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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 - Kirby's Adventure Editor?
  
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Xeolord
Posts: 362/3418
I could have sworn I saw an editor for Kirby's Adventure at Zophars Domain ...

Maybe I was thinking of Blaster Master.
dan
Posts: 16/782
That could be TSA data, or the actual level data. I was often given snippets like that whilst in DES.
Darth Coby
Posts: 84/1371
Originally posted by dan
3456- tsa data
17911- unknown, x length, y length, bg chr, bg palette set, enemy chr, unknown, enemy palette set?
0x[string of length x+1] = Uncompressed blocks
2xid = RLE of length x+1 with id id.
4xi1i2 = RLE half-word of length 2+(x*2) with ids i1 and i2
6xid = RLE string of length x+1, where all blocks add 1 to the ID to get their value
8x??ll = place x+1 blocks, followed by an unknown byte, and grab these blocks from ll+1 (length) blocks ago
E4llid = RLE of length xx+1 with id of id

I'm pretty sure that says RLE right there.

So it's RLE after all?
dan
Posts: 15/782
<Vagla> 3456- tsa data
<Vagla> 17911- unknown, x length, y length, bg chr, bg palette set, enemy chr, unknown, enemy palette set?
<Vagla> 0x[string of length x+1] = Uncompressed blocks
<Vagla> 2xid = RLE of length x+1 with id id.
<Vagla> 4xi1i2 = RLE half-word of length 2+(x*2) with ids i1 and i2
<Vagla> 6xid = RLE string of length x+1, where all blocks add 1 to the ID to get their value
<Vagla> 8x??ll = place x+1 blocks, followed by an unknown byte, and grab these blocks from ll+1 (length) blocks ago
<Vagla> E4llid = RLE of length xx+1 with id of id

I'm pretty sure that says RLE right there.
Darth Coby
Posts: 81/1371
Oh, ok then. Never mind my explanation then.
Jigglysaint
Posts: 2/215
Trust me, it's not RLE.
Darth Coby
Posts: 76/1371
If it's RLE then it should be really easy to uncompress the level data though.
Just make a program that reads the first byte, and outputs the second byte that many times.

Like that
Level data:
0A 0A 0A 0A 0B 0B 0B 0C 0D 0D = 10 bytes
Would become
04 0A 03 0B 0C 02 0D = 7 bytes

As you can see, the compression isn't all that good though, except for very repetive stuff like very plain BGs and such.
So you see, your program would have to check the first byte, and then output the second byte as many times as the first byte tells you to.

Someone correct me if I'm mistaken though. :O
Imajin
Posts: 104/452
I'v ehard it's compressed in the same way as Kirby Super Star, which I think has been documented on BMF's board..
Mega-Dog
Posts: 36/139
I tried looking and found almost didily...but I think I did find some kind of data...I tried hacking it almost 1 year ago.
dan
Posts: 12/782
From what I've heard, Kirby's Adventure on the NES is compressed using RLE. So working out the compression shouldn't really take that long to do.
Chickenlump
Posts: 46/722
Ah. Sorry bout that again. It's probably in the board FAQ that I should have read more carefully. Thanks.
kitty
Posts: 281/2449
FYI: Don't copy HTML directly from a webpage editor (EVER!)

line breaks in normal HTML are not decoded but, in Acmlm's board where enter creates a new text field, line breaks are turned into a <br> tag and it causes MASSIVE post stretching!

Also, many other table errors can occur. Play it safe and keep it simple!
Jigglysaint
Posts: 1/215
Wait, do you mean the NES or the snes version? The offsets, one of them is too large to be for the NES game.
Chickenlump
Posts: 42/722
It's so easy, it hurts. Offsets are locations within the file.
Every hex editor ever made (ever) has an option to jump to, or go to address.
There you type in the address or paste it in.

http://www.romhacking.com/docs/general/misc/HexLesson.zip

http://zophar.net/tech/files/hexhack.doc

If you download these, and read all the way through them, you will know the basics of hex editing. If you read these, and experiment a little, it should all become clear. EASILY.
If it doesnt (even after experimentation) then perhaps romhacking isn't for you. Or you can just be one of 'those' romhackers that rely on people's editors. Editors are ok, but there is no replacing a hex editor for any good romhacker.
Keitaro
Posts: 69/1342
well now that's unfortunate, isn't it you might want to try opening a hex editor and punching in some numbers. Simple as that, really.
Toadeeboy
Posts: 30/264
Only problem is, I don't know how to edit hex....
Chickenlump
Posts: 40/722
Yes. Yes I did.

Sorry bout that, I'm no good with html, didn't think it would turn out quite like that....heh
Keitaro
Posts: 65/1342
THAT was the data I was refering too but um, did you have to post that whole big table?
Chickenlump
Posts: 39/722
I found this by King Koopa, I hope it's for the correct Kirby game.
-------------------------------------------------------------------------------------------

Kirby's Adventure




Change What?
Where in the HEX Editor?
Level Layout
???
The Color values are at the beginning of
the ROM, it just looks like it's in BIG Chuncks. Mess around with it, you'll
get it
Beginning of ROM
Color of Clouds (for instance)
210
Ground Color
710
Enemies (something cool)
after 24A90
Enemies at beginning of First Level
24ABB + 24ABC
*Weird* Level Data
26010
Something cool (eye forget - heehee)
Around 18D00 or 18E00A
Hmmmmmm.......
24000


This Kirby HEX info is pretty much here to head you in the right
direction.

Eye just spend a day trying to find some info, and this is what eye
found.

Info found by King Koopa

-----------------------------------------------------------------

Keitaro
Posts: 63/1342
well, it's not spam. But it has been asked a few times on the old board. But since we started over, you probably had no way of knowing

The data is compressed...basically, it would take alot more work than most people are willing to do right now to figure out and code somthing to work with it. So to answer your question, pretty much no for the most part. Someone posted somthing about changing a pallet or enemy or somthing a while back...I completly forgot who it was though
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Acmlm's Board - I2 Archive - Rom Hacking - Kirby's Adventure Editor?


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