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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 - Changing the text in SMB2's ending? | |
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icegoom

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Posted on 06-29-05 08:42 AM Link | Quote
I'm working on my first ever hack, which is basically just a graphics hack of Super Mario Bros. 2 for the NES. I've changed the "Story" text at the beginning of the game without much problem, but I can't figure out how to change the character names in the game's credits.

To change the other text, I looked at the pattern tables in NESticle to get the hex values of each letter, then went into translhextion and changed the hex values to make new text. Pretty easy.

So I look at the pattern tables for the text in the ending. a = D0, b = D2, c = D4 and so on. I search for the misspelled word "clawglip," (D4 E6 D0 FC DC E6 E0 EE) meaning to change the "L" into an "R." (F2) But the search for D4E6D0FCDCE6E0EE doesn't turn up any results. I can't seem to find any of the words from the ending anywhere in the ROM.

Admittedly, I'm very new to this and have little idea what I'm doing. Anyone have any idea what I'm doing wrong? Is the text compressed somehow? If so, how would I go about uncompressing it so that I can make changes to it?



EDIT: OK, never mind. I figured it out on my own. Turns out there are three other hex values separating each letter, so searching for a solid string like that wasn't finding anything.


(edited by icegoom on 06-29-05 12:24 AM)
Ok Impala!

Buzzy Beetle
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Posted on 06-29-05 11:40 AM Link | Quote
Ok!

That's often the case. You should try a relative search with jokers in the future, works great for most of those NES games.
Dwedit

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Posted on 07-01-05 09:35 PM Link | Quote
I think the real issue is that this isn't background tiles, but sprites!
Ice Ranger

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Posted on 07-02-05 08:38 AM Link | Quote
Alrighty, I needed to update my data finding anyway (guess since I had one reply, I might as well keep it over at BMF's). Here's where I found it:

0x018B70 ~ 0x0192AF - Ending CAST (excluding WART)

As for what letters are what, open an emulator with PPU viewing (FCEUXD or FCEUXDSP) and look at the letters. That's it. The X and Y are in an akward spot preceeding A and B. I think there are a couple of different elements inbetween each letter determing mirroring, pallet, etc. You probably use the same method to change the sprites around as well.

I'd post a table for it, but I currently don't have a save state for the ending on the computer I'm using. Plus, using the PPU viewer to know the hex values of each letter will make it fairly easy, that's how I made my Story table as well.
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