro gfx screwy 1f9000-1fa000 bizare enemys and such 1fa000-1fb000 stage select gfx screwy 1fb000-1fc000 ????????????? 1fc000-1fd000 crashing weapons ?! 1fd000-1fe000 ?????????????
---The Rest of It---(takes deep breath) MMX3 HACKING DOC / ----------------/ ````````````````
(FuSoYa Info) gfx compression------------MMX not X3. X3 uses the C4 chip which im still researching There is no length information at all. Each bit in the control byte represents a single byte; either it's the repeat byte (bit=0) or the next byte in the compressed data (bit=1).
With the following example data: $88 $08 $00 $01 $02 $03 $04 $05 $06 $07
$88 is the control byte, $08 is the repeat byte. 88(1000 1000), so the decompressed data will be $00 $08 $08 $08 $01 $08 $08 $08. Then $02 is our next control byte, and $03 is our next repeat byte, and it keeps going. -----18200 last test for gfx ---------------------------------------------
---------------------------------------- OBJECT DATA STORAGE--------------------- ---------------------------------------- k0lpa managed all the object data from what i recall 1 2 3 4 5 6 7 8 0x1E50B0 : 03 B0 04 08 01 9E 8B 60 -ÂÂ> first enemy in the intro level
1st ÂÂ- Type 03 = enemy 00 =
2nd - Y Location (still needs testing) B0 = a location.. 60 =
3rd - Y Loc of the room (starting from the top) 04 = 4th 04 =
4th - Obj 08 = Purple cannon 0b = Wall shooter 09 =
5th - Tag 01 = The purple cannon dude can jump around 00 =
6th - X Location (also needs testing) 9E = a location... 00 =
7th - X Loc of the room (starting from top 8B = second room of the intro level (first indoor room) note : 0B = 8B (the byte is incremented of 80 when there is a 8th byte) 8c =
8th - Spawn location ? 62 = this seems to be the X coord that has to be in the screen for it to appear note : if the 7th byte is > than 80 , there is no 8th byte and it uses the spawn coord of the last object ----------------------------------------- `b -----------------------------------------
TEXT USED |$311E8-311F2 ||$31214-3121E ||$31240-3124A | GAME START |
|$311F7-311FF ||$31223-3122B ||$3124F-31257 | PASS WORD |
|$313AB-313B4 ||$3143E-31447 ||$ONLY SELECTED | KEY CONFIG |
|$31532-3153B ||$314D1-314DA ||$ "" | SOUND MODE |
|$3160E-31611 ||$31605-31608 ||$ "" | EXIT |
09ff memmory for megaman/zero energy 0d7f enemy1 energy value 0d3f boss one energy location 09ef sprite end climb 09f4 jump location 09f5 jump up speed? 0a8e zero/megaman selector 20fc4 02 = zero switches when called 01= zero stays when switched -------------------------- 23cb-23cf Default Starting health(LDA A0 STA 09FF) -------------------------- 28 is norm max energy asm 95/FFFC: intro level data
70000-a0000 sprite gfx minitile attributes a0200-? a8200- ac1fc-aef38 ???????????? af21c-afe10 bottom right bosses pre pic jumbled bo732 first is the Minitile data for Megatiles
|hex value/____________________ |of tile/______________ NORMAL\ | /\__/ DESCRIPTION \ SIZEOF| | /\/\_/\/\/\/\/\/\/\__/\_TILE_/ 00=blank tile 1x1 01=top boss door 1x1 02=middle boss door 1x1 03=bottem boss door 1x1 04=brown stripe bg 1x1 05=blank(sometimes other) 1x1 06=greenwall(left piece1) 1x1 07=greenwall(left piece2) 1x1 08=greenwall(left piece3) 1x1 09=darkblue bottem stripe 1x1 0a=celing left tile 1x1 0b=celing center tile 1x1 0c=celing right tile 1x1 0d=celing (l/r)end tile 1x1 0e=celing bg tile (left) 1x1 0f=celing bg tile (right) 1x1 10=upward stripe brown bg 1x1 11=vent brown bg 1x1 12=flashingredstripe bg(L)1x1 13=flashingredstripe bg(R)1x1 14=tv top left corner bg 1x1 15=tv top center bg 1x1 16=tv topright corner bg 1x1 17=connector strip bg 1x1 18=left face floor crack 1x1 19=right face floor crack 1x1 1a=wall w/crack on right 1x1 1b=wall w/crack on left 1x1 1c=tv bottemleft cornerbg 1x1 1d=tv bottem center bg 1x1 1e=tv bottemrightcornerbg 1x1 1f=topleft windowborder1 bg 20=topleft windowborder2 bg 21=topmiddle windowborder1 bg 22=topmiddle windowborder2 bg 23=brown dotted stripe(vert) bg
