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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 - Small TMNT Hack | |
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Frank15

Red Koopa
Level: 19

Posts: 120/126
EXP: 32228
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Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-11-05 08:32 AM Link | Quote
http://www.geocities.com/plinko50000/tmnt7.zip

Copy and paste to download. It may not be much, but for those of you familiar with the NES game Teenage Mutant Ninja Turtles... well, might be worth a little try.

At first, it may not look like anything's different... but it shouldn't take too long before you find out what's been done, and it'll likely hit ya' like a ton of bricks! Enjoy !
Ten

Cheep-cheep
Level: 23

Posts: 164/198
EXP: 60153
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Since: 07-24-04
From: Denver

Since last post: 69 days
Last activity: 32 days
Posted on 07-11-05 09:03 AM Link | Quote
But mid-stage enemy randomization is what made the game so successful!
iamhiro1112

Armos
Level: 35

Posts: 485/487
EXP: 259927
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Since: 03-27-04
From: sd

Since last post: 18 days
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Posted on 07-11-05 01:45 PM Link | Quote
Are those guys new? I can't remember them, but perhaps they are from the later levels. I can't remember them.
macbee

Shyguy
Level: 17

Posts: 80/91
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Since: 03-16-04
From: Brazil

Since last post: 70 days
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Posted on 07-11-05 06:09 PM Link | Quote
Yes, they're enemies from later levels. Very difficult, if you ask me. Keep working! I would love to see new tilesets for the game.
Frank15

Red Koopa
Level: 19

Posts: 121/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-12-05 12:38 AM Link | Quote
http://www.geocities.com/plinko50000/tmnt8.zip

That one's a lot easier... and I've pretty much maximized the randomness value of the enemies you get there. I promise none of the toughest enemies too early in that one, though .

Sometimes when you play around with the hex, ya' strike gold. That's what happened to me, more or less: just got lucky.

$18313-$1832A: Level 1 enemy groupings
$1832F-$18332: Level 2 enemy groupings
$18341-$18344: Level 3 enemy groupings
$18369-$1836C: Level 4 enemy groupings
$1837F-$18386: Level 5 enemy groupings
$1838F-$1839A: Level 6 enemy groupings

Each set of 4 bytes is for a different "mixing and matching" of what groups may appear in a given level. Level 1 has 6 unique patterns for all 6 areas in level 1. Level 3, on the other hand, has only one pattern used for every room in level 3.

Each "pattern" has a starting group--the group of enemies which will be there if you were to repeatedly enter and exit the area--which cannot be changed here. It's gotta' be elsewhere in the ROM, but as of now, I'm not sure how to change that. However, once the group changes from the starter group, it cannot be changed back to that group of enemies, unless that group is also in the "regular" pattern for the area for the game to choose from.

Of the 4 bytes, the fourth seems to serve no real purpose: possibly it was dummied out of the game? I'm not sure. The game will choose from one of the other three bytes, and can switch the group at any time if there's no enemy on the screen.

The third byte seems to be used more frequently than the first or second.

And the groups that correspond with the byte values: values over 07 seem to be used for special scenes or bosses, and can glitch the game if used otherwise.

00: Mouser, Flyings Purple Thing, Foot Soldier
01: Ceiling Walker, One-Eyed Flat Flying Object, Crescent Thrower, Chainsaw Maniac
02: Running Eyeball, Kamikaze Winged Missle, Fire Guy, The Frog
03: Blue Hopper, Foot Balloon, Knight, Multiplying Zombie
04: Laser Walker, Wasp, Jumping Boomerang Guy, special enemies*
05: Wall Walker, Diving Bird
06: Skill Crane Claw, Floating Bubble, Roll-Into-a-Ball Guy, The Porcupine
07: Spinning Duckie, Laser Astronaut, Weird Metal Dinosaur

*On a final note, ya' ever notice in Level 4, how even though enemy groups 3 and 4 are used, enemy group 3 is usually only seen in the shorter levels? That seems intentional: it seems many of the obstacles used in the longer sewers, like the magnets and the laser beams, become graphics glitches when used with any other enemy group besides 4, and as such, unless modified, the game's made sure that no matter what enemy group is switched to, it's always group 4, being in all the possible slots. Sneaky of them !


(edited by Frank15 on 07-11-05 03:40 PM)
Googie

Surarok
Level: 39

Posts: 443/624
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Since: 03-15-04
From: Corona Queens New York

Since last post: 3 hours
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Posted on 07-13-05 08:33 AM Link | Quote
I like this hack Frank, it's pretty cool, even if it's a small hack, it packs a punch.
dan

Snap Dragon
Level: 43

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Since: 03-15-04

Since last post: 20 hours
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Posted on 07-13-05 10:17 PM Link | Quote
I'm not sure if you are aware of this, but I am working on a TMNT editor. It edits this data, and lots of other things such as the data you mentioned that specifies which sprites to load in for each stage. If you want, I could hook you up with a somewhat functioning beta (some things just plain don't work in it though).
Frank15

Red Koopa
Level: 19

Posts: 122/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-14-05 07:37 AM Link | Quote
Very, very awesome! Unlike most people, this has always been my favorite Turtle game, I think mostly because of the unique enemy system used in the game. If you want to send it, my e-mail's golden_road15@hotmail.com .
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