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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Has anyone considered making a Super Castlevania 4 editor? | |
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Clockworkz

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Posted on 07-12-05 03:36 AM Link | Quote
It seems like a straight forward platformer; the only minor issues may be the rotating objects (the rotating background, the chandeliers, etc...). So why hasn't anyone even considered it? You could make a really kick-ass hack out of this game, if you had the right tools.
MathOnNapkins

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Posted on 07-12-05 03:37 AM Link | Quote
No offense, but I don't like topics like this, b/c they are borderline begging, unless you show some intent to make an editor yourself.
BrooklynMario

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Posted on 07-12-05 03:49 AM Link | Quote
I think the thread below this one is more what people want.....
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Posted on 07-12-05 03:59 AM Link | Quote
There's nothing wrong with what he wants, or if what he want's isn't the most popular. The main 'issue' really is that he wants someone to make an editor. That in and of itself isn't so bad, it's just that it is sort of bad form to start a thread asking for someone to make an editor, especially bringing nothing to the table with which to work, like data of any kind. Throwing out a request for an editor and posting all the required (or even some of the required) data to make it is much more tolerable, and even more likely to come to fruition.
Clockworkz

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Posted on 07-12-05 04:26 AM Link | Quote
I'm saying, I'd be glad to contribute info. If people can just throw out any offests or data that may be useful, that'd be great, since I do have an intent on making one.
iamhiro1112

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Posted on 07-12-05 06:07 AM Link | Quote
Actually a CV4 editor would Own. I heard that noone has cracked the compressed graphics for this game yet tho. The only way to get them is thru save states. I'd love to hear if anyone has had any kinda lucky editing various things in the game tho.
Jathys

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Posted on 07-12-05 06:29 AM Link | Quote
I've got too many editors to do already (2), but have been looking for diversions lately. I'll see what I can come up with in a while.

In RAM ($7E:####), "a while" later:
$007C = lives
$0086 = room index (00-42)
$008E = item (0-5 for: none, knife, axe, water, cross, clock)
$0090 = item I and II
$0092 = whip size (0,1,2)
$13F0 = time remaining (in hex)
$13F2 = hearts
$13F4 = your HP (00-10)
$13F6 = boss HP (00-10)
$1F40 = points (in hex)

This is what I've found so far... Haven't bothered to search the ROM yet... May do that soon.


(edited by Jathys on 07-11-05 11:48 PM)
JLukas

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Posted on 07-12-05 11:54 AM Link | Quote
Here's the offsets for quite a bit of stage data.

If you advance enough of the pointers/2 byte data sets to the next one in the list, you can create a working room 2 (the area where the fence rises from the ground) where room 1 is when you start a new game. Now the data format of each set needs to be broken down to find out exactly what it is and how it works.

00581B 0058A2 PTR events, enemy locations, candle locations?
0058A3 0058E6 ? Unknown 1 byte data, related to ground and breaking blocks

02BCF8 02BD7F Time remaining 2 byte data
02BD80 02BE07 ? Unknown 2 byte data
02BE08 02C0AF UNKNOWN
02C0B0 02C137 ? Unknown 2 byte data
02C138 02C247 ? Unknown 4 byte data
02C248 02C2CF ? Unknown 2 byte data
02C2D0 02C357 PTR ground solidity data? (starts 02C358)
02C358 02C735 Ground solidity data?
02C736 02C7BD ? Unknown 2 byte data
02C7BE 02C845 ? Unknown 2 byte data
02C846 02C8CD ? Unknown 2 byte data
02C8CE 02C917 PTR UNKNOWN (starts 02C91E)
02C918 02C91D UNKNOWN
02C91E 02CA81 UNKNOWN
02CA82 02CB09 ? Unknown 2 byte data
02CB0A 02CB91 ? Unknown 2 byte data
02CB92 02CFD1 UNKNOWN
02CFD2 02D059 ? Unknown 2 byte data
02D05A 02D0E1 ? Unknown 2 byte data
02D0E2 02D169 ? Unknown 2 byte data
02D16A 02D1F1 ? Unknown 2 byte data
02D1F2 02D279 ? Unknown 2 byte data
02D27A 02D301 ? Unknown 2 byte data
030000 030087 PTR Tilesets?
030296 03031D ? Unknown 2 byte data
03031E 0303A5 PTR Map data?
0303A6 03089B Map data?
03089C 030923 PTR
030B45 030BCC PTR
030BCD 030C54 PTR enemy properties
0313E7 03146E PTR palette
03146F 0314F6 PTR? palette
0314F7 03157E ? Unknown 2 byte data
DukeNukem007

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Posted on 07-12-05 11:30 PM Link | Quote
Originally posted by iamhiro1112
Actually a CV4 editor would Own. I heard that noone has cracked the compressed graphics for this game yet tho. The only way to get them is thru save states. I'd love to hear if anyone has had any kinda lucky editing various things in the game tho.


It seems that the game uses the same LZ format as most other SNES Konami games (Gradius 3, Contra 3, Parodius Da!, portions of Axelay, etc.) It uses it for graphics, tile formations (the Konami logo formation can be found in all of them, along with boss and map patterns,) and a few sounds (see below.)

Use format 11 in FuSoYa's Lunar Compress sniff/decomp/recomp package. Be sure not to rip outside compressed segments because the data become scrambled if you link them together. (For instance, you should *usually* try to rip from the start of banks, which are LoRom or 32K increments $200, $8200, etc. in all the games I listed.)