5b=bluegray tile 1x1
e8=celing dividor w/crack(R)
tiles: b0c90 floor tile intro map data as follows 01,02|05,06|09,10|13,14 03,04|07,08|11,12|15,16
$81C0-81D5 Checksum Name A000-B000 frozen when using sp weapons B000-C000 powered up sp weapons freeze game c000-d000 freeze on last sp weapon F000-FA00 nothing happens but music on level load 10000-11000 dash button freezes game 15000-16000 game crashes at gamestart/pword/opt screen 16000-17000 game crashes on 2nd screen of each level 17000-18000 game crashes after mm lands or at intro 18000-19000 burn baby burn more crashin 19000-1a000 crash'n 1a000-1b000 crash at miniboss on vilestage1 1b000-1c000 ?!?!?! 1c000-1d000 crash at certain screen # 1d000-1e000 crash on 5-6 screen and missing objects at that screen 1e000-1f000 odd crashing durring first few screens 1f000-20000 stops scrolling on certain screen in each level 20000-21000 screen blacks out after READY sign 21000-22000 screen freezes on teleport in 22000-23000 """""" 23000-24000 crash after intro text and at level select 24000-25000 """""""""""""""""""""""""""""" as 21000 25000-26000 crash at load rom 26000-27000 sometimes in gameplay it crashes 27000-28000 teleport doesnt happen just appears 28000-29000 pallets in levels are screwy and alternate odd 29000-2a000 nothing noticiable 2a000-2b000 ???????????????????? 2b000-2c000 screen freezes at certain location 2c000-2d000 ?!!??!?! dunno nothing i can see 2d000-2e000 messy gfx everywhere including MMX3 logo gamestart 2e000-2f000 some intro level sprites are garbled 2f000-31000 crash at start 31115-3117C Capcom Licence intro text (first screen) 31000-32000 level preview pic flys way off screen O_o 32000-33000 oddddddd starting location 33000-34000 crazy x physics! and some gfx garbled and sprites appear in odd places 34000-35000 nothing noticable 35000-36000 some sliding gfx are garbled -------------------------------------- -----enemy data maybe---- -------------------------------------- 36000-37000 password screen starting numbers and baddies are invisible or wrong sprite 37000-38000 ?????? nothing noticable 38000-39000 intro and bee stage freeze on 2nd screen 39000-3a000 crash durring some levels 3a000-3b000 crash durring some levels 3b000-3c000 crash durring intro level scene 3c000-3d000 crash farther into intro scene 3d000-3e000 ??????????????? 3e000-3f000 crashes at certain screens 3f000-40000 """" ********* could be enemy/screen data ------------------------- 40000-40a00 crash on load.../enemy pallets screwy 40a00-41000 pallets screwy and bee level gfx garbled and intro level crash 41000-42000 enemy gfx/pallets screwy 42000-43000 ???????????????????? 43000-44000 ????????????????????? 44000-45000 ???????????????????? 45000-46000 all gfx have wrong tiles?!?! pointers maybe... 46000-47000 ??????????????????????????????? 47000-48000 ??????????????????????????? 48000-49000 spc stall detected 49000-4a000 funky sounds and sound effects messed up 4a000-4b000 intro stage sounds and sfx messy 4b000-4c000 ???????????????????????????? 4c000-4d000 some music in intro is corrupt 4d000-4e000 some sfx are messyed up 4e000-4f000 more sfx/music messy 4f000-50000 ??????????????? 50000-51000 ?????????????? 51000-52000 crash/nothing? 52000-53000 levels dont load 53000-54000 construction level no music? 54000-55000 some levels crash on load 55000-56000 catfish level no sound 56000-57000 catfish level doesnt load 57000-58000 ???????????????? 58000-59000 crashed! 59000-5a000 ?>???????? crash on gamestart 5a000-5b000 some sound pitches change 5b000-5c000 more sound? 5c000-5d000 crash after levels intro wont load..? 5d000-5e000 ?????????????? 5e000-5f000 ?????????????? 5f000-60000 ?????????????? 