Acmlm's Board - I2 Archive - Rom Hacking - Looking for documentation
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Chickenlump
Posts: 437/722 |
============================================================= by Jay McGavren
The map data, starting above the upper-leftmost screen in Brinstar and advancing from left to right, top to bottom. 270F is the leftmost screen in the area where you start the game. Each byte represents one of about 40 preset screens (a new screen set is loaded whenever you go up/down an elevator). The value FF signifies an inaccessible area - these can be made accessible by changing the byte to a value corresponding to a preset screen. 2590-292D
Note data for the title screen theme; each byte represents the pitch of the note played. 3012-?????
Brinstar's preset screen data. Each object in the room is represented by 3 bytes: color, location, and preset object number. FD signifies the end of object data and the start of door/enemy data for that room. Doors are represented by "20 XX" where XX determines whether the door is on the left or right side of the screen, and what type it is. Enemies are represented by 3 bytes: an unknown byte, enemy type, and location. FF signifies the end of a room's data. =============================================================
Posted on 12-31-02 04:41 AM
Originally posted by GAMEBOY 64Umm... I'm gona taking one good shot....umm,ASM Hacking?
Uhh I know there is a game gennie code to have a space jump effect where you can jump in mid air.
Originally posted by ImajinNow theres a good guess
I want to move items more freely, from area to area and such.
OK! If you move an item do a compare.
There is like 5 bytes representing an item. But always at the start is the Rom HEX code.
1 byte represents The Y cordinate 1 byte represents XY cordinate on the screen 1 byte represents item.
This info is Exclusive By Mega-Dog and I did this first:
Mari Mari Item Set: 643A : 0E - X Cordinate Of Set 643B : 39 - Unknown 643C : A4 - Unknown 643D : 02 - Y Row For 1st Item 643E : 06 - Unknown 643F : 02 - Unknown 6440 : 04 - Type 1st Item (See List Below) 6441 : 96 - XY Cordniate On Screen 6442 : 00 - Unknown 6443 : 09 - Y Row For 2nd Item 6444 : FF - Unknown 6445 : 02- Unknown 6446 : 08 - Type 2nd Item (See List Below) 6447 : 12 - XY Cordniate On Screen 6448 : 00 - Unknown 6449 : 12 - Unknown
Item List (By Hex Code) 00 : Bombs 01 : High Jump Boots 02 : Long Beam 03 : Screw Attack 04 : Mari Mari Ball 05 : Vira 06 : Wave Beam 07 : Ice Beam 08 : Energy Tank 09 : Missle Container ============================================================= |
Steak
Posts: 344/507 |
And I know it's out there...just can't find it.
I'm looking for some Metroid 1 data. Specifically, I'm looking for which offsets control which room an item is put in. There's enough hacks of this game that this data has to be out there, somewhere. Does anybody here know what I'm looking for, or where it can be found? Thanks. |
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