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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Metroid Zero Mission | |
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interdpth

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Posted on 08-11-04 10:50 AM Link | Quote
Yeah just want to know if there has been any more data found out then what that doc chicken lump has found
Grinto

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Posted on 08-11-04 02:02 PM Link | Quote
I found the Screw Attack. It was well hidden, but not hidden enough to stop the mighty Bladegash from conquering it's protective bubble.
Jigglysaint

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Posted on 08-11-04 08:55 PM Link | Quote
What has been found already?
interdpth

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Posted on 08-11-04 10:00 PM Link | Quote
The room format but I don't belive the editing objects have been found.
Jigglysaint

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Posted on 08-12-04 01:11 AM Link | Quote
It took me all of 2 seconds to find the location of the long beam. The beam is part of the entire statue, and the x and y cor-odinates is at 60EEDE. Other than that, I cna't seem to make heads or tails of the data, but my guess is that there are tons of pointers there. Pointers for GBA games are 4 bytes, and basically if you just read the bytes backwards, you get the exact offset.
MathOnNapkins

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Posted on 08-12-04 10:18 AM Link | Quote
When y'all say you found the "data" on a particular item, it's not always clear what exactly you're referring to. It might be graphical data or object data.
Chickenlump

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Posted on 08-12-04 10:24 AM Link | Quote
I think I have this credited to subanark.

-------------------------
I've started to look into hack metroid zero... this is what I've come up with so far. Just curious If anyone is intresed

0875fac4 -- pointer to start room
0875E670 -- pointer array
08340ad4 -- start of entry room stuff
+0 -- palatte id
+1 -- fog?? (BG 0)
+2 -- BG 1
+3 -- BG 2??
+4 -- ??
+5 -- ??
+6 -- ??
+7 -- ??
+8 pointer to ?? (apparently not being used)
+C pointer to room data (cosmetic only, BG 1?)
-+0 width??
-+1 height (only affects room entry, will refresh just fine)
-+2 screws up game stuff if changed
-+3 horizonal shift??
-+4 ?
+10 pointer to BG 2 stuff
+14 actually room objects
-+0 width or offset??
-+2 verticly offset??
-+4 horizontal offset
+18 background pointer
+1C ?
+1D ?
+1E ?
+1F ?
+20 enemy items ect... placement Normal pointer (0860CD48)
+24 item table to use Normal (as a byte value).
-+0 y location
-+1 x location
-+2 item number in table
-+repeat...
-+? FF FF FF to signal end of array
+28 enemy items ect... placement Hard pointer
+2C item table to use Hard (as a byte value).
+30 pointer to enemy items? (0 size)
+34 ?
+35 x location on map
+36 y location on map
+37 background wiggles (0 is off, 1 is a lot, 9 is a little, a and bigger is off).
+3A music for room (2 bytes)
END of room... start next room

The biggest thing that I've found how to change in enemy/item location.
---------------------------------------------------


I don't remember where I found it, but that's why I collect everything I find, because there's so many sites, and so many boards....

It's good to see some activity in the GBA area.
Jigglysaint

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Posted on 08-12-04 10:15 PM Link | Quote
Ahh, so the data I found has already been found, except that mine is for the Long Beam room. I changed the 11 after the 0706 and the statue changed.

Edit: Doesn't anybody hack anything other than RAM anymore? The offset I gave was for the ROM(actual location in the program).

Are those offsets in RAM, or ROM? They look like RAM. Is there a way to convert them to ROM?


(edited by Jigglysaint on 08-12-04 01:30 PM)
VL-Tone

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Posted on 08-13-04 10:35 AM Link | Quote
Hmmmm... Zero Mission Cubed... nahhh don't count on it... (I couldn't resist mentioning it )
and don't count on Super Metroid Cubed either, the game is just too big, it would take me years.

As for why people seem to find more data in RAM these days, I guess that's because more
SNES games have compressed data than NES games, and usually there is an uncompressed
version somewhere in RAM. A simple way to find the level data in RAM for most games is to
use cheat finders. Go to a level in a game, save current RAM values, go to another level and
then search for values that have changed. Go to another level and repeat a few times until
you get the fewest results (not too few though, if you find only a dozen values then it's most
likely the level data and either you screwed something while doing it or the data is read directly
from the ROM.

There are ways to remove unwanted results by exluding values that change while doing different
things in a same level. Now try to locate big chunks of RAM that have changed and note the
adresses. You can then enable cheats at those adresses to check what is affected while playing
the game. You may find for example that changing byte x at adress y changes a tile in a game.
Sometimes you may have to enter a level for it to be changed.

If you find relevant data you can take a little sequence of hex bytes from RAM, 6-8 bytes
should be enough, and search for it in the ROM file using an hex editor. If you are lucky
and that data is uncompressed in ROM, you hit the jackpot Try not to search using a part
that could likely occur somewhere in the ROM like "00 00 00 00 00 00 00 00".

Anyway if these ZM adresses are in RAM, then this last procedure could help in finding the data
in ROM. If it's uncompressed... but if it's not, the uncompressed RAM data can still be very
usefull in trying to crack the compression format. There is no single way to convert RAM
adresses to ROM adresses since since the processor can write values anywhere
in RAM using a programmed routine. Using tracers and looking at the source code can be
usefull in finding exactly how this happens.
Jigglysaint

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Posted on 08-13-04 09:00 PM Link | Quote
Then the best case is to provide actual values. For example, if you root around in the room with the long beam, then it would be helpful if you didnt just say what does what(like pointing out that one value controls music), but actually go ahead and give values. You can easily search for values in the ROM from the values in ram.

Oh, to update, I found the door data. It's 8 bytes. The first byte seems to control whether or not there is an intro(area name appears on screen). The second byte seems to be the re-entry index for the room you enter(so if you enter the long beam room, and then exit, the destination will change depending on the value). The third and fouth value is unknown, but has somthing to do with the door direction. The fifth and 6th byte I think control where the door is located, and where it drops our off. The last 2 are the room number for the exit, and position you appear on screen. The data is located at 33E614 in the ROM
interdpth

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Posted on 08-13-04 09:07 PM Link | Quote
Go Jiggly. Anyway i'm pretty sure the data is compressed because I opened a level in the memory viewer of VBA then opened the rom in a hex editor and couldn't Match.
Jigglysaint

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Posted on 08-15-04 03:06 AM Link | Quote
I figured the level data is compressed, but the music and item positions and such? Perhaps...

So somebody needs to finda way to decomress data. I think the level data is around where I said I found it, because I changed like 1 byte and some weird stuff happened.
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