Also, if you want to hack sounds, the game seems to use the LZ format to compress several of them like Gradius 3. You'd think this would slow things down a lot, but since both of them are early games that hardwire one sound set to the SPC700 upon booting and never swap instruments, it's not and saves a few kilobytes.

Ok, I'm bored again so I'm going to study the ROM a little more.

-If you are using the USA ROM, it actually measures out to 8.5 megabits rather than the 8 of the Japanese version (which is simply called Akumajou Drakkura like the original NES one, if anyone's never played it and is curious.) The reason for this is there are an extra two banks (64k) that mirror the first two--no idea why this would be in one and not the other. Anyway, I would think you'd have to make both 64k sets to be identical, especially if there were a checksum involved. As far as I know, these offsets basically apply to both versions, or are close if there are graphical differences:
-3E6BC-3EC66 = some tile formation
-40200-4053F = disintegrating blocks and latch sprites
-40661-409B4 = some medusa sprites mostly
-4281F-42EEA = a few blocks, platforms, a moon and some small bats
-4309A-43657, 443EC-45CAD, 461CF-4760C = various enemy and stalagtite sprites
-4A1DD-4BF51 = a group of enemy sprites
-4D063-4ED02 = tiles when you win
-58200-58924 = "golden bat boss" sprites
-596C8-5B69A, 5C9B8-5E5E7 = boss sprites
-60200-61562 = axe knight boss sprites
-6944A-6E7CA = Simon sprites
-70200-7050C = some tile formation I can't make out
-88200-88407 = another obscure tile formation
-90200-91EE5 = looks like some swamp graphics
-98200-99FB4 = some 1st-level graphics
-A0200-A0999 = some level 3 cavern graphics.
-Basically the entire bank from B0200-B81FF contains graphics from the gold level.
-C0200-C1CC3 = some water/pillar stuff, I think.
-C8200-C95F5 = some clouds and other background stuff from right as the game starts
-D0200-D1960 = world map data.
-D31CD-D4C73 (J) and D31CD-D4C84 (U) = Dracula's tomb (slightly different in each version)
-D6519-D7A34 (J) and D691E-D7913 (U) = some tile formations and Simon as seen from the back before level 1
-D8200-D9880 (J) and D8200-D9B40 (U) = Castlevania 4 logo (obviously different)
-DB564-DC882 (J) and DB882-DC3E6 (U) = title screen background
-E0200-E7BFB = most of the game's sound effects
-E8200-EAF40 = looks like junk, although being right next to sounds it might be music data

Anyway, for those who want to find more compressed graphics, always be on the lookout for "lumps" of graphic-like material, as usual for simple LZ formats. And of course, make sure you can either find a way to shift the offsets or keep the recompression size down. (There are a lot of X or line tiles, which might save a few bytes if entirely blanked.)

BTW, why would the rotating chandeliers be that hard to hack? It's simply standard-issue Mode 7--find the tiles and you can hack them. The "rotation" of Simon on a latch is a slightly different story because Mode7 can only rotate backgrounds and not sprites, but all the Simon sprites are stored together as noted above, and their rotation is done by changing each sprite.

Anyway, this will be my last edit on this post...this is actually pretty fun but I'll have to come back to it later.


(edited by DukeNukem007 on 07-12-05 02:35 PM)
(edited by DukeNukem007 on 07-12-05 02:37 PM)
(edited by DukeNukem007 on 07-12-05 09:27 PM)
(edited by DukeNukem007 on 07-12-05 10:19 PM)
(edited by DukeNukem007 on 07-12-05 10:52 PM)
BMF98567
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GO!

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Posted on 07-13-05 12:37 PM Link | Quote
Originally posted by DukeNukem007
-If you are using the USA ROM, it actually measures out to 8.5 megabits rather than the 8 of the Japanese version (which is simply called Akumajou Drakkura like the original NES one, if anyone's never played it and is curious.) The reason for this is there are an extra two banks (64k) that mirror the first two--no idea why this would be in one and not the other.
That's called an "overdump." The US ROM is supposed to be the same size as the Japanese ROM (1,049,088 bytes with header), but whoever dumped it screwed up and didn't chop off the extra data. It works just fine without it (and produces a good checksum).
DukeNukem007

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Posted on 07-13-05 08:01 PM Link | Quote
Originally posted by BMF54123
Originally posted by DukeNukem007
-If you are using the USA ROM, it actually measures out to 8.5 megabits rather than the 8 of the Japanese version (which is simply called Akumajou Drakkura like the original NES one, if anyone's never played it and is curious.) The reason for this is there are an extra two banks (64k) that mirror the first two--no idea why this would be in one and not the other.
That's called an "overdump." The US ROM is supposed to be the same size as the Japanese ROM (1,049,088 bytes with header), but whoever dumped it screwed up and didn't chop off the extra data. It works just fine without it (and produces a good checksum).


Oh, ok. I figured it might be related to a "bad dump" (got to love how that sounds bathroom-related,) but it's just that the copy I've had on all my computers has been 8.5 mega.

Anyway, here are some more offsets for those who are curious about making an editor (there's probably hex offsets for these somewhere in the rom, but it's more fun to just search like this.)

-9A191-9C124 = looks like some level 2 graphics (almost 0 compression-if you wanted extra space for other data you could fill this with simple tiles)
-FA6DF-FBD02 = some backgrounds from the Dracula battle (I think)
-FD439-FEB96 = Dracula sprites


(edited by DukeNukem007 on 07-13-05 08:55 PM)
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