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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 - Total n00b looking for rom hacking lessons. | |
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Terranigma Freak
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Since: 08-20-05

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Posted on 08-20-05 10:17 PM Link | Quote
Ok... I'm a total idiot when it comes to computers, but I'd love to learn how to hack. I've been dreaming of hacking Terranigma and just redesign all the dungeons in the game. Of course since I have no skills at hacking whatsoever, I was hoping someone could point me in the right direction and maybe give me some pointers to get started. Yeah I saw the stickied thread with the tools and I already downloaded a graphic editing thing that might (I haven't even tested it out yet) do the trick, but I'm guessing it's not going to be as simple as simply downloading a tool.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Since: 03-19-04
From: Catgirl Central

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Posted on 08-20-05 10:32 PM Link | Quote
True.

Tools are worthless unless you can use them properly. AFAIK, noone has delved into the game-specific things as far as Terranigma goes. Text hacking is easy, as is graphics hacking (as far as it's not compressed or anything, that'd make it difficult or even hard).

But the maps would require an amount of study I don't want to contemplate. Especially if you wish to include object/enemy placement.
Ragnara

Octorok
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Since: 08-21-05
From: Germany

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Posted on 08-21-05 04:54 PM Link | Quote
Well, I'm just learning some small things about that game.
After playing around with the ROM (beware: all offsets I might be going to give you might be different for you as I am hacking the german version; if you are using an english one, they might be somewhere near my offsets), I managed to find data for a couple of things like:
-Text-Hacking (well, nothing special, but I can increase your stats this way)
-Changing Shop Data (Items and costs)
-Changing the contents of chests (I'm not too good in finding the right chest)
-How the level data works (I strongly dislike compression, but I might write a tool for this)

For chest editing, the offsets for the chests in the elders room are 19/E152 (pointing to 50 80, which means 50 gems) and 19/E15B (10 00, which means 1 Item with no. 10, which is a S. Bulb).
The second byte determinates what you get, if the highest bit is set, it will be money. 50 80 are 50 gems, 50 81 are 150 gems, 50 82 are 250 gems and so on. As you should notice, the 50 should be stored as 32 hex, but they aren't. Well, thats good as it will make things easier (no dec-hex-conversion). If the second byte is 00 or anything with bit 8 set to zero (stay with 00, the rom does this all the time), you get the Item with the number from the first byte. You might want to use this table when changing items.

Shop Data is at 19/D094, the format is somethin like AA BC DE FG, with AA being the Item No., FG DE BC being the price. This will be repeated for each item in the shop, concluding with FF hex. After this, the next shop data will start.
Magic shop data begins with 19/D306, but I haven't found the pointer to the Magirock-Table yet. Don't try to place non-magic items like bulbs in a magic shop or it will glitch a little (nothing serious, but bulbs don't have valid magirock-data).

The level data for the elders house is near 31/D175, but I didn't find any object or scrolling data yet.The compression works like this:
-First byte is uncompressed tile number
-read byte for compression handling
-if compression byte's highest bit is set, the next byte is uncompressed tile number, else:
-shift compression byte to the left (multiplicate with 2)
-check highest bit
-if highest bit is set: load a word (2 bytes). if word & $0007 = 0 (if lowest 3 bits are 0), then read a new byte for the number of repeated tiles, else copy (word & $0007)+2 tiles
-the tiles being repeated are from the current offset plus (word/8) & $E (this things make me want a tool )
if highest bit was unset, then read the next two bits from the compression byte, add 2 and you have the number of repeated tiles (compression byte gets shifted to the left two times)
-after this, compression byte gets shifted to the left
When the compression byte has no bits left, a new byte is read as the compression byte. The level loading is finished when the code gets the order to copy 0 tiles.

I hope you understood something from this... I am from Germany and my English lacks the capability of descriping compression formats like I would do in German
At the moment, I'm still lacking the offsets to the tile behaviour data and the tilesets, but I am working on this.


BEWARE! All offsets are from the german rom without header. To get ingame-offsets, I think you have to add 80:0000.


(edited by Ragnara on 08-21-05 08:16 AM)
firemaker

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Posted on 08-21-05 05:04 PM Link | Quote
Wow, pretty big post for a newbie . But are you ure the guy who posted this thread knows what you are talking about?
Ragnara

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Posted on 08-21-05 05:12 PM Link | Quote
*scratches his head* Yeah, thats a good question. We will have to wait for him to return, hm?
But I won't consider myself as a newbie. Its just a long time since the last time I was in this board.

I might just add:
The code decompressing the data is at 16:83BE, if you would like to check it yourself. And the decompressed level in RAM is at 7E:A000, after each tile number is a byte for tile behaviour.
Terranigma Freak
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Posted on 08-21-05 10:29 PM Link | Quote
Thank you for the replies, and good eye firemaker... Unfortunately, Ragnara, I have no clue what you're talking about. Hey how about telling me what other kinds of tools I'll be needing to get started? Some tutorials on basic game hacking, let me list what I'd like to do.

1. I want to redesign all the dungeon maps (except for Dragoon Castle and Leim's Test). Just overall better for exploration and finding hidden items.

2. I want more Zelda style puzzles added, and since the game has boulders you can push, all you really need is some good designing skills to place the boulders in such a way to it requires thinking to solve. Of course I need to know how to place those objects into the game first.

3. I definitely want to replace the enemies, and also beef up the enemies. Not to mention different items from chests. Like Magirocks.

4. I think I have this part covered, but I friend of mine thinks he might be able to rework the magic system so you'll be able to use magic in boss fights as well.

Very ambitious for someone with zero computer skills...


(edited by Terranigma Freak on 08-21-05 01:30 PM)
Ragnara

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Posted on 08-21-05 11:05 PM Link | Quote
You will have to learn ASM and hex editing if you are going to do this changes before anyone comes out with an editor (this anyone might be myself, but I won't promise you anything). Get Geiger’s Snes9x Debugger Mark 9 or any tracer of your choice and play around.
For links to tutorials or tools, just search this board - you are not the only one who asks for this stuff.

If you can't manage to find data on your own, you will have to wait for other hackers to find them. I am looking for what you need, but I can't tell when I will find them. And even with the knowledge to change everything - doing this in a hex editor is a pain...

Well, learn some asm and play around with the rom and see what you can get. Learn game-specific stuff like text editing (which is pretty easy in Terranigma).
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