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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Small TMNT Hack | | | |
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Frank15 Red Koopa Level: 19 Posts: 120/126 EXP: 32228 For next: 3549 Since: 06-01-04 From: New Orleans Since last post: 71 days Last activity: 67 days |
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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 ! |
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Ten Cheep-cheep Level: 23 Posts: 164/198 EXP: 60153 For next: 7570 Since: 07-24-04 From: Denver Since last post: 69 days Last activity: 32 days |
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But mid-stage enemy randomization is what made the game so successful! | |||
iamhiro1112 Armos Level: 35 Posts: 485/487 EXP: 259927 For next: 20009 Since: 03-27-04 From: sd Since last post: 18 days Last activity: 7 days |
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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 EXP: 21200 For next: 3543 Since: 03-16-04 From: Brazil Since last post: 70 days Last activity: 2 days |
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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 |
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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) |
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Googie Surarok Level: 39 Posts: 443/624 EXP: 380784 For next: 23987 Since: 03-15-04 From: Corona Queens New York Since last post: 3 hours Last activity: 3 hours |
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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 Posts: 648/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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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 |
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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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