60000-61000 bee level doesnt load 61000-62000 ice level doesnt load 62500-62700 x/blast palettes 62000-63000 x,text,blasts,menu palettes 63000-64000 lots of palettes 60000-68000(pallets) 64000-65000 first four stages palettes 65000-66000 last 4 and vile stages palettes 66000-67000 objects/baddies palettes 67000-68000 palettes 68000-69000 wierd tiles show up everywhere on certain actions 69000-6a000 for most any action random tiles appear everywhere 6a000-6b000 """""" 6b000-6c000 """"" but wiht X's sprite 6c000-6d000 """""" but with X's sprite and the MegaMan X3 Logo 6d000-6e000 """""" but with explosions 6e000-6f000 """"""""" but with charged shots 6f000-70000 """""" same but with enemy weapons and other stuff 70000-71000 """""""" same with enemy weapons and such 71000-72000 """""""" same with weapons and other actions 72000-80000 same stuff 80000-81000 ???????????? 81000-82000 more garbly tiles 82000-89000 more garbly tiles 89000-8a000 more garbly!!!!$AWEFDFAS 90000-91000 MOREA!@%)!&@#%*)(@!*%)@ *how can i bear living... 9c000-9d000 ??????????????? nothing happened 9d000-9f000 crashes when near an upgrade capsule 9f000-a0000 FFFFFFFF(blank space) a0000-a1000 sky rafters/sky level megatiles? a1000-a2000 sky rafters/sky level megatiles/bg megatiles a2000-a3000 mole/dirt level megatiles or screen data?????** a3000-a4000 more mole/dirt level megatiles..? a4000-a5000 mole/dirt megatiles/bg megatiles a5000-a6000 intro/first 2 levels tile settings? die on blank tiles/ladders a6000-a7000 same thing as a5-a6 only with the rest of levels a7000-a8000 same but with vile stages a8000-a9000 ice level megatiles a9000-aa000 ice level megatiles aa000-ab000 ice level megatiles/air base megatiles ab000-ac000 air base level megatiles ac1fc-aef38 sky/rafters level megatiles? aE000-b0000 (af21c-afe10)bottom right bosses mini prepic jumbled b0000-bb000 (minitile data) c0200 end of tile data? bo732 first is the Minitile data for Megatiles b8204-c7420 level tile association ?? c0000-c1000 intro level tiles gfx set are wrong but react normal c1000-c2000 more of the intro level tilegfx are wrong but boss's too c2000-c3000 same tiles gfx problem but with bee level c3000-c4000 more tiles gfx problems on bee level c4000-c5000 same tiles gfx problems but with ice level c5000-c6000 same tiles gfx problems but in ice level and airport level c6000-c7000 same tiles gfx problems but only in airport level c7000-c8000 same tiles gfx problems in airport level followed by a field of FFFFF's c8000-c9000 same tiles gfx problems only in the sewer level c9000-ca000 same tiles gfx problems but in sewer and catfish level ca000-cb000 same tiles gfx problems but in catfish and rafters level cb000-cc000 same tiles gfx problems but only in rafters level cc000-cd000 same tiles gfx problem but in dirt level cd000-ce000 same tiles gfx problem and in dirt level only ce000-cf000 same tiles gfx problem in dirt level again cf000-d0000 ??????????????????????? nothing i noticed c8208-cfcef (level tile association topright level and bottom levels except tiger) d0000-d1000 bee level doesnt load and gfx in intro level are garbled when it did load some enemy gfx and x's gfx were garbled and same for intro level and certain levels have garbled X gfx but not all d1000-d2000 X's/Zero's sprite glitches on intro/ice/rafters levels --------d0200 new block of data starts--------- d2000-d3000 x/zero's gfx messy and levels wont load on random corrupt d3000-d4000 same as above d4100-d4200 ice level gfx are garbled?!?!? gfx data maybe d4000-d5000 ice level doesnt load??? only level that doesnt... d5000-d6000 ice level doesnt load again... maybe mroe gfx d6000-d7000 more ice level gfx maybe? still doesnt load d7000-d8000 all ice level gfx are corrupt d8000-d9000 level doesnt load again and gfx are a little corrupt d9000-da000 rafters level doesnt load maybe gfx again? da000-ff000 level/text/mmx3,capcom logo/baddies/x's sprites tsa/gfx?? d0a34-10c070 compressed graphics 100000-101000 bee level's gfx are screwy? and x's and enemys/boss 101000-102000 same stuff as above only less messy 102000-103000 ????????????? 