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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Yoshi's Island Data | | | |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 412/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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I have a problem. I am editing the "Welcome to Yoshi's Island" level and can't move the ground up one... As you can see, I made the edge move up one, but I can't make the ledge move up one also. I tried the "guess and check" method and nothing was affected. Someone please help me find the offset of the ground? I don't need the offset for X\Y coordinates, as I could find them myself after that. EDIT: Fixed some grammer. (edited by cpubasic13 on 08-01-04 07:37 PM) |
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Cellar Dweller Flurry !!! Level: 27 Posts: 100/269 EXP: 107817 For next: 8342 Since: 03-15-04 From: Arkansas Since last post: 16 days Last activity: 34 min. |
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Here is a dump of the objects in the welcome level. I quickly hacked in a dumper. Don't trust the width, height, and description fields too much. I hope that this helps.
It's my 100th post!! |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 414/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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Yeah. I could use that. Thanks, Cellar Dweller. And congrats for your 100th post. |
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Cellar Dweller Flurry !!! Level: 27 Posts: 111/269 EXP: 107817 For next: 8342 Since: 03-15-04 From: Arkansas Since last post: 16 days Last activity: 34 min. |
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Here is some information on a couple of tables related to the map screen and primary level entries. There is a 4 byte per record table at 0x7E6D0(0F:E4D0) containing information on the entry positions from the map screen. The first byte is the level number, the second is the starting X, the third is the starting Y, and I don't know what the last byte is. There is a table at 0x7E646(0F:E446) that contains 16 bit offsets, not indices, into the table at 0x7E6D0. Each entry in this table is a multiple of four. This table is 69(dec) entries long. I'm not sure how these fit in with the map screen. This information is based on the information that Iggy posted and the following trace excerpt: $01:AFF7 AD 1A 02 LDA $021A [$01:021A] A:0001 X:FFFE Y:0000 D:0000 DB:01 S:01FB P:envmxdizc HC:392 VC:254 00 |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 455/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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...I think there is something wrong with the text table. I tried looking up "Make" and "Eggs" using that table and there was no such thing. I copied and pasted the table if anyone wants to know. Anyone want to check to see if the table is correct? I don't know if it is just me... | |||
Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 Posts: 54/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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I got it to work by searching for the hex equivalent of Make(twice because the first is for a text box). You can edit up the text from there | |||
Cellar Dweller Flurry !!! Level: 27 Posts: 129/269 EXP: 107817 For next: 8342 Since: 03-15-04 From: Arkansas Since last post: 16 days Last activity: 34 min. |
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I have some more info thanks in large part to some enhacements I made to my copy of the SNES9X debugger. Note that this info pertains to the US 1.1 ROM. First, there are a couple tables that are similar to the last two that I posted about. The difference is that they are for the midpoint enterances. There is a 4 byte per record table at 0x7E83A(0F:E63A) that contains midpoint enterances. Iggy's notes and my previous post in this thread describe the format. There is a table of 16 bit offsets into the previously described table at 0x7E7B0(0F:E5B0). I found the subroutine table for the standard objects. It is at 0x903FE(12:81FE). It contiains 16 pointers to the beginings of the subroutines minus 1. Control is transfered to the subroutine by pushing the bank of the subroutine (0x12) on to the stack followed by the 16 bit value from the table and then executing an RTL instruction. Many similar objects share the same subroutine. There is also some kind of 1 byte per entry property table at 0x906EC(12:84EC). It is refered to before the subroutine table. Many (all?) of the vertical only objects have a value of 1 in their entry in the table. For shits and giggles, try changing 0x906F8 from 0x01 to 0x00. Then go look for a poundable post. I also messed around with the decoded level in RAM. Objects are decoded to a area of RAM that appears to start at $7F:8000. Each 16x16 block is specified by a 16 bit value. The blocks are grouped into screens, and the screens are in an order that I have not figured out. I bumped into the font data with TLP(it doesn't work well with my old version WINE ). The glyph bitmaps start at 0x4BF30. The glyphs are 8 pixels by 12 pixels and 1 bit per pixel. There is also a glyph width table at 0x4BE30. The format is one byte per glyph. The character codes that Iggy posted are indices into both the width and glyph data. EDIT: Added font info EDIT2: The glyph data seems to start at 0x4BF2FF. I can dump the font with FEIDIAN using the settings "-r 8,12,16,16,0x4bf2f". (edited by Cellar Dweller on 09-03-04 03:59 AM) |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 612/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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These are my notes on Entrances/Midway points for v1.0 (U) of the rom. These were based on Cellar Dweller's very helpful info which I used to find these offsets. xBF671: 00 07 77 00 00 is level number, 07 is the X screen and position number, and 77 is Y screen and coordinate number... last thing is probably when you complete the level it goes to the next level... I am not sure... Changing 00 to 01 loads up level 1-2 with same starting position as 1-1. Change 07 to 12 makes X coordinate 12. Change 77 to 12 makes Y coordinate 12 (therefore, starting position is (12, 12) if both X and Y are changed) xbf7dc 00 78 76 00 If 00 is changed, it will do exactly like above. Same applies to the others. There is one major difference on how these are arranged: if a level has 2 midway points (for example, 1-2) it will do what the level is assigned to first and then the next midway point (usually is not level specific, but... eh). Lets say you put down 2 midway points in 1-1. What would the second one do? Put you in 1-2, right? Right. It will put you to the first midway point of 1-2. Well, change offset 0xBF7DF from 01 to 00 and what happens? Duh! It puts you in 1-1! There is one drawback... you cannot use the first midway point in 1-2. That is when in the header that last unknown value is used. I haven't touched this yet, but this is enough info to make midway points. There are a lot of unused midways. Remember how 1-3 has one midway point? It can actually have 2 midway points, just that the first (yes, first) one leads to level 00 at coordinate (0, 0). Change it to have a completly different midway point if you change the level's second unknown value. Uhhh... I think... x783847 is the data that Cellar Dweller posted about with the level entrances (Quote: "There is a table at 0x7E646(0F:E446) that contains 16 bit offsets, not indices, into the table at 0x7E6D0. Each entry in this table is a multiple of four. This table is 69(dec) entries long." [this pertains to the version 1.1, although 1.0 has different offsets...]) Finally, for the last thing, xBF751 is the thing with the midway points (Quote from Cellar Dweller (info for 1.1, although the same except for offsets): "There is a table of 16 bit offsets into the previously described table at 0x7E7B0(0F:E5B0)") Pardon anything that may seem weird or I didn't know it, but then again, I am no SNES ASM expert... just a basic hex editing rom hacker... Either way, anyone can do this. Even if you don't know ASM. Play around with this and see what happens. Although I would only apply the following, as that is all that is needed to do this stuff... Entrances: xBF671: 00 07 77 00 00 is level number, 07 is the X screen and position number, and 77 is Y screen and coordinate number... last thing is probably when you complete the level it goes to the next level... I am not sure... Midway Points: xbf7dc 00 78 76 00 Apply above. This should be enough info for entrance/midway points. Hope this helps. (edited by cpubasic13 on 10-06-04 07:04 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - Yoshi's Island Data | | | |