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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 - I Figured Out The Scrolling!!! | |
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GimpyEd

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Posted on 08-07-05 07:04 PM Link | Quote
I Finally Figured Out Hw To Make The Screen Scroll!! Starting My Hack Over Doesent Even Bother Me Now lol. Now I Can Make The Hack I Always Wanted To Make! Thanks To Everyone That Gave Me Advice On Scrolling But Im Off To My Super Metroid Editing Now..Thanks Everyone
Draconis Kenjishiya

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Posted on 08-07-05 07:06 PM Link | Quote
You mean with Scrolling PLMs? If so, would you mind sharing, because I don't get them at all...
richyawyingtmv

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Posted on 08-07-05 07:09 PM Link | Quote


Seriously though, you really should not make threads like this. Especially with each word starting with capitals like that, It just makes it extremely hard to read

I dont really understand what you mean/why you made this thread but hey, maybe someone else does.
GimpyEd

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Posted on 08-07-05 07:11 PM Link | Quote
Well I Tried To Figure Out Plm's but they were confusing so I did the next best thing I think..I used The Smile Editor...It was so easy to make the screen scroll to different areas that it wasnt supposed to scroll to...If U need help with using the scroll editor for smile id be glad to help its extremely simple...But You Probably Already Know About The Scroll Editor In Smile
Draconis Kenjishiya

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Posted on 08-07-05 08:05 PM Link | Quote
Well I know about changing scroll areas to blue, green and red...is that all you were talking about or is there a bigger scroll editor?

(50th Post! W007!)


(edited by Draconis Kenjishiya on 08-07-05 11:05 AM)
GimpyEd

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Posted on 08-07-05 08:07 PM Link | Quote
Yeah that Was tretty much all I wAs talking about...How would plm's be any different then the scroll sreas?
Drewseph

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Posted on 08-08-05 02:40 AM Link | Quote
God damn it does anyone read replies??

I said just yesterday in respoce to gimps plea :

Scrolls can be done through hex editing. use the scroll "S" plm to place a scroll block, its index and unknown values are really pointer to an address in bank 8F ($78000-7FFFF)

basically, if a 3x1 room has a scroll value of 01 00 01 (Blue, Red, Blue) and you want the player to pass through a hole, and have the screen move thorugh the once "dead end" then you would place data in hex, at the address of your choice.

EX: To make the second screen of this test room scrollable you would code
-01 (second screen) 01 (turns from red to blue) 80(stops reading scroll data)
-place this data in the address with the correct pointer,

EX: if the data was in address $7ABFF then the pointerwould be "FF (index) AB (Unknown)" in the smile plm data window of that scroll plm.
-Remember you have to have the new scroll data start at that address.

if your rom has a header, the simply remove $200 from whatever address you placed the data in the rom. (IE change FF AB, to FF A9, or $7A9FF)
Draconis Kenjishiya

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Posted on 08-08-05 06:47 AM Link | Quote
Seems easy enough once I figure out what all these hex numbers mean

So basically SMILE's Index and Unknowns for the "S" Scrolling PLM should be set to 8F? I understand the part about 01 00 01, but what if the player was to go through a series of blocks, is that what the arrows are for?

I don't understand the "-01 (second screen) 01 (turns from red to blue) 80 (stops reading scroll data) part...

Is it edited in SMILE or through a hex editor?
Drewseph

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Posted on 08-08-05 07:42 AM Link | Quote
YES this is ALL (except for adjusting the plm index and unknown) in hex, not SMILE

The "S" plm automatically looks for data in bank 8F, what you need to do is make sure that the index and unknowns are correct. what they do is point to an addres in the 8f bank, which is

$07 80 00, through $07 FF FF

Ispaced the bytes apart so you better understand what to put in the index and unknowns.

Lets say your scroll data is at $07AACC

then your index in the plm data will be "CC" and the unknown "AA"

now for scroll values:
00 - Red Screen in smile
01 - Blue Screen in smile
02 - Green screen in smile

Simple. Now, how PLM scroll data looks

(screen to change) - (Value to change to) - (Another screen or ending byte)
EX: All screens in a room star with the upper left corner at 00 and then to the right at value of 01, 02 etc. when reaching the end of a screen the values continue onto the next row down

this is an example of scroll values of a 3x3 room EX:
01 00 01
01 01 01
00 00 02

The actual screen values are:
00 01 02
03 04 05
06 07 08

Now les say you wanted Screen# 06 and 07 to be a secret area to be revealed after rolling through a passage. the plm data would look like this.:

06 01 07 01 80(ending byte)


(edited by Drewseph on 08-07-05 10:48 PM)
(edited by Drewseph on 08-07-05 10:49 PM)
(edited by Drewseph on 08-07-05 10:51 PM)
(edited by Drewseph on 08-07-05 10:51 PM)
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