103000-104000 character sprites screwy on airbase stage 104000-105000 crash after pword screen before level selct comes up 105000-106000 " " " " " " " " " 106000-107000 overworld gfx corrupt 107000-108000 " " " " " " " 108000-109000 " " " " " 109000-10a000 lots of enemy and x/zero gfx screwy??? 10a000-10b000 some level objects screwy gfx and such 10b000-10c000 ????????????????????? 10c000-10d000 game freezes at first confront of vile in intro 10D000-10e000 " " " 10e000-10f000 password screen/pause screen gfx messy 10f000-110000 pausescreen tsa? -------------------- 100000-110000 some levels dont load pword crashes game... and lotsa wrong gfx for enemys and objects O_o -------------------- 110000-111000 110000-120000 odd tile placement on menus and intro level bg on airbase pause menu doesnt show; dirt stage level tiles messy
compressed gfx?-------------------- 1197fd = starting byte after ffffff's 120000-130000 vile stage gfx gumbled 140000-150000 x zero boss gfx glitched 150000-160000 some glitched gfx ------------------------ -----------160300 Graphics start ------------197400 graphics end ------------------------------- 160000-170000 mmx and weapons and lifebar gfx 170000-180000 zero more gfx stuff 180000-190000 zero's sprite is corrupt 190000-1a0000 vile stages 8x8 tsa? 1a0000-1a746b vile stages megatiles positioning 1a8000-1af400 vile stages minitiles positioning? 1afa00-1b00a8 starting positions and maybe screen pos " " screens are in wrong places in levels*********** 1AFD68 (there is a pointer to this data at 30bc5). I am not sure exactly how it works, but my guess is that it grabs entire rows of screens at a time. More testing is needed. 1b00b1-1b5f00 catfish stage tiles messy 1b6000-1b8000 neon tiger minitiles messy MINITILES 1b8000-1bfa00 many stages wierd minitiles 1bfa00-1c9200 intro stage and other???maybe 1CC4B0ish text 1c9200-1d0000 ??? --------------------------- ---------------1d0000-1e2000 gfx uncompressed --------------------------- 1e2200-1e8090 some levels crash? no objects/enemys 1e6000-1e7000 catfish stage enemy/objects gone!?/effects 1E62f0-1e6320 catfish stage missing items and scrolling 1e6e1a-1e631d catfish stage missing items on scr5-7 and no scroll 1e8200-1ec000 airport bg tiles moved sewer megatiles moved 1eBC00-??? sewer stage 1ef9f6-1f016d stages crash? at beginning --------------------------- ---------------1F0300-1F6980 gfx uncompressed --------------------------- 1f1000-1f2000 ????????????? 1f2000-1f3000 ????????????? 1f3000-1f4000 ????????????? 1f4000-1f5000 ????????????? 1f5000-1f6000 shield gfx 1f69a0 wierd data starts wierd data--------------0=repeat 1=next byte 1f7780 data starts 18(0001 0010)04 19 04 ------------------------ 1f6000-1f7000 ????????????? 1f7000-1f8000 ????????????? 1f8200-1f9000 title/intro gfx screwy(looks like pattern in hex editor) 1f9000-1fa000 bizare enemys and such 1fa000-1fb000 stage select gfx screwy 1fb000-1fc000 ????????????? 1fc000-1fd000 crashing weapons ?! 1fd000-1fe000 ?????????????
SCREEN DATA: 1afa00-1b00a8 intro level (1afa00-1afa95?) bee level (1afa95- First Byte = 00 starts scrolling in middle of level? and i start in sky..same for FF is usualy a small number...? 10= screen full of 01 tiles... 11= land on top of screen with celing 12= fall down a screen and land on screen full of 01 tiles 13= screens are under where you cant see... 14= land on gray screen 15= 16= land on boss platform with door on left.. 17= land on celing of somewhere in the level 18= land on screen full of 01 tiles 19= land on screen under where you cant see only one of them though 1a= hole 1b= hole 1c= normal level
2nd byte = the next screen when i scrolled up was a dif one 3rd byte = changes row/column? 4th byte = Screen Index 8c-92 are screens...99 entire level is on the bottom of the screen 5th byte usually 00 or 01 sometimes
ENEMY/ITEM DATA: stored as followed(y postion[1byte], room[1byte], sprite[2bytes],x position[1byte]) Tunnel Rhino: 1E6BA5 I don't know if this the start of an enemy, but this contains the y postion, room, data, and x position for the heart tank in Tunnel Rhino stage. 0B 40 seems to be the heart tank index. 05 40 is for the sub tank, BTW. The sprite before that is for the boulder, and it's 34 00. I am unsure exactly what the rest of the data does, but I'll keep looking. ------------ 1E6BA5 norm-58 **seams to be Y-Position of sprite 90 = about one block lower than orig
LEVEL DATA: *not true*between 1e2200 and 1f2200 is enemy stuff, boss stuff, and scroll stuff screens are 8x7 or 8x8 if you count the floor you dont see tile data continues directly on to next screen with no break level data is held 2 bytes per tile 1st byte object number 2nd byte object set
background tile data comes after foreground tile data
1c0ad0=intro level data and opening sequence level data - Screen 0 = [1C0200] - [1C027F] (unused) - Screen 1 = [1C0280] - [1C02FF] (unused) - Screen 2 = [1C0300] - [1C037F] Looped as sky bg - Screen 3 = [1C0380] - [1C03FF] Looped as sky bg - Screen 4 = [1C0400] - [1C047F] (unused) - Screen 5 = [1C0480] - [1C04FF] - Screen 6 = [1C0500] - [1C057F] - Screen 7 = [1C0580] - [1C05FF] - Screen 8 = [1C0600] - [1C067F] - Screen 9 = [1C0680] - [1C06FF] - Screen 10 = [1C0700] - [1C077F] - Screen 11 = [1C0780] - [1C07FF] - Screen 12 = [1C0800] - [1C087F] - Screen 13 = [1C0880] - [1C08FF] (unused) - Screen 14 = [1C0900] - [1C097F] - Screen 15 = [1C0980] - [1C09FF] (unused) - Screen 16 = [1C0A00] - [1C0A7F] - Screen 17 = [1C0A80] - [1C0AFF] (Actual Intro 1) - Screen 18 = [1C0B00] - [1C0B7F] (Start Screen for X) - Screen 19 = [1C0B80] - [1C0BFF] - Screen 20 = [1C0C00] - [1C0C7F] - Screen 21 = [1C0C80] - [1C0CFF] - Screen 22 = [1C0D00] - [1C0D7F] (unused) - Screen 23 = [1C0D80] - [1C0DFF] - Screen 24 = [1C0E00] - [1C0E7F] - Screen 25 = [1C0E80] - [1C0EFF] - Screen 26 = [1C0F00] - [1C0F7F] - Screen 27 = [1C0F80] - [1C0FFF] (unused) - Screen 28 = [1C1000] - [1C107F] - Screen 29 = [1C1080] - [1C10FF] - Screen 30 = [1C1100] - [1C117F] - Screen 31 = [1C1180] - [1C11FF] - Screen 32 = [1C1200] - [1C127F] - Screen 33 = [1C1280] - [1C12FF] - Screen 34 = [1C1300] - [1C137F] - Screen 35 = [1C1380] - [1C13FF] (end)
TILES:
set(00) 00=blank 01=solid with crevis on edges 02=black 03=sky piece1 04=sky piece2 05=sky piece3 06=sky piece4 07=sky piece5 08=sky piece6 09=sky piece7 0a=sky piece8 0b=sky piece9 0c=sky piece10 0d=sky piece11 0e=sky piece12 0f=dark gray block w/stripe in 1st row 10=dark gray block w/stripe in 2nd row 11=dark gray block 12=dark gray block w/stripe in 3rd row and center streak 13=dark gray block w/stripe in 3rd row 14=dark gray block w/stripe in 1st row w/circut1 15=dark gray block w/stripe in 1st row w/circut2 16=left corner celing piece 17=right corner celing piece w/crack on right 18=middle celing piece w/crack on left 19=left celing piece 1a=right celing piece 1b=green pedastal right border 1c=dark gray block w/stripe in 2nd row w/circut1 1d=dark gray block w/stripe in 2nd row right corner piece w/circut1 1e=window topleft corner w/broken glass 1f=window middle top piece 20=window middle top piece w/crack on wall 21=window topright corner w/broken glass 22=window topright corner2 23=dark gray block w/circut1 (vert) 24=dark gray block w/circut1 (vert) right end w/tear on right 25=window left side w/broken glass(top) 26=window right side w/broken glass(bottem) 27=window right side border(no glass) 28=green wall right face 29=dark gray block w/circut1end (vert) 2a=dark gray block w/circut1end (vert) right end w/tear on right 2b=window bottemleft corner w/broken glass 2c=window bottem middle border 2d=window bottem middle border w/broken glass 2e=window bottemright corner w/broken glass 2f=window bottemright corner2 w/crack in wall 30=top boss door face right 31=dark gray block w/circutend(top) (vert)
01 set
54=top of green floor
70=left celing w/red flashing lights bg 71=right celing w/redflashing lights bg 90=floor going into next tile 91=left face wall with crack going into floor bd=wall w/crack on